Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Sunday, August 22, 2010

Torrian Race Rules

Here are the Torrian race rules, for Giants players:

+2 Constitution, +2 Strength or Wisdom
Size: Medium
Speed: 8 squares
Vision: Normal
Languages: Common, One other
Skill Bonuses: +2 Endurance, +2 Nature

Vitality: +1 Healing Surge
Leap: Treat all jumps made as if they had a running start.
Roar: You have the roar power.

Roar
Encounter * Fear
Standard Action Close Burst 3
Targets: All enemies in area
Attack: Strength +2 vs. Will, Constitution +2 vs. Will, or Wisdom +2 vs. Will
Hit: 1d6 + chosen attribute modifier damage and target is immobilized (save ends). Increase to +4 bonus and 2d6 + chosen attribute modifier damage at 11th level, and to +6 bonus and 3d6 + chosen attribute modifier damage at 21st level.
Special: When you create your character, choose Strength, Constitution, or Wisdom as the ability score you use when making attack rolls and to determine damage with this power. This choice remains throughout your character's life.

Saturday, July 03, 2010

The word on Rain of Steel

Warning: This post is probably only relevant (and interesting) to Randy, Dan and Ben

Seems to be that Dan has it right, and William will shortly be getting a big boost to his Rain of Steel damage. There isn't an "official" answer from a WOTC rep, but the consensus, based on reading pre-existing rules, seems to support the way we've been doing it in the Giants game over the Wolves game.

From the forums:

Q: Do you get bonuses (weapon focus, magic weapons etc.) to weapon damage rolls on "rain of steel", "whirling step" "whirling lounge" and such powers?

A: Yes. As long as the power has the Weapon keyword and rolls damage, you get all the bonuses you would get on a normal attack power's damage roll. So while Rain Of Steel doesn't get your Strength bonus because it doesn't say "+STR", it gets all the others.

Any bonus to weapon damage rolls will apply. Any bonus to damage rolls in general will apply. Other bonuses depend on the wording; for example, a bonus to "melee damage rolls" would not apply to Rain of Steel, because it does not have the melee keyword

If the power does static non-rolled damage (for example, Cleave to an adjacent target, or Reaping Strike on a miss) then that damage is not increased.

Wednesday, July 02, 2008

Monday, October 15, 2007

Characters, Backup Characters & House Rules

In order to help me with planning, can folks make sure and update their characters on the blog sometime in the next couple of weeks? If nothing else, if everyone could post in the comments what level you are (I believe everyone but Pel is 10th, but Pel may have reached 10th as well), that would be much appreciated.

Does everyone have a backup character that they might want to play in place? If not, it might be worth making one just in case.

Backup characters will always be built one level behind the average level of the party, which as of the last adventure is now level 10. This does mean that resurrection, even though it costs a level, is just as viable an option as a backup character, *if* you can find someone to resurrect you. You will have the XP in the middle between the level you are and the level of the rest of the party.

So currently, if you build a backup character, that character is level 9, and has 40,500 XP. You can spend as much of that XP as you want on building magic items if you have Crafting feats, as long as you don't exceed the cash limits for those items.

Which are: You will start with the wealth indicated on the Character Wealth by Level table (DMG, p. 135). Currently, that is 36,000 gp. You can spend up to 19,000 gp on a weapon (up to +3) or up to 16,000 on any one other magic item (no more than +3 armor, in other words). Other than that, no more than 9000 gp on any one item. This means that with the exception of the one special bonus item, you're limited to +2 weapons and armor. In addition, any wondrous item that costs more than 2500 gp, or any item that comes from a source other than the main Eberron book or the DMG, is subject to GM approval. You'll probably get it, but I reserve the right to say no.

I'm also instituting a new house rule regarding death. Instead of dying at -10, your character now dies if you exceed your Constitution score in negative hit points. This will make you considerably more durable and a little more resistant to instant kills, I hope.

Monday, December 04, 2006

In the future: Ravenloft?

Hey, everybody. I just ordered Expedition to Castle Ravenloft off of Amazon. It's an update of the old Ravenloft module, designed for use as a one-off adventure or a campaign. How about, after we have our next Eberron adventure, I take a shot at DM'img, take you guys through this bastard? Sound cool?

Saturday, October 14, 2006

XP, Backup Characters, General Rules Notes

Since we'll have some time between now and the next Eberron session (I'm guessing December at the earliest, and with the holidays, probably January), it might be a good time to make sure everybody has at least one backup character built. Not that I'm *planning* on killing anyone, but... well, after that last fight, and a couple fatalities in the party, you all know Eberron is a dangerous place.

So... first off, my general ruling on XP for sessions: If your character is there, but you are not, that character will gain 1/2 XP for the session. This reflects a lighter usage of your character (mostly door opener and combat monster) when he's in someone else's hands, and also rewards folks for coming out to the game.

Backup characters will always be built one level behind the average level of the party, which as of the last adventure is now level 9. This does mean that resurrection, even though it costs a level, is just as viable an option as a backup character, *if* you can find someone to resurrect you. You will have the XP in the middle between the level you are and the level of the rest of the party.

So currently, if you build a backup character, that character is level 8, and has 32,000 XP. You can spend as much of that XP as you want on building magic or psionic items if you have Crafting feats, as long as you don't exceed the cash limits for those items.

Which are: You will start with the wealth indicated on the Character Wealth by Level table (DMG, p. 135). Currently, that is 27,000 gp. At least 20% of that wealth (5400 gp, in this case) must come into the campaign in liquid form, either as gold/platinum pieces, bags of gems or letters of credit from House Kundarak. Of the rest, you can spend no more than 9000 gp on any one item. This means that practically speaking, you're limited to +2 weapons and armor. In addition, any wondrous item that costs more than 2500 gp, or any item that comes from a source other than the main Eberron book or the DMG, is subject to GM approval. You'll probably get it, but I reserve the right to say no.

Also, on the store-related front: I'm making a change to the amount of money you get from selling magic items in the store. Since it's going to be harder to sell anything more unique or powerful, you're not going to get that cash as quickly. So what I'm going to do is, when you sell any item that is worth 5000 gp or less, you'll get 75% of its cost. When you sell an item that costs more than that but less than 10,000 gp, you'll get 60% of its cost. And when you sell an item that costs 10,000 gp or more, you'll get 55% of its cost.

This basically represents a longer time that your money is held in the Bank of Kundarak before you get a cash influx from somebody buying a magic item. If I wanted to get real complicated, I'd do something like put the items in a pool, roll randomly to see if someone bought them, give you the money for those then, but that would be a huge pain in the ass and it's easier to do it more abstractly like this. Seem fair to everyone?

Oh, and since we're most likely using FUDGE for Call of Cthulhu, I added a link to the FUDGE site and a PDF of the FUDGE rules (it's a free game) to the sidebar links.