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Rules Updates for September 2013
09-04-2013, 03:44 PM (This post was last modified: 09-04-2013 03:45 PM by Zak.)
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Rules Updates for September 2013
Hi everyone,

All or most of this has been gone over at game but here is a list of updated rules clarifications:

  1. It has been decided that if you are wielding a two-handed weapon and one of your limbs becomes unusable(such as from a Disable or Break Bone effect) that the weapon may be used to defend but not to attack. It must be held vertically at all times when used in this way. Keep in mind that you are no longer immune to the Disarm effect when a two-handed weapon is held with only one hand. Additionally a two-handed weapon may be used in one hand defensively(in the manner described above) while casting spells or attacking with thrown weapons. A bow or crossbow may not be used with a two-handed weapon in the other hand. Lastly, you may not wield a two-handed weapon defensively in one hand and a one-handed melee weapon in the other, even if only to defend. No skill except the appropriate weapon proficiency is required to wield a two-handed weapon defensively.
  2. It has been decided that anyone with a profession may teach any number of other individuals that profession. This is accopmlished by roleplaying a lesson with the student. The content of the lesson is left up to the teacher's discretion. There is no prerequisite to learn the first(apprentice) level of a profession. The second level(journeyman) requires the student to already have the apprentice level of the profession learned at the time of teaching. The third level(master) rqeuires the student to already have the journeyman level of the profession learned at the time of teaching. When teaching someone, write on YOUR character sheet who you taught and what skill you taught them. This rule does not apply to Alchemy, Herbalism, and Toxicology. The teaching/learning method for all levels of those skills must be discovered In Game.
  3. A reminder/clarification on effect durations. All spells have their duration stated at the end of the incant as on OOG statement. A power word or weapon-delivered effect(such as Disable) has a duration of 1 minute unless stated otherwise. For example, the skill Backstab Pain has a duration of 10 seconds so the call for the skill is "Backstab Pain, 10 seconds". This is because it differs from the implied silent 1 minute duration. Out of combat skills(such as Waylay) have different durations that are not called because they are out of combat abilities. Waylay lasts 5 minutes. If an effect has a duration and one is not stated it lasts 1 minute.
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09-16-2013, 12:47 PM (This post was last modified: 09-16-2013 12:52 PM by Zak.)
Post: #2
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RE: Rules Updates for September 2013

Additionally, the following change has been made to the Complete Effects List:
  • The Charm, Fear, and Pacify effects now end if the target is attacked by the user. The updated descriptions for these effects will have the line "This effect ends if attacked by the user" added to the end of their descriptions.
  • The Crush effect should read "weapon strike" instead of "melee strike".
  • The Deny tag currently only has six possible calls: Deny Parry, Deny Dodge, Deny Resist, Deny Reduce, Deny Threshold, and Deny Armor. Deny Resist also covers "Spell Turn" calls. Deny Armor would prevent a creature from being able to call "Armor" as a response to an effect. This is only important for weapon-delivered poison effects. This would mean that regardless of whether hit points or armor points were damaged the poison must be negated in a way other than armor points. This does not change how the damage is dealt to hit points and armor points. For example, the IG explanation could be that a creature's attack produces poison gas when it attacks. Armor would not stop that effect.
  • The disable effect should not have a duration listed with it. A Disable effect with a duration longer than 1 minute is possible.
  • The Greater Disease effect does not stop a creature's last hit point from being restored by the skill First Aid. First Aid is not healing so it will not activate nor be effected by effects that prevent healing. This means that First Aid also cannot activate Areesia's Piety power.
  • Uncanny Dodge now allows the user to avoid a Mass Effect as one of the possible uses of the skill.
  • Currently the only way a flashback attack is considered magic is if the flashback is a Power Word effect.
  • The Knockout effect should not have a duration listed. Knockout effects of any duration are possible.
  • The Pacify effect no longer prevents all spellcasting. It only stops packet and mass effect spells from being cast.
  • Slay should read "weapon strike" not "melee strike".
  • Sleep is broken by 1 hit point of damage. All active armor points on a creature must be damaged first unless an effect is used that damages a hit point directly.
  • The Smash effect no longer requires the back or chest to touch the ground. It follows the rules of Trip in that regard. Hands and knees must touch the ground. All held weapons must still be dropped. This includes two-handed weapons.

The following changes are made to the Complete Removal Effects List:
  • Purify Blood now removes the Nausea Effect regardless of source.
  • Touch of Strength now removes the Slow effect
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