It is currently Tue Sep 07, 2010 11:43 am

All times are UTC - 5 hours [ DST ]


Support the site:

Click here to see the special offer for donating.

Forum rules


Image



Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: The Law
PostPosted: Fri May 29, 2009 11:17 am 
Offline
Moderator
Moderator
User avatar

Joined: Wed Feb 18, 2009 12:24 am
Posts: 615
Blog: View Blog (0)
Rules for the game will go here.


Top
 Profile  
 
 Post subject: Re: The Law
PostPosted: Sun May 31, 2009 2:09 pm 
Offline
Moderator
Moderator
User avatar

Joined: Wed Feb 18, 2009 12:24 am
Posts: 615
Blog: View Blog (0)
Posting Guidelines

-I understand that real life trumps all, but I expect 2-3 posts a week, and prefer 1 post a day.

-Posts should not be one or two sentences in length. Yes, you may only need to respond to a dialogue, but your character is doing more than just speaking. Each character has a mannerism, or inflection, and your posts should reflect the same.

-I am not a grammar or spelling nazi. With that being said, Play-by-Post games are an ongoing story with each player being part author along with the GM, and should be played as such.

-In character actions should be detailed within the flow of the game, with a summary of mechanical actions taken put in parenthesis after. All other OOC chatter should be contained within the appropriate thread.

-READ every post that is made, and respond accordingly. Completely disregarding the other players, or the GM, hurts the game and detracts from the time and effort that everyone is putting into the game to make it fun.


Top
 Profile  
 
 Post subject: Re: The Law
PostPosted: Sun May 31, 2009 2:13 pm 
Offline
Moderator
Moderator
User avatar

Joined: Wed Feb 18, 2009 12:24 am
Posts: 615
Blog: View Blog (0)
Game Play Guidelines

-I do not mind Dark Side characters, BUT if you have chosen to create a Dark Side character for the purposes of unnecessary player conflict, random group backstabbery, or story disruption (Randomly attacking any and all Sith/Jedi because you are EVUL!/RITECHUS!) your character will be swiftly and soundly dealt with. The Dark Side is seductive and powerful, not stupid, and should be played as thus.

-I have the final say in ALL matters involving dark side points. This is non-negotiable.

-I have the final say in ALL in game rulings. Even if you do not particularly care for a ruling, attempt to deal with it and keep the game flowing. Know that I have no intention of handicapping, rail-roading, or otherwise destroying your character or your enjoyment of the game. This is non-negotiable.


Top
 Profile  
 
 Post subject: Re: The Law
PostPosted: Thu Jun 11, 2009 1:26 pm 
Offline
Moderator
Moderator
User avatar

Joined: Wed Feb 18, 2009 12:24 am
Posts: 615
Blog: View Blog (0)
House Rules

* When multiclassing, if going from one class to another that uses the 3/4th BAB scale, you do not have to start over. BAB for such levels is treated as total character levels with 3/4th BAB.

* Block/Deflect can be used against a critical to take normal damage. The Use the Force check must meet or beat the total attack roll.

* When using Force powers which requires a standard action or full-round action in combat; allies of the target, if adjacent, may make an Attack of Opportunity against the Force user if one has not been take already by the ally that round. The target, however, may not make an Attack of Opportunity against the Force user.
    Example: If Jedi Knight Juda Lurn attempted to use Force Grip on a Captain of the Guard (who is 4 squares away) while Juda was flanked by two of the guards, both guards would get an AoO on the Jedi. However, if Juda attempted to Force Grip one of the two guards, the other guard would get an AoO, but the victim of the Force Grip would not.

* Since ammo is not being kept track of, use the following rule instead: When a natural 1 is rolled on an attack roll when using a weapon which contains a power cell or pack, then the weapon has become jammed or shorts out and the power source must be replaced as a move action next round. This also includes any melee weapon, only lightsabers do not need a replacement. Instead it takes two swift actions next round to readjust the power settings and turn it back on.
It is thus assumed that during down time a character has recharged his power pack or energy cell, or replaced a used one.

* Retraining: (Notify GM when retraining and my be subject to scrutiny; in character reason for Retraining will be needed/requested)
Sometimes you make decisions when you create or advance your character that you later regret. Perhaps a talent you chose isn't working with your character concept, or a feat never comes into play the way you anticipated.
Every time you gain a level, you can retrain your character: change one feat, talent, or skill selection you made previously. You can make only one change at each level.
    * Feat: You can replace a feat with another feat. You must meet the prerequisites of the new feat. You can’t replace a feat if it’s a prerequisite for any other attribute you have. If you choose to replace a feat you gained as a class bonus, you must replace it with a feat from the bonus feat list for that class.
    * Talent: You can replace a talent with another talent from the same class. You must meet any prerequisites for that talent and you can't replace the talent of it is a prerequisite for another attribute.
    * Skill: You can replace a trained skill with another trained skill from your class list. You can’t replace a skill if it’s required for any other attribute you have.


Top
 Profile  
 
 Post subject: Re: The Law
PostPosted: Sun Jul 25, 2010 2:48 pm 
Offline
Moderator
Moderator
User avatar

Joined: Wed Feb 18, 2009 12:24 am
Posts: 615
Blog: View Blog (0)
Rules Changes:
(These rules will be changed if they become an issue)

* Climb, Swim and Jump now fall under the Athletics (Str) skill. Athletics is a class skill for: Jedi, Soldiers, and Scouts

* Block and Deflect are now combined. Take cumulative for each block and deflect action. Talents such as Riposte and Redirect Shot are still taken individually.
    * Riposte (KotOR p25) - As a reaction once per round instead of once per encounter.
    * Improved Riposte and Improved Redirect (KotOR p39) - Once per encounter not once per turn

* Unleashed (FU p35 & 37) - Unleashed abilities maybe used by anyone who has a destiny. It however costs:
    * 1 Destiny point (as normal)
    * Move 1 persistent step down the Condition Track (this is negated by taking the feat Unleashed)

* The Improved Armored Defense talent is now the default, and the mechanics of IAD shall take the place of the regular Armored Defense talent, while maintaining the Armored Defense name.

* With the rule listed above, the Imperial Knight talent 'Armor Mastery' no longer exists.

* The Improved Battle Meditation talent is now the default, and the mechanics of the BM shall take the place of the regular Battle Meditation talent, while maintaining the Battle Meditation name.

* Entrance into the Force Adept prestige class only requires two force talents instead of three.


Starship Modification Rules

* The Hangar modification costs 10 EP, and gives Cost Modifier/5 number of hangar units. Starships take up a number of hangar units equal to their cost modifier.
    * Hidden Hangars cost 20 EP and adhere to the same rules


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  

Support the site:


Facebook Twiiter
Copyright © 2007 Galactic Campaigns
DivineBlack by Darthorx
Updated by phpBBservice.nl
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group