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* SoW Game World Info/Rules *
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Topic: * SoW Game World Info/Rules * (Read 3868 times)
Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #15 on:
August 25, 2010, 11:20:41 AM »
Attacks in Three Dimensions:
An area/burst/blast attack actually generates a cube of an attack.
Positioning a Blast
A blast is a X by X cube that starts, in most cases, adjacent to the caster. A corner of a blast can start in any square adjacent to the caster, including squares above and below. The blast always protrudes from the caster. See the following diagrams.
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Last Edit: August 25, 2010, 11:23:50 AM by Webmetz
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #16 on:
August 29, 2010, 09:51:45 PM »
For those who are interested.
Here is a World Map that shows Elsir vale in regards to other locations in the world.
{Note: This is not a copyrighted map, this is a fan compilation map}
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Last Edit: December 09, 2010, 11:08:47 PM by WebMetz
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #17 on:
September 10, 2010, 11:38:57 PM »
{House Rule:
If you are a devout follower of your deity, you can make Religion checks on that deity as you had a religion score of 10.
Therefore:
I would allow Belgoes to make Religion checks on the Raven Queen as if he had a religion score of 10.
I would allow Thorfin to make Religion checks on Sehanine as if he had a religion score of 10.
I would give Bal'tier to make Religion checks on Bahamut as if he had a religion score of 10.
It is something to explain the knowledge a character may have about the deity they worship...but not give those trained in religion too much knowledge about their deity.
}
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Last Edit: September 11, 2010, 02:21:20 AM by Webmetz
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #18 on:
September 11, 2010, 11:27:12 AM »
For those who are having trouble with rules:
http://www.wizards.com/dnd/files/quickstartrules.pdf
Wizard's updates this whenever the rules change.
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #19 on:
September 17, 2010, 11:30:47 PM »
Starvation, Thirst and Suffocation
When deprived of food, water, or air, the rule of three applies. An adventurer/creature can handle three weeks without food, three days without water, and three minutes without air outside of strenuous situations. After which endurance checks have to be made. Failing these checks can result in damage and the incapability to recover healing surges.
Large creatures need twice as much food as Medium/Small creatures.
Food can be foraged in the wilderness with Nature checks and in caverns with Dungeoneering checks.
Quote
FORAGE
Make a Nature/Dungeoneering check to locate and gather enough food and water to last for 24 hours. You can do a Dungeoneering check in underground environments that approximate outdoor wilderness—caverns or underground complexes containing pools of water, edible fungus or lichen, small vermin, and the like.
Forage: 1 hour.
DC: DC 15 to find food and water for one person, DC 25 for up to five people. The DM might adjust the DC in different environments (5 lower in a cultivated environment or 5 higher in a barren one).
Success: You find enough food and water for 24 hours.
Failure: You find no food or water. You can forage again but in a different area.
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Last Edit: September 17, 2010, 11:38:24 PM by Webmetz
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #20 on:
September 19, 2010, 05:46:13 PM »
SPIRIT COMPANION FAQ
Here is a faq from
http://community.wizards.com/go/thread/view/75882/22949629/Shaman_Spirit_Companion_FAQ
Quote
See link above
Movable Conjurations: If the power you use to create a conjuration allows you to move it, it’s a movable conjuration. At the end of your turn, the movable conjuration ends if you are not within range of at least 1 square it’s in (using the power’s range) or if you don’t have line of effect to at least 1 square it’s in.
When you move a conjuration, you can’t move it through a solid obstacle.
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Last Edit: December 09, 2010, 11:10:06 PM by WebMetz
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #21 on:
September 25, 2010, 06:58:24 PM »
House Rule: Martial Practices
I am instating a house rule that states the following:
You do not need the Martial Practice feat to learn a Martial Practice, nor do you need to be a Martial character.
To master a Martial Practice, all you need to do is buy/find the book and study it for 8 hours (like one would for a ritual). Multiple people can study the same book at once.
Unlike rituals, once you master a Martial Practice, you no longer need the book in order to perform it.
DM Reason: It provides a better sense of realism. I personally thought it made no sense that only martial characters could do things like craft items, handle strange mounts, forge papers, conceal items...and so on.
Martial Table:
https://spreadsheets.google.com/ccc?key=0AnwUV1_MFNmkdHJjZU5EdEhNR1p5RE5QdlMzMHh0YUE&hl=en&authkey=CIXwsP8G
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Last Edit: December 09, 2010, 11:12:13 PM by WebMetz
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #22 on:
October 10, 2010, 10:43:27 PM »
Quote from: Web Metz on October 06, 2010, 09:55:57 PM
{Not as fancy as I planned...but here is something.}
"You will do just fine. If you need any supplies before you go, just ask, and I'll see that you are supplied them."
He hands you a scroll case, complete with mission details.
{Will detail later.}
Troyas removes the obviously magical gloves, places them on his desk, and turns away to open the curtains.
"If you look out my window, you can see the town greene. Locked in the stocks is the hobgoblin Armon captured yesterday. Calls himself Morrik. He is to be put to trial, as according to city law. Feel free to interrogate him before you leave on your mission."
{Towne greene=market square}
{anyone want to ask him for something?}
{Mission Details:
Your primary mission is to determine the fates of the captives stolen from Brindol, and make all attempts to return them to Brindol. Those who have been confirmed to be captured by the hobgoblins are as follows.
-Jalissa, elvish acolyte of Ioun.
-Sertanian, the castellan of the Hall of Great Valor.
-Kartenix, Captain of the guard.
-Thurann, KArtenix's son.
-Mirtala, cook of the Antler and Thistle Inn
-Adronsius, the dwarven alchemist
Your reward for completing the primary mission shall be 200gp.
Your secondary task is to retrieve as many of the artifacts stolen from the Great Hall of Valor as possible.
Your reward for doing this shall be 200gp.}
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #23 on:
October 14, 2010, 09:28:38 PM »
{Not a copyrighted map. Fan Map}
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Last Edit: December 09, 2010, 11:12:39 PM by WebMetz
»
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #24 on:
November 08, 2010, 10:06:09 PM »
Improvising with Skills and skill uses
https://docs.google.com/Doc?docid=0AXwUV1_MFNmkZGM4Y2d4djJfNDhna3o4dzlmYg&hl=en&authkey=CKrO-OQL
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Last Edit: December 09, 2010, 11:14:49 PM by WebMetz
»
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: SoW Game World Info/Rules
«
Reply #25 on:
November 10, 2010, 07:41:33 PM »
Stealth Rules
Stealth: The check is usually at the end of a move action, but it can be at the end of any of the creature’s actions that involve the creature moving.
Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s passive Perception check. If you move more than 2 squares during the move action, you take a –5 penalty to the Stealth check. If you run, the penalty is –10.
Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.
Success: You are hidden, which means you are silent and invisible to the enemy.
Remaining Hidden: You remain hidden as long as you meet these requirements.
Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden.
Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you.
Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty. If you run, the penalty is –10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy.
Don’t Attack: If you attack, you don’t remain hidden.
Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.
Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy.
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: * SoW Game World Info/Rules *
«
Reply #26 on:
November 11, 2010, 10:42:23 AM »
Upgrading Magic Items
If you use Enchant Magic Item, you can upgrade a magic item into a stronger version of itself by paying the difference in component costs.
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: * SoW Game World Info/Rules *
«
Reply #27 on:
December 02, 2010, 10:31:09 PM »
HOUSE RULE:
Monsters and saving throws vs death.
You can reduce a foe to unconsciousness by declaring your intent to do so when you attack. An unconscious foe is reduced to 0 hitpoints. With healing, or a short rest (5 minutes), a unconscious foe recovers to 1 hp without losing a healing surge.
A foe that is reduced to 0 or less hitpoints starts making saving throws versus death. 3 Failed saving throws since its last extended rest and it dies.
A foe that is dying can be returned to 1/4 hitpoints with a successful heal check, application of a healing power, or a nat 20 saving throw. Doing so causes the foe to lose 1 of its healing surges.
A foe that is reduced to negative 1/2 hitpoints is killed out right.
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: * SoW Game World Info/Rules *
«
Reply #28 on:
December 02, 2010, 11:31:57 PM »
HOUSE RULE: Interrogation
Interrogation starts a pseudo skill challenge (usually doesn't count as an encounter).
Each person involved can roll a primary skill or aid.
Primary Skills used for Interrogation (the difficulty within the brackets is baseline. May be different upon the situation):
Bluff (Moderate. Only 1 success.)
Diplomacy (Moderate)
Insight (Easy, Only 1 success. Grants +2 to diplomacy checks)
Intimidate (Moderate. Failure grants penalty to all checks)
Other (Ask DM before rolling.)
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Last Edit: December 02, 2010, 11:34:15 PM by WebMetz
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Web.Metz
The (Harryhausen) Kraken
Posts: 9535
PCs: Faerun, Chromatic, Pin
Re: * SoW Game World Info/Rules *
«
Reply #29 on:
December 05, 2010, 03:05:29 PM »
-Binding Foes (House Rules)-
The Base DC for a foe to escape binding is DC 20. How the rope is tied and the quality of its tying determines the bonuses you can add to the DC.
It takes about 4 ft of material to bind a medium creature's hands or feet. 10 feet to bind both together.
It takes about 2 ft of material to bind a small creature's hands or feet. 5 feet to bind both together.
Action: Acrobatics DC Modifier, Athletics DC Modifier
Applied Skill:
Strongly Tied: Depends on Athletics check. Applies to chain and rope.
Securely Tied: Depends on Acrobatics check. Applies to chain and rope.
How it is tied
Tied While Unconcious: +1 DC, +0
Hands Bound in Front: -2 DC, +0
Hands Bound in Back: +1 DC, +0
Hog Tied (makes foe helpless): +3 DC, +0
Tied in Awkward Position: Situational, +0
Tied and Hung: Situational, +0
Quickly Bound: -10 DC, +0
What it is tied with
Twine/String (1 hp) +0 DC, -2 DC
Rope (2 hp): +2 DC, +6 DC
Silk Rope (4 hp): +4 DC, +8 DC
Spider Silk Rope (6 hp): +5 DC, +10 DC
Iron Chain (DR 10. 5hp): +6 DC, +10 DC
Iron Manacles (DR 10, 10hp): +10 DC, +10 DC
Masterwork Iron Manacles (DR 10, 10hp): +15 DC, +12 DC
Condition of Bindings
Damaged Bindings: -2 DC, -2 DC
Greased Bindings: -10 DC, +0 DC
-Escaping from restraints-
Acrobatics vs DC of bindings. DC 20+ Acrobatic DC Modifiers
Athletics check to break/burst the bindings. DC 20+ Athletic DC Modifiers
If you want to bind in a different way then listed, tell me, and I'll create DCs.
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Last Edit: December 05, 2010, 09:29:51 PM by WebMetz
»
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