Rule Clarifications

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Nelkie
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Rule Clarifications

Post by Nelkie »

OK, Here are some rule clarifications that would be helpful if placed into the book.

The complete rules on what a craftsman can make. The proper times, examples on how it works, can a craftsman only make things only during the event, what are the rules for shields, how does enchantable times work when building an item (do you add the extra time into the build process ?), what is the time for making only legs/arms/ches/hemet? (time is based on a full suit, not by location).

Can the explaination of how the brewing of alchemy potions be placed into the rule book. (explaining collection, mixing, brewing time, etc) Explain how many potions a person can make during an event, etc..

Can the rules for arcane be placed into the book, and the list of arcane spells, a new arcane can choose from.

Can a rule clarification on what level a person uses for allgence. Example: I begin the event as a level 20 character, so do I support my guild as a level 20 character or do I include my new 4 levels I earn at the end of the event when supporting a person?

Can the minium allgence points to support the upkeep a guild be placed into the rules. I undersatand it is 1/2 of the intail cost. How does that work. I'm a level 3 guild and I want to adavanced to a level 4 guild. My current upkeep is 24 points and it is 70 points to the next level. So to adavance I need a total of 94 algence points. The next event I will only need 59 allgence points to keep the guild going. Is this how it works?

I heard that the powers of houses might be changing. Is this true, and if so what are they.

Great job everyone. I enjoyed the event and loved how orginized it was. Keep up the great work.
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Bump

Post by Nelkie »

Bump,

Does anyone have answers?
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Post by WayneO42 »

Ok, I can answer a few questions. First off, all the answer's to your alchemy questions are answered on page 49 of the book. as for craftsman, I rewrote the discipline description to encorporate everything:

Craftsman – privileged, common, savage

The craftsman is an expert in his field and refined in his polish and ability. He is capable of works of great beauty and strength, and with the right materials can work amazing results.

Level 1: Repair
Craftsman may field repair armor. It takes 10 minutes to repair armor to half its original total (min of 1 point value). This can be done while the armor is worn. If the repair time is interrupted at any point, the repair time must be restarted. For example, a 10-point suit of armor can be field repaired to 5 and then can be field repaired to 2 and then 1.

A craftsman may also fully repair armor. It takes 30 minutes to repair armor to its original total. This cannot be done while the armor is worn. If the repair time is interrupted at any point, the repair time must be restarted. The resource involved is not lost if the count is interrupted. The resource cost to fully repair armor is 1 hide for light armor, 1 hide or steel for medium armor, and 1 steel for heavy armor. The time and resource cost to repair armor is based on a suit of the applicable type of armor. If a craftsman is repairing only a partial suit of armor (I.E. it does not cover all five locations), the time and resources spent to repair remain the same.

Level 2: Make basic items
The craftsman may make basic items, Armor, and weapons. Examples of basic items include doors, lanterns, shovels, rakes, etc. The time it takes to make basic items varies. Basic items have no mechanical benefit and are generally for role-playing purposes only.

The time it takes the craftsman to create armor is three hours per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.

The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.

In addition, the craftsman of this level can create items of sufficient quality to be enchanted with one-shot abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.

Level 3: Make advanced Items.
The craftsman may make advanced items, Armor, and weapons. Examples of advanced items include boats, wagons, saddles, simple locks, etc. The time it takes to make advanced items varies. Advanced items generally have no mechanical benefit however, some items may be made or researched that can alter game mechanics. The GM staff must approve any item that alters game mechanics. Approval times will vary based on the workload of the GM staff and the complexity of the item.

The time it takes the craftsman to create armor is two hours per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.

The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.

In addition, the craftsman of this level can create items of sufficient quality to be enchanted with charged magical abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.

Level 4: Make master work items.
The craftsman may make master items, Armor, and weapons. Examples of master items include buildings, siege weapons, complex locks, etc. The time it takes to make master items varies. Master items generally have a mechanical benefit. The GM staff must approve any item that alters game mechanics. Approval times will vary based on the workload of the GM staff and the complexity of the item.

The time it takes the craftsman to create armor is one hour per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.

The master craftsman may also make two types of quality armor. They may either make armor that is lighter or armor that affords more protection. The craftsman may only add one point of quality per armor location excluding the helmet. Quality helmets cannot be made. It takes the craftsman an additional 10 hours per location to make quality armor.

If a craftsman chooses to make a lightweight piece of armor, the quality bonus is subtracted from the total Armor points only for the purpose of calculating the wearer’s armor category. For example: Joe is wearing 5 points of armor, which puts him in the Medium category. Joe buys a pair of quality Lightweight Light Arms and a Quality lightweight light Breastplate. Now, Joe has 5 armor points but is only considered to be in light armor (+1pt for light breastplate + 1 Point for light arms +3 point for Heavy Legs =5 -1 for quality lightweight Arms -1 for quality lightweight Breastplate =3).

If a craftsman chooses to make quality armor that offers more protection, the bonus is simply added to the armor points for the piece of armor. Bonuses are added after the armor category is calculated. For example: Joe has a heavy breastplate, light legs, and light arms for a total of 5 armor points putting him in the medium armor category. Joe buys a quality breastplate, arms, and legs. Joe now has +3 (Breastplate)+1(arms)+1(legs)+3(total quality Bonuses)=8 armor points but is still considered to be in medium armor because the bonus applies after the category is calculated.

The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.

In addition, the craftsman of this level can create items of sufficient quality to be enchanted with permanent magical abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.
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Post by Nelkie »

Wayne,

I double check in the rules and it does not answer the questions I had. the main question is how many potions can a person brew during an event. The rules govering that questions have to be established. I know it is based on level of alchmist and the total level of potions being made equal X smount of potions. AKA I'm a 4th level alchmist so I can make 4 level 1 cures or 1 level 4 cure.

Below is all the text based rules. Everything else is charts and does not transfer well.

Alchemy
Alchemy is the art of mixing herbs, minerals, and other ingredients to create potions that directly effect all manor of people and objects. As a character advances through the Alchemist discipline, they will gain the ability to brew more complicated potions and to brew more of them at the same time. Potions can only be brewed during actual game time and may not be brewed between events unless special permission is granted by a GM.
In order to brew a potion, the character must have a potion recipe. If an alchemist would like to research a new potion, they must first write a recipe proposal and give it to a Game Master. The GMs will then discuss the recipe and return a decision to the alchemist. The length of time it takes to research a new potion depends on the complexity of the potion and the alchemist’s skill level. In order to research a potion, the alchemist must be of a high enough level to be able to brew the potion.
The Potion recipe contains the level of the potion, the effect, the ingredients need, the time it takes to gather any fresh ingredients, how long it takes to mix the potion, how long it takes for the potion to brew, and an in-game section that describes how to make the potion. A recipe should look like this:


A recipe will also have in-game directions on how to create the potion. These should be followed, however, if a recipe calls for boiling or burning, this action should be pantomimed. Any liquid made during this section should NEVER BE CONSUMED IN-GAME. It should be destroyed after the brew phase. Out-of-Game safety is the number one concern while brewing a potion.
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Shields

Post by Nelkie »

Great discription for craftsman.

Only question is what are the required resources and times to make shields?

And can you only build items in game, or can you build certain items inbetween evetns?
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Post by Peace420 »

Aaron, there are mix, collection, and brew times. You can only brew as many potions as you have levels in alchemy at 1 time so it's not about how many you can make it's about how long you have, which as last told to me was from game on, or when you arrive if its after that and noon on Sunday. When you run out of time you have... well... run out of time. :D If you are looking for a # you can do the math and min\max as you wish.

Example:
You start at game on brewing 2 cure wounds and 2 raise deads as a 4th level alchemist.

The cures you want to be level 2 so the brew time will be 12 hours + mix time(10min) + collection time (5 min) = 12:15.

The raise deads will be 18 hours + mix time(20 min) + collection time(10 min) = 18:30.

So when your cures are done brewing you'll have 6:15 left for your raise deads to brew but you can then start any other 2 potions. If you wanted the cures to be potency 4 then you would brew them for 24:15 (6x4 brew + 10 mix + 5 collection)

If you still have old formulas you should probably have them look over them cause they have changed since the first couple events.
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I agree

Post by Nelkie »

I agree and understand, but no where in the book is the rule that you can make upto you level of potions at one time or having upto your level being made/brewed at one time. That is all I'm trying to say. It is more a clarification for all those new alchmist out there.
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Read

Post by Nelkie »

Ok, I just took a closer look at your examples, and what you are saying is different than I was told. Below is your example and my understanding how alchemy works.

Example:
You start at game on brewing 2 cure wounds and 2 raise deads as a 4th level alchemist.

Under my understsanding of alchemy you can only make a number of potions where the potion level are equal to or less than your alchemy level.

Start of game you start the follow potions
Cure Light wounds level 1
Raise Dead Level 3

A total of 4 levels of potions (max alchmist)

After the cure light wounds is done brewing you can start another cure light wounds because you have 1 level alchemy you can use to start another potion.

Now you want to creat a level 4 resurect potion you have to wait until all other potions are done. This will open up all your alchemy levels so you can work on the 4th level potion.

So are we saying the same thing, but in a different format? Or do you mean you can create 4 potions at once evenif there total level is greater than the alchemist level? Example can I create 4 resurect potion at the same time if I have all the components? Or can I only create 1 level 4 resurect potion at a time?
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Post by Todd »

Craftsman - Dead On. Go Wayne! Sheilds are the same Resourse requirements as Repair, and the same time as weapons (light = small, etc.)
Alchemy - It was my understanding originally that it was 4 lvls at a time, but I dont know. Because of the time restrictions I dont think doing a 4 potion total would be too over the top, but I leave it to Wayne.

Wayne?!
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Post by dier_cire »

holy frickin crap! If potion level doesn't come into play, wow, is alchemy way powerful. This really needs to be clarified. Playing with different rules really sucks.
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Post by Peace420 »

I was under the impression that the potion levels = to alchemy level went away with 5-15 minute potions, if thats not the case then I would say that alchemy is much much less powerful than arcane since they can perform rituals in minutes whereas alchemy takes many hours. You have 39 hours of brewing from game-on until game-off during that time if you were a 4th level alchemist you could create 4 cure 4's and 4 cure 2's and you'd have approximately 2 hours left. The other way you could do 1 cure 4, 2 cure 2's and have approximately 2 hours left. Potions can be stolen or lost, rituals can't, the scroll can be but so can an alchemy recipe book.
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Post by dier_cire »

Potions can be stored... rituals cannot. They are different systems. One you do alot of prep work then everything is instant, the other you must perform everything you want at the time you need it.
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Alchemy

Post by Nelkie »

I like the rule that I can make 4 potions at 1 time if I'm a fourth level alchmist. Works for me. Just watchout for 4th level alchmist pumping out 4 raise dead potions in a day, 4 level 4 posions at one time,etc...

My only grip is I have been handling alchmey under the old rules and was never informed of the rule change. Same goes with some of the arcane spells. Unfortuntaly the changes have been benifical which leaves me and my guild one step behind everyone else. This type of dual rules can lead to some very upset people. I'm cool with it for now. I know the updated spells and recipies are coming out the next event. Also, I was told the alchemy rules for making posions changed mid game. That is ok, but inform all the alchmist in game please. There is nothing more that gets me ticked than when people are playing the same game under 2 sets of different rules.
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Post by Peace420 »

Like I said, that was the impression that I was under, I could be wrong. As far as a step behind, that's relative since the original alchemy potions took less time and you could make potions between events.
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Post by WayneO42 »

I was not aware of any potion changes. As it stands (Ie as it is stated in the book):
The total levels of all potions that an alchemist currently has brewing may not exceed the characters level in the Alchemist Discipline.
Example: Bob is brewing a 3rd level potion and a 1st level potion. The 1st level potion is done in 3 hours and the third in 9 hours. After three hours, Bob's 1st level is done and he can begin another while his 3rd level is brewing.

This has been the rule for quite awhile. The only major change to alchemy is poisons. The level of the potion is twice the level of the poison. So, a poison 1 is a level two potion and a poison 2 is a level 4 potion. Higher level poisons can be obtained via rare herbs. I believe everyone who has a poison recipe has had it adjusted. If anyone was missed, PM me. Not like anyone uses poison's or anything.
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