GMs Meet to discuss Rules: Changes below
Posted: Wed Jan 07, 2004 9:13 pm
Final Haven Revisions – for player comment and review – effective 1/05/04 - The changes will also be posted in a word doc on the main page.
1) Healing Potion Fix: After an individual enters negatives he/she can only use two healing potions, or have two healing potions used on them. The exception to this is that each time an individual draws from the bag during surgery, one additional healing potion may be used.
2) Charged abilities, such as backstab or the empath’s magic packets are lost when the person charging is hit, with or without taking damage while they are charging or while they are holding the charged effect.
3) Returning to active participation in battle is a role-playing issue for individuals. No mechanical delay time will be assigned after the individual has returned to positive life.
4) An individual can hold an item and deliver a touch effect with the other hand, however, he cannot block with the off-hand weapon, as any strike which hits the object disrupts the charge.
5) Savage resource bonus is as follows: Savages only need 3 resource tokens, one of which must be food.
6) Research between events will have a lesser resource cost. Sages will research between events for free.
a. Chance of success on research is as follows: common information 100%, uncommon information 75%, scarce information 50%, rare information 25%. Spending lesser resources can improve the chance of success, and failed research will begin at the next event at the percentage it ended at the event before. Eventually, you will either find what you are looking for, or discover the most that can be discovered with the resources currently available to you.
7) Lesser resources will represent wood, stone, copper tools, ceramic, glass, etc. All of which can be procured given time and will represent an exchange of time and effort. Herbs for many potions and upkeep can also be lesser resources. Lesser resources will be produced as incidental production by peasants in the process of farming, and carried by many monsters.
Voting on guild leadership is done with the amount of allegiance the individual begins the event they just finished participating in with. (We did not do this the first couple of events in order to jump-start the guild system, but now there are enough guilds to begin voting in this manner).
9) Dark elves will receive no book description. They are simply elves with dark skin for mechanical purposes.
10) Defensive matrix is correct as written. It lowers your damage to zero, regardless of your base damage, and reduces incoming damage by one.
11) No charged skill, concentration skill, or life point skill can be used while raging unless otherwise stated in the skill description.
12) Endurance: Grants the ability to fight to –10 life. Cannot activate life point skills while in negatives or at zero. As soon as you stop attacking, i.e. attempt to flee or combat ends, revert to determination (crawling).
a. Berserk: Fight to –10 life points, +1 damage while in negatives.
b. Determination prevents ser from going unconscious at zero, where the user can still fight, but must begin crawling at –1.
13) A surgeon can heal any number of life points between 1 and 10 with the surgery skill, he does not need to heal the full amount.
14) Nerve pinch will retain the nerve pinch call instead of stun strike to prevent confusion from the back when the individual is cloaked and wearing a helmet.
15) Vorpal nerve pinch call is sleep, and can be resisted with a resist sleep. Regular nerve pinch is countered by armor. The hands and feet are not valid targets for nerve pinch, as feet, hand, and groin will be off limits for all strikes.
16) Feet have been added to the list of area off-limits for strikes. That list now includes the head, hands, groin and feet.
17) Phase goes through barriers, including magic barriers. Can walk back and forward over the ground and cross pit-traps while phased without falling.
18) In order to construct a lash trap you need an alchemist or arcane.
19) Max potion and poison levels will be corrected. It is likely that it will be possible to create more deadly poisons than is possible to cure.
20) Armor potion will be reduced to the max buff of +4
21) +1 damage potion, and rite have been removed.
22) Time shift spell has been removed.
23) Disguise: doubling up assassin and spy does not improve disguise. Cannot disguise yourself as a specific person.
24) Harden skin is not affected by utilize armor, do not gain % bonus to harden skin or any other non-physically worn armor. Harden skin regenerates hit points with healing.
25) Fear costs a life point to activate, but can continue to be used as long as the individual continues to spend life points.
26) Time restrictions for recovery have been removed from vorpal and crush.
27) Parry can be used to block disarm.
28) Taunt can either goad a person into combat or be treated like a fear. The person taunted has the option of fleeing combat.
29) Cannot disarm a shield.
30) Field repair fixes armor to half value each time. For example, 10, 5, 2, 1 progression. The armor can always be repaired to one point.
31) People who want to know what effects can be created with emulate totem should take it and find out.
32) The scout’s shelter is approximately a 6x3x3 area. It holds the scout and their gear, but cannot be used to store treasure chests or hide a party.
33) Escape artist is not altered by lock-picking. That is a separate consideration.
34) Warlord and beast hunter harden skin not affected by armor optimization.
35) Warcry is written how it should be interpreted in the current version of the rules.
36) Witch-hunter cannot disenchant items.
37) We will be taking another look at the archer.
Guild fear skill has been removed.
1) Healing Potion Fix: After an individual enters negatives he/she can only use two healing potions, or have two healing potions used on them. The exception to this is that each time an individual draws from the bag during surgery, one additional healing potion may be used.
2) Charged abilities, such as backstab or the empath’s magic packets are lost when the person charging is hit, with or without taking damage while they are charging or while they are holding the charged effect.
3) Returning to active participation in battle is a role-playing issue for individuals. No mechanical delay time will be assigned after the individual has returned to positive life.
4) An individual can hold an item and deliver a touch effect with the other hand, however, he cannot block with the off-hand weapon, as any strike which hits the object disrupts the charge.
5) Savage resource bonus is as follows: Savages only need 3 resource tokens, one of which must be food.
6) Research between events will have a lesser resource cost. Sages will research between events for free.
a. Chance of success on research is as follows: common information 100%, uncommon information 75%, scarce information 50%, rare information 25%. Spending lesser resources can improve the chance of success, and failed research will begin at the next event at the percentage it ended at the event before. Eventually, you will either find what you are looking for, or discover the most that can be discovered with the resources currently available to you.
7) Lesser resources will represent wood, stone, copper tools, ceramic, glass, etc. All of which can be procured given time and will represent an exchange of time and effort. Herbs for many potions and upkeep can also be lesser resources. Lesser resources will be produced as incidental production by peasants in the process of farming, and carried by many monsters.
Voting on guild leadership is done with the amount of allegiance the individual begins the event they just finished participating in with. (We did not do this the first couple of events in order to jump-start the guild system, but now there are enough guilds to begin voting in this manner).
9) Dark elves will receive no book description. They are simply elves with dark skin for mechanical purposes.
10) Defensive matrix is correct as written. It lowers your damage to zero, regardless of your base damage, and reduces incoming damage by one.
11) No charged skill, concentration skill, or life point skill can be used while raging unless otherwise stated in the skill description.
12) Endurance: Grants the ability to fight to –10 life. Cannot activate life point skills while in negatives or at zero. As soon as you stop attacking, i.e. attempt to flee or combat ends, revert to determination (crawling).
a. Berserk: Fight to –10 life points, +1 damage while in negatives.
b. Determination prevents ser from going unconscious at zero, where the user can still fight, but must begin crawling at –1.
13) A surgeon can heal any number of life points between 1 and 10 with the surgery skill, he does not need to heal the full amount.
14) Nerve pinch will retain the nerve pinch call instead of stun strike to prevent confusion from the back when the individual is cloaked and wearing a helmet.
15) Vorpal nerve pinch call is sleep, and can be resisted with a resist sleep. Regular nerve pinch is countered by armor. The hands and feet are not valid targets for nerve pinch, as feet, hand, and groin will be off limits for all strikes.
16) Feet have been added to the list of area off-limits for strikes. That list now includes the head, hands, groin and feet.
17) Phase goes through barriers, including magic barriers. Can walk back and forward over the ground and cross pit-traps while phased without falling.
18) In order to construct a lash trap you need an alchemist or arcane.
19) Max potion and poison levels will be corrected. It is likely that it will be possible to create more deadly poisons than is possible to cure.
20) Armor potion will be reduced to the max buff of +4
21) +1 damage potion, and rite have been removed.
22) Time shift spell has been removed.
23) Disguise: doubling up assassin and spy does not improve disguise. Cannot disguise yourself as a specific person.
24) Harden skin is not affected by utilize armor, do not gain % bonus to harden skin or any other non-physically worn armor. Harden skin regenerates hit points with healing.
25) Fear costs a life point to activate, but can continue to be used as long as the individual continues to spend life points.
26) Time restrictions for recovery have been removed from vorpal and crush.
27) Parry can be used to block disarm.
28) Taunt can either goad a person into combat or be treated like a fear. The person taunted has the option of fleeing combat.
29) Cannot disarm a shield.
30) Field repair fixes armor to half value each time. For example, 10, 5, 2, 1 progression. The armor can always be repaired to one point.
31) People who want to know what effects can be created with emulate totem should take it and find out.
32) The scout’s shelter is approximately a 6x3x3 area. It holds the scout and their gear, but cannot be used to store treasure chests or hide a party.
33) Escape artist is not altered by lock-picking. That is a separate consideration.
34) Warlord and beast hunter harden skin not affected by armor optimization.
35) Warcry is written how it should be interpreted in the current version of the rules.
36) Witch-hunter cannot disenchant items.
37) We will be taking another look at the archer.
Guild fear skill has been removed.