How does endurance work now. In the last rules update a couple months ago it ws discussed, but no final desicison was made. Do we use the descriptionin the rule book.
How does armor work now? How many points does one get, and hows does quality armor effect the points?
Can a thief make a lash trap, if so how is it done, i have an alchemist and arcane to help me.
Is any of the following list of rule updates that was posted still good?
Half Breeds
Please see book. When you are a half breed you decide which parent you look like and which abilities you get.
Dwarf:
-20% bonus to armor instead of 25%
Warrior
-Each level of utilize armor now gives 20% instead of 25%
Archer
-2nd level skill infinate arrows is now changed to magic arrow. An archer may choose to call magic damage if they wish.
-4th level archer skill no longer does magic damage.
Craftman
-A craftsman can do two things with armor. they can raise the armor or reduce the weight. A suit of armor can be given 3 extra points of armor quality. (1 point extra to BP, 1 point extra to arms, 1 point extra to legs) Please notice th plural for arms and legs. Armor bonus's for quality are calculated AFTER warriors/dwarves/knights get their % armor bonus. There are no longer quality weapons.
-Making armor
It takes 3 hours per point to craft armor. It takes an extra 10 hours to turn a piece of armor into quality.
Knight
-Knight armor bonus is now 20% instead of 25%
General Changes
-There is no bonus to having a lab/shop it is simply a must have.
-There will be a folder based check-in/check-out.
-We will be tagging everything look for more details to come
-Armor is going back to 1 per section for light, 2 per section for medium, 3 per section for heavy. Helmets are worth 1.
Magic Weapons
Alright this is kinda wierd but veryone gets 300 points of magic items they may have "attuned" to them at one time. Basically magic items will have a point value assigned to them. More on attuning later.
That is it so far. We did not decide on rage yet, but we will shortly.
That is it..post questions somewhere they will be answered.
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.
1 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.
2 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.
Rules Questions
Moderator: Admin
Rules Questions
My Thoughts
Aaron
Aaron
yeah, this doesn't cover the issues with the newest updates...
Flee - still _way_ too powerful.
Druid - Claws is 4th level power all by itself (dual wield undisarmable). Monks and swashbucklers can't even do this.
Traps - how long do any of these take, what resources are required (if any). Etc. Great idea but needs to be finished.
Guilds - again, great idea, just needs to be finished. I'll give you a modified concept at the end.
Press - currently countering a press is free. One man can keep an army out of a building?
Charged abilities - make the nullifying effects the same for charging and charged. Too complex to be different.
Magic items - If it costs 90 points for a 4th level ability then do you also get the 1st, 2nd and 3rd or just the 3rd? Also how do life point costing skills work? What skills can be put into items? Ultimately this allows me to have +1 damage gauntlets and a vorpal sword allowing me to swing 4 vorpal.
Guilds:
FH can bring in 25 food (or whatever) per event.
Guild A is a 4th level guild
Guild B is a 2nd level guild
A and B both take food as a level 1 route A and B both get 12 food (25/2 = 12.5 round down)
A takes food as level 4 route, B does nothing A gets 62 food (25*2.5 = 62.5 round down)
A and B both take food as a route, A at level 4, B at level 2 A gets 31 food
(12.5*2.5) and B gets 14 food (12.5*1.15)
In this idea higher level routes are worth doing.
Flee - still _way_ too powerful.
Druid - Claws is 4th level power all by itself (dual wield undisarmable). Monks and swashbucklers can't even do this.
Traps - how long do any of these take, what resources are required (if any). Etc. Great idea but needs to be finished.
Guilds - again, great idea, just needs to be finished. I'll give you a modified concept at the end.
Press - currently countering a press is free. One man can keep an army out of a building?
Charged abilities - make the nullifying effects the same for charging and charged. Too complex to be different.
Magic items - If it costs 90 points for a 4th level ability then do you also get the 1st, 2nd and 3rd or just the 3rd? Also how do life point costing skills work? What skills can be put into items? Ultimately this allows me to have +1 damage gauntlets and a vorpal sword allowing me to swing 4 vorpal.
Guilds:
FH can bring in 25 food (or whatever) per event.
Guild A is a 4th level guild
Guild B is a 2nd level guild
A and B both take food as a level 1 route A and B both get 12 food (25/2 = 12.5 round down)
A takes food as level 4 route, B does nothing A gets 62 food (25*2.5 = 62.5 round down)
A and B both take food as a route, A at level 4, B at level 2 A gets 31 food
(12.5*2.5) and B gets 14 food (12.5*1.15)
In this idea higher level routes are worth doing.
Last edited by dier_cire on Wed Apr 21, 2004 1:51 pm, edited 1 time in total.
re
The following will be added to the rule book or a faq since alot are realy just clarifications.
General Changes
-There is no bonus to having a lab/shop it is simply a must have.
-There will be a folder based check-in/check-out.
-We will be tagging everything look for more details to come
-Armor is going back to 1 per section for light, 2 per section for medium, 3 per section for heavy. Helmets are worth 1.
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.
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.
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).
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.
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.
17) Phase goes through barriers, including magic barriers. Can walk back and forward over the ground and cross pit-traps while phased without falling.
26) Time restrictions for recovery have been removed from vorpal and crush.
27) Parry can be used to block disarm.
2 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.
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.
36) Witch-hunter cannot disenchant items
----------------------------------------
Evertthing else was covered in my rules update and this will also be added to the rule update section. If it is not in the rule update section then it does not apply nor does it exist let it leave the brain in peace.
Chris
General Changes
-There is no bonus to having a lab/shop it is simply a must have.
-There will be a folder based check-in/check-out.
-We will be tagging everything look for more details to come
-Armor is going back to 1 per section for light, 2 per section for medium, 3 per section for heavy. Helmets are worth 1.
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.
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.
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).
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.
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.
17) Phase goes through barriers, including magic barriers. Can walk back and forward over the ground and cross pit-traps while phased without falling.
26) Time restrictions for recovery have been removed from vorpal and crush.
27) Parry can be used to block disarm.
2 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.
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.
36) Witch-hunter cannot disenchant items
----------------------------------------
Evertthing else was covered in my rules update and this will also be added to the rule update section. If it is not in the rule update section then it does not apply nor does it exist let it leave the brain in peace.
Chris
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them