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New Age of Keirma; Fil's D&D sessions
Topic Started: Oct 23 2008, 12:11 AM (380 Views)
Filrena
Advanced Member
[ *  *  * ]
This is the current ruleset for the campaign as of 11/12, 21:14 eastern time. I would like feedback. XD

Ruleset Information
Entering standards
--The sessions start at 5:30 PM from the eastern timezone. They're weekly sessions on Thursdays. You are allowed to be late by up to 30 minutes before you are considered 'tardy' and will not get the associated EXP. I would prefer you still participate if you do not mind, however, because it will give your character involvement anyway. XD (I try to be minimal about the absent players so I don't make them do weird things)

--You are automatically allowed to use a race or class validated by PBH. Same with skills, feats, etc. (There's some differences with classes, see house rules section) DMG priestage classes are similiarly allowed. Monster Manual races will be judged on entry, as well as any expansion book concept whatsoever. I heavily prefer you -don't- introduce a homebrew. The reason for all of it is that I assume that a company's going to be pretty level-headed on their decisions, because it's something they're payed to do, so they're supposed to do it expertly, but a single or couple people are going to have very difficult and opinionated decisions that reflectively disturbs balance. I accept expansion deities as well. The corebook version is 3.5.

--I don't like setting-oriented benefits. For example, a regional benefit. Generally these are made in consideration that the accessability applies for everyone. (An X person has to be born in SOME region, after all)

--Use, as located in the DMG, the 32 point buy system (page 169) and fixed hit point progression (page 198) This allows a fair consistancy. According to the book the class is featured in, apply starting gold based on the standard gold as indicated in peranthesis.

--Two traits, one flaw. (found in unearthed arcana) You do not have to have any traits or flaws, but this is the maximum limit.

--The main races are: Human, half-elf, elf, dwarf. Races generally not these or do not look very much like these are considered monsterous humanoids and not accepted, generally speaking. I'll determine upon introduction on what races are considered monsterous races. Technically half-orcs qualify but they're accepted as if not. Generally a race capable of supporting itself with amazing powers, even if balanced out, or looking considerably non-human will provoke the prejudice.

--The general level adjustment threshold is being within two levels above the party. The starting level is the closest ECL to the party level as possible. You will be pre-leveled to the party.

--This isn't exactly a rule persay, but adventurers adhere to the standards of adventurer's guild in order to partake in quests. Players should look into this when making their character's features.


Other House rules in effect
{Generation}
---Humans, half-humans (-elves/-orcs) - Humans know a special racial language called 'pricon', a primitive version of common. It has such a different structuring out of language evolution that common cannot be a valid method for knowing pricon, and vice versa. Humans have pricon as an automatic language in addition to common. If a half-race normally knows its non-human's half of a racial language, it can learn pricon in place of this language. The language it does not pick becomes an available bonus language.

---Half-races take after one parent half's racial culture: they do not form their own cultures. There's no half-race language, resultingly. There might be outcast cultures, but they are small and shoddy.

---Technically monsterous humanoids are valid rolls. However, you will very likely meet prejudice, and it may be hard to role play. NPCs may try to restrict you or shun you otherwise. Even if you're a 'holy monster' you will not be liked. (In the eyes of the people, there's no such thing as a 'holy' monster in the sense of being good, just in the sense of holding positive powers.) As with typical campaigns, evil characters may have trouble managing through the session.

---Level ups. The standard level up system is used. Each session you participate gives you 5% of your TNL exp. This is an amount of gain that 'pierces' penalties/bonuses, so in other words, you always get 5% of your TNL regardless of circumstances, even for, such as, multiclassing. EXP for otherwise (except the 5% in a readjust form) will still be affected by bonuses and penalties as normal, however.
This 5% can be understood as your next level's EXP subtracted by your current level's EXP multiplied by 5%.

{Allignments}
---Neutral allignments are considered individual allignments on their own. The central row of allignments are technically refered to as 'purity', as they're based on the concept of the direct ideals more...directly. (NG/NN/NE) Allignments in the central column are called 'indifferent' because they're based on the neglecting heavy consideration towards others. (LN/NN/CN) True neutral naturally qualifies to both purity and indifferent in a very similiar way as a lawful good would be law and good.

---The following in-paranthesis descriptions explain the basic concept for judgement of a partial-neutral allignment. PG (Seeks to aid in whatever way reasonably possible. They do not pass on their personal judgement, nor do they adhere to solid code, thus they offer their hand and apply their respects.) PE (Seeks to inflict suffering within the bounderies of their more direct goals. A PE may kick a dog in his path, but it would be a CE to chase down a dog on the side, or a LE to attempt to impose a banishment of dogs.) Px (Purity allignments do things because they're available. An extremist might go as far as to try to locate their ends, but they don't have the ideal to seize an oppertunity before it's actually provoked. (like a chaotic would))

---The following in-paranthesis descriptions explain the basic concept for judgement of a partial-neutral allignment. LI (A follower of the law, through and through. They faith the stability of the law to manage their life and possibly the life for others. Most guards are LI, and an honest lawyer is typically LI, though many would think it a LE) CI (A follower of one's own feelings pure and simple. Nobody drags a CI's nature down, and are frequented to being left behind with a 'help yourself' response.) xI (Indifferents don't really think about others. They're most likely to be considered selfish.)

---These rules are for balances and PI: PI (A Pure Indifference character opposes the collision of ideals. They are essentially not so much against allignment itself but against the uprising. A PI's behavior generally ends up being that it tries to make the quickest or most effectively surpressing end for the situation, such as beheading a rebel instead of seeking comprimise to his cause, undoing an attempted formation of law in a chaotic environment, etc. PIs prefer to be untouched as much as possible: they are not an allignment of 'I do anything I want', as, technically, any personality reaches beyond the bounderies of its allignment.) Balances (A character that is 'balanced' distances oneself from judgement and turns Px, xI, or PI. Though they don't carry the real ideals of it, they discard the notions away from the P/I/both allignments in favor of mimicing the resulting allignment, in order to have an advantage of judgementing.)

---Because of the new allignments, spell and allignment effects can be oriented accordingly. (a magical circle against purity, a protection from indifferent) For rules considering opposing allignments (such as that a good type damage is good for damaging evil allignment) purity and indifferent are opposing. PI (Pure Indifference: True neut.) takes both benefits and penalties accordingly. If it can technically function simutaniously, the effects stack relatively of eachother dispite they probably won't normally stack. If the rules cannot function even technically, then penalties will override the bonuses in all violating instances.

---Humans are considered chaotic indifferent. (chaotic neutral) Humans in Keirma are not an exceptionally diverse race: ANY race can be just as diverse with its individuals, hinged to different tendencies as humans. However, humans have a strong rebelious nature as a natural flaunt to try to stand out.

---'Usually' and 'always' allignments are considered instinctive. An always allignment occurs because instincts directly demand the allignment defining behavior patterns. They are technically possible, but extremely hard, to control. A usually allignment gives creatures instincts that are rendered inconvenient by betraying the stated allignment, but nothing forces them to do it. As long as they can keep their motives, they should be able to pull it off.

{Classes}
---A class that is normally ruled to be unable to progress due to becoming an ex-class, can be progressed. You do not get new abilities until the class is no longer an ex-class. A character can attempt to explore and train oneself to the forms present in the class, but has not undone the disruption, therefore their potentials cannot honestly be produced. If an ex-class allows you to keep the old traits, but won't let level up, then you can keep your old traits but won't get new traits.

---Allignment requirements are technically realistic requirements. Unlike a normal campaign a, say, barbarian can be lawful. HOWEVER, the class's themes must be maintained well. Such as said barbarian must give into their emotional thrashes to do rages. Bards who are lawful must still remain in a social availability and freedom but will likely find themselves restricted. Clerics and paladins must honor their deity's/cause's standards. A druid must still be judgemental in an angle free of law/chaos or good/evil based on their cause when they joined into the ranks of druids. Etc., etc. Atonement is generally needed for druids, clerics, and paladins who have fallen. Atonement can be used to enlighten them into changing the cause they act under. A druid can find a new environment/clan/dryad but must still go through the process of atonement.

---Bard - Bards who become lawful must not let it restrain them: A bard is lawfull to the sake that it's a decision good for them, they do not come into the tangles of law and leave behind their street-walking nature as a bard. (On a side note, this is something hard for me to explain, so I'll be lenient about seeming breaks about it)

---Druid - Druids are somewhat like clerics: they allign themselves to the cause or to a particular individual...or group. A druid allocates oneself to a particular specific. Druids can follow druidic clans, and must work to their code (they can act outside of lawfullness and keep themselves from a law allignment otherwise), or they can follow small portions of environment areas (and must keep it safe), or the will of dryads (much like clerics follow gods and obey under their needs). A druid becomes an ex-druid by refusing to obey the standard of a dryad/clan, or by not keeping the wellbeing of whatever/whoever they follow safe. Druids of environments must prevent destruction of identical theme environments if they can, although druids of dryads/clans do not have to preserve other dryads/clans similarly. Failure to do so causes a PBH standard ex-druid effect. Druids can become ex-druids by attempting to teach others druidic ways: Druids are only allowed to open the oppertunity and allow non-druids the path (generally this involves, in rough terms, to dump out the individual in nature and wait for the individual to reach a state of syncronizing with nature), but cannot teach the non-druid the direct fashions. (it must be self-explored) The non-druid being taught directly will not gain access to what he/she was taught until additionally properly becoming a druid, and the druid teacher will lose druid status.

---Monk - Monk is a way of inner self. However, the ability to perform well in a field is considered in this campaign to be a branch of self improvement and exploration of one's own capabilities. As long as a monk keeps their monk level above the multiclass's other levels, the monk retains all abilities.

---Paladins&Clerics - Paladins are fighters of a cause or their deity's will. Essentailly they're crusader 'clerics' in their idealogical sense. A paladin is allowed to be a little looser on their standards in this campaign: They cannot sponser the ways of something opposing their allignment. Non-corner allignments oppose the three 'opposite wall' allignments (like, pure-good is anti any-evil) and pure indifferent, but not any allignment on its own wall (like pure-good to any good). Clerics do not oppose pure indifferents but are similiar about opposing allignments otherwise. Although paladins cannot sponser the was of an opposing allignment, they do not disregard their own standards with the individual in consideration. (A LG paladin respects a CE as a person and may aid the CE as a person, but cannot aid a CE who is currently trying to kill someone) Paladin smiting can smite, per use, based on the factor of the opposite end of the axis. (LG can smite chaotic or evil. PG can only smite evil) A paladin smite always automatically covers PI allignment specificly. A PI opposes every allignment and is a paladin of consistancy and peace. PI allignments smites based on if the target is provoking an incident to start/continue, not based on allignment. (for example, a LG makes an uprising against PE in an evil environment. The paladin cannot smite the PEs but it can smite the LG. If the LG tries to calm down and the PEs are trying to provoke the LG to make more of a mess, the paladin then can smite the PEs but not the LG any longer.) Paladin 'holy' themes are more of 'devotion' themes in this campaign. A paladin must encourage the presense of followers to their cause/deity and furthermore must represent their cause/deity in a similiar way: helping people be good if they're a good paladin, and being a good sort of person as well.

---Paladin&Cleric loyalty - Paladins and clerics who follow a cause are still devoted to deities in a fashion, and in fact, much more strictly in a sense. A cleric and paladin who is interacted with by a deity, is loyal as long as the circumstances the deity presents follows their cause. For example, if Kord (CG) interacts with a NG or LG cleric, the cleric must obey a kord's will under the sake of good, but the NG cleric can freely ignore a demand for chaotic sake and a LG must ignore kord's demand of chaotic sake. A cleric obeying a deity can twist the desires of the deity's to be more alligned to the cleric, even in blantent defiance of the deity's actual goals for the cleric, and still not offend their own cause. A chaotic, yet good quest of Kord's can be perverted into a LG activity even if Kord clearly produced this quest as a chaotic activity dispite its technical as also being a quest of good. Breeching the quest will only happen if the actual insisted goal is not actually fullfilled. (For example, if kord wanted raiders to stop coming, and wanted it done in a CG route, a LG paladin can take a lawful fashion instead as long as she stops the raiders in the end) Unlike clerics/paladins of a cause, a cleric/paladin of a deity does not have to listen to another deity regardless of the deity's ideals as long as they will listen to their own deity. Including that, as an exception, they must listen to the other deity if their own deity says so. This is true without perversion of the other deity's wants unless if their own deity wants such. Another sort of exception is in not listening to the other deity, they might run the risk of betraying their own deity's general scope of standards and be considered breeching their loyalty anyway. (This is because of listening to their standards, though, and they can ignore the deity entirely otherwise as long as they have fullfilled their own deity's standards)


Terminologies
(This is a basic version...I might rework over it later...or, actually, it might be a better idea NOT to rework it, considering how needlessly long and picky the other things were. I prefer you ask for details personally.)

Keirma - The name of the world.

Adventurer (technical) - People that are a special formation of life to posess special qualities. They can use their power as alive to reduce the severity of blows into nonfatal (HP), can ascend superhumanly in skill poweress or raw performance. (skill rank max and ability score max, and, overall the concept of every aspect of leveling up) They awaken to a style that envokes this (the class they start with), and once envoked, even have the capability of spreading their capabilities rather horizontally along nature instead of just vertically up in strength. (multiclassing) The most notable power of the adventurer is flash combat.

Adventurer (formal) - Essentially extremist freelancers. They take quests, pioneer areas, and face challanges no civilian would dare for gain personally or for others.

Adventurer's guild - An official regulation of adventurers with outlet 'local offices' to inform and impose standards from as well as an overall body in which to manage a unity into all local offices. Adventurer's guilds also apply their sense of power to regulate standards into a worldwide throughout civilization.

Mauhana - Anti-adventurer specialists. Although they have no exceptional power in themselves, and are on-par with civilians, they can interact with the unique qualities that seperate an adventurerer from a civilian and use it to personal advantage. With this ability of advantage they can prevent and counter attempts of destruction and rebellion of adventurers onto civilization: They're the ones that keep adventurers as a whole from suddenly having a sense of world domination against non-adventurers.
Levels - Special trait of adventurers. A permanant surge of heightened inner-awareness that allows adventurers to advance the qualities of their capabilities. Levels layer onto eachother and render adventurers as gradually supirior to non-adventurers, hence the need of mauhanas have arised.

Monster - Any type of species with a supernatural capability of inducing gradual decay of science or magic technologies. Monsters are attracted to such technologies and thus are present to ruin and live in any heavily magically or scientificly advanced areas.

Flash combat (process) - A special supernatural capability by adventurers, mauhanas, and monsters, to institaniously inflict interactions through short bursts of time. These bursts are theoried to be approximately 6 seconds, but there's slight delays between individual bursts of flash combat that cause the oppertunity of slower others to react. Flash combat is subject to seemingly tricky, odd natural rules that essentially cause that flash combat can only happen in combat related situations, hence it's been named so. A rogue cannot use flash combat powers to simply pick a lock faster, but if they were attacking a monster or picking a lock in the middle of battle against a monster, they can use flash combat. Flash combat is uncontrollably automatic and cannot be halted for reasons such as buying more time for people in flash combat to heal their comrads who are unconcience and dying. Mauhanas are completely unable to use flash combat if it's not oriented towards adventurers.
Flash combat (communication) - Communication can be carried out in flash combat. These allow reasonably unrestrained amounts of communication such as shouting commands, giving more brief strategies, and so on. But long amounts of information for example cannot be supported by flash combat and will disrupt the individual's abiliy of participation in it.

Technology - Used in a fairly broad sense. Magic is considered a form of technology.

Civilized humanoid - A humanoid accepted as not a monsterous humanoid.

Monsterous humanoid - A human-like entity with blantent, significant non-human traits. Also covers human-like entities that seem closely relatable but have significant capabilities that provoke differences in more subtle senses. A monsterous humanoid is a pretty automatic reject to humanoid society and very few tend to live in civilized areas. Monsterous humanoids tend into the preference of forming primitive clans resultingly.

Bunny - Racial slur for human. Can also refer to rabbits or monsters that carry rabbit like appearance, naturally. This is reflective of the wide and dense spread of humans. It also reflects on short lifespan.

Standardization - Thanks to the adventurer's guild's influence, several aspects of things are organized to be pretty static. Mostly this concerns prices.

Common - Human invented language adopted as a world-wide language. Over time races throughout the world have adapted to common. Even monsterous humanoid clans have adopted common to themselves in their efforts to 'learn language of the enemy', and it integrated as a general form of communication.

Storyline
To be completed

Individual
{Tpst} - Typist
{Loca} - Place
{Plne} - Plane, alternate dimension, similiar
{Loca}Keirma
The world. Keirma is destinctively...odd. Theoritically this world is entirely flat, but however, it is not based on any sense of proof. Nobody has been able to cross the obstacles at the end of the world. Keirma has four continents, four caps, and four zones.
Continents are scattered throughout the world, the caps are at the edges, and the zones are stretched between the caps. Caps are continents in themselves, but their influence rises into the skies. Zones are in the skies, but their influences sink into the oceans. The continents...they're just sitting there.
There's a certain, strange severity about the caps,zones, and domains, that make them certain death, even to those normally immune. There's a degree of a strange 'raw' damage that accumilates in severity as one goes in deeper. The disruption prevents the usage of spells to cross as well. The foreign planes do not seem to grant a sense of access and distort away borders when attempting to come in a relatively crossing location, considered the 'shadow' of the material plane's borders.

{Loca}Tikik
Tikik is a dominately sand desert and badland type of appearance to its features. Much of ther terrain is an equivalent sort of variety. However, betraying this appearance is the fact that it does get plentiful rainfall, so technically its 'deserts' aren't deserts. (due to technicals on the terminologies)
Tikik is a mostly savage, wild area. The poor land features make developed civilization more difficult. For this reason, monsters are relatively overrunning these areas. Tikik's magic technology is more dominate than its science technologies.
{Loca}Maka
Maka is home of the oldest, most traditional standards. Many reliable things come from Maka, and Maka has an excellent governmental influence. Maka is also stable in many other ways. For instance, racism is least severe in this continent. Maka's magic is so well soundly proven that it frequents expanding itself based on its magic into convenience and preference varations, but its science is too traditional: blueprints aren't quite as flexible to personalize. Therefore maka's magic science is dominate.
Maka is not more peaceful, however. There is plenty enough to war about in maka as anywhere else would expect.
{Loca}Darsoren
Darsoren is more of a gigantic chain of islands interconnected by ice. From this, it is more peaceful simply because war is too difficult to carry out. It is compact, and very decorative and oriental. The lands DO vary, with a 'broken up' look to equivalent terrains by the ice filling the gaps between real portions of terrain.
Darsoren is known for its science technology being better than its magic technology. Damn asians? >.> <.<
(Note: Darsoren is not famous for any sort of mecha developments. Please do not ask.)
{Loca}Sheitu
Sheitu is known for its creative nature, although it is the most severe, competitive continent. Sheitu is known for its relatively harsh nature, and home to the inventions of unreliability. It's also known for its plentiful resources which cause its creative works. Sheitu is medium between magic and science technologies.

{Loca}Thermal/Frost Caps
The thermal and frost caps dominate an influence of magnetism as very similiar of RL earth. This is only technically unrelated to electrical magnetism, but functions in a very identical way, down to electrical influences.
Thermal and frost caps reach out an influence directly onto the continents and their surrounding oceans. This influence wears thin comparative to the opposing side as it furthers to the opposing side's direction. Therefore, tikik is known for generally hot temperatures and short winters. Darsoren is reflectively short summers and low temperatures. The influence is back-and-forth like a set of fangs along a straight jaw, except that it wavers back and forth to left and right, acting to give seasons to the world of keirma.
The thermal cap is a land of lava and volcanos, and is very mountainous. The frost cap is essentially a fancy gigantic group of attached glaciers with snow. Thermal is north, and Frost is south.
{Loca}Acid/Sonic Caps
The acidic and sonic caps are essential to the maintance of the world. They directly flow an influence to the thermal and frost caps, and this sort of spread draws out their power almost unnaturally backwards to near the acid/sonic caps. Such an effects are known as the zones. Sonic and acid caps have a special alternative magnetism that effects nonmetals.
They distribute via both the thermal and frost caps, therefore it is a more or less solid consistancy, because the thermal and frost caps add up to a pretty much x+y=100% kind of mixture for influence. The sonic cap dominates winds, and blows upwards the oceans to travel across continents and shower rain into the lands. (The oceans are quite rough due to this nature) The acid caps give a sense of age to everything. Supposedly, should the acid cap go away, then nothing shall ever decay, rust, or die, even in the face of certain destruction. However, the unbalance would cause an explosive-like overload throughout the world of raw existance power, that would be just as horribly destructive as certain, unforgiving death.

The acid cap is a land of natural, but extremely heavy, contained pollution. It is full of acidic swamp-like terrain. The sonic cap is perhaps the strangest land, as it's a big crater-like gap in appearance, but walkable like rough terrain land with a bouncy nature to it. Acid is west, Sonic is east.

{Loca}Zones
The four zones are the 'hail swarm' (SE), 'reaper rain' (SW), 'poison waves' (NW), and 'magma sand' (NE).
Hail swarm is an endless flurry of chunks flying randomly. Reaper rain is an endless heavy-acid rain. Poison waves is a discolored, light bending region. Magma sand is a sandstorm of bits of lava.
{Loca}Sky/Earth domains
Above the clouds, thunder dominates a sky-based border. Beneath the ground, the pressure of the rocks are so severe it will crush inward the second dug into. These are considered 'elemental domains' of electricity and rock.
 
Silinrul Darastrix7
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Endless Fighter
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Yeaaahh....I should note some of your concepts are...erm....Strange/Wrong (e.g. Flash Combat, Maus...). I'll note what I mean and ask the questions here:

Quote:
 
Mauhuna - The proper terminology of an 'Anti-adventurer', or 'adventurer hunter', though most commonly known as a 'mau' because it's a very quick way of saying it. Maus are helpless to monsters, and no better in combat than a civilian agianst a civilian, but they have special abilities that spark against the inner powers that makes an adventurer tick, so they're quite fierce and deadly to any experience level adventurer.


You contradict yourself there. Helpless=wussy. No better than combat than a civilian (in ANY measure)=wussy. Special abilities making them powerful against ANY level adventurer? That is very NOT wussy. Clarification thar might be helpful to explain then just what you mean.

Quote:
 
-Battles are passively assumed to occur over 'flash combat'. This does not mechanically change much, except that conversasions can be a little longer as free actions. This is dominately an explination of why significant actions take place in short occuring rounds turn-by-turn. (like, an orc who wants to run away has to stand for 36 seconds for 6 other people to act, before he runs for 6 more seconds? Oo; )

Quote:
 
Flash Combat - A special ability held by adventurers, mauhunas, and monsters. It allows them to do battles in very brief instants that seem turn-based by the differences of timings upon which they can exert their powers to proceed through combat phases. In flash combat, lifeforce is manipulated into a time distorting power that makes them able to act in quick bursts. Only themselves (their turn), who they interact with (involved targets), and anyone who can disturb this distortion (Attack Of Oppertunity), are able to act in any single instance of such a distortion


I'm not sure if you -wanted- it to seem more like a turn-based RPG or not, but that is the effect I'm reading from this. A typical DnD Combat Round, or round in general, is a period of 6 seconds, in which case ALL actions in said round happens in thos 6 seconds in a continuous fashion. It -mechanically- works on a turn base, yes, with players rolling dice and stuff, but in the game, no one actually stops moving unless their player makes them do so. Soooooo, yeah, if you were looking for something on a more continual basis, then Flash Combat doesn't seem right, but if you -wanted- a turn based RPG, by all means let's keep it.

Yah, just needed clarity on those things. I'm done now!
 
Filrena
Advanced Member
[ *  *  * ]
Silinrul Darastrix7
Oct 23 2008, 09:46 AM
Yeaaahh....I should note some of your concepts are...erm....Strange/Wrong (e.g. Flash Combat, Maus...). I'll note what I mean and ask the questions here:


Quote:
 
You contradict yourself there. Helpless=wussy. No better than combat than a civilian (in ANY measure)=wussy. Special abilities making them powerful against ANY level adventurer? That is very NOT wussy. Clarification thar might be helpful to explain then just what you mean.


No I don't. However, I understand the misunderstanding, because the implication is a little subtle. The thing about adventurers, is that they have something special within themselves that lets them do things like flash combat. ...The thing about mauhuna, is that the features that works out the mechanics for adventurers to be able to do things like flash combat, is something that the mauhunas specificly react towards.
They are not any better than a civilian. They aren't inheritingly powerful to overwhelm one, and they aren't able to fight against monsters under the exact same form of reason. They CAN however tap into the difference between the two groups and the group that is adventurers, to be able to fight adventurers with a massive advantage.

Because mauhunas are able to do this, there's little relavance to the nature of the adventurer, but rather instead that the person is an adventurer at all: level 20, level 1, sorcerer, fighter, etc. They hold only a slight of relavance to a mauhuna in combat.

If this doesn't clearify it, I seriously don't know what I can say that can make it clear, short of completely expalining every last inch of subtle mechanic and trait of the four kinds of groups. :S

Quote:
 
[I'm not sure if you -wanted- it to seem more like a turn-based RPG or not, but that is the effect I'm reading from this. A typical DnD Combat Round, or round in general, is a period of 6 seconds, in which case ALL actions in said round happens in thos 6 seconds in a continuous fashion. It -mechanically- works on a turn base, yes, with players rolling dice and stuff, but in the game, no one actually stops moving unless their player makes them do so. Soooooo, yeah, if you were looking for something on a more continual basis, then Flash Combat doesn't seem right, but if you -wanted- a turn based RPG, by all means let's keep it.

Yah, just needed clarity on those things. I'm done now!


Yes, it's an inaccurate exhaduration about the whole 6 second thing. Really, we went over that briefly the morning you posted, if I remember right. XD Furthermore, I know flash combat is something that combats the idea of continous combat, and it is something that willingly natures the campaign into an unusual, intentional, unnecessary turn-base game.
But I went with the system, and felt, 'you know', about doing it. XD Furthermore, I feel a little tempted to make strange effects out of it, so there might be things that comes out of it.

I have more on the topic of D&D in terms of my feelings about its realtime/turnbase stuff with it, but it will not be explained here, end of story on that. I'll be willing to push the topic if you IM me about it, but I'll have it in a new, seperate topic.
 
Silinrul Darastrix7
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Endless Fighter
[ *  *  * ]
Translation from Filrenese to English (:P For those who need it):

Basically, Maus have a sensitivity to the special abilities of adventurers, and since civilians do not have these abilities, Maus against civilians is like civilians against civilians. However, where Maus get there power from is when an adventurer is around; essentially , they syphon off power from said adventurers.
 
Filrena
Advanced Member
[ *  *  * ]
Huge updated. I'd love people to take a look at it in my campaign. XD This update will be mentioned in the campaign's chatroom of tomorrow's session, and won't apply until next week's session.
 
Shana
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Professional Pyro
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The Mau seem to remind me of the Mord-Sith from the book Wizard's First Rule. Mord-Sith like Mau were nothing special in combat and could be dealt with like any other person...but if someone attempted to use magic on the Mord-Sith, they could turn it around and basically enslave that person, making them extremely dangerous to spellcasters.

And I imagine this flash combat just means that adventurers are able to react swiftly in combat situations whereas others cannot. Insight, enhanced reflexes, call it what you will. It makes it so these 'adventurers' have a clear advantage at doing combat than the average person.
 
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