Difference between revisions of "Game Systems/Mechanics"
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Query: Please discuss the "laying down the law" mechanic on the talk page: I designed it in the hopes of limiting rules disputes, but several players have voiced concerns that this will make things worse. I'm happy to scrap it, but that means more of me, fallible, mortal me, making rules calls. You have been warned.<br> | Query: Please discuss the "laying down the law" mechanic on the talk page: I designed it in the hopes of limiting rules disputes, but several players have voiced concerns that this will make things worse. I'm happy to scrap it, but that means more of me, fallible, mortal me, making rules calls. You have been warned.<br> | ||
− | [[Magic]] | + | [[OAAAA Magic]] |
Revision as of 22:54, 17 July 2008
Rolling Dice: Any roll over a 15 is an automatic failure. Said failure may be re-rolled if the character has rerolls (see below). A roll of 18 is an automatic failure that cannot be rerolled. In addition, a roll of 18 means that any item/ingredients/whatever the character was using for that action are ruined/destroyed. Items with the "Unique" trait (see below) are exempt from this effect.
Rerolls: every level of the "luck" power gives one reroll per session.
Equipment: I've made some errors on this, so I'd like to summarize here. All equipment must have the OAF disadvantage. It does NOT have to have the "independent" disad. If your equipment breaks, is lost, or stolen, you may replace it for free when you get somewhere you could reasonably do this. Typically, weapons should not be bought to zero end: after all, swinging a sword or wearing armor are tiring. Also, weapons/equipment should not give bonuses beyond those laid out in equipment books without GM permission.
Unique: sometimes, villains/treasure chests/allies/monsters will happen to yield a particularly rare or high quality item to the group. Examples would be any item of dwarf manufacture, spellbooks, or powerful magic items. Such items have the "unique" trait. This trait functions as the trait "independent", but is worth -3 and confers the benefits above under the "rolling dice" section.
Death: we will use the optional rules for bleeding in which characters below zero body slowly lose body. If you are at minus your total body, you are dead. No resurrection spells exist in Amora, currently. If you die, once you are done being upset/sad/angry, you should make a new character of equal value to your dead character: you may request an equal number of unique items as your previous character had from the GM (though you don't have to take them if you don't like the ones the GM offers you). THE GROUP HOOK RESTRICTIONS STILL APPLY FOR LATER ADDITIONS.
Rules: we will use Hero system rules: what is in the book is the rules, yo. When optional rules are in question, it is my call how we run it. If we aren't sure, the rules are ambiguous, etc, it is my call how we run it.
Query: Please discuss the "laying down the law" mechanic on the talk page: I designed it in the hopes of limiting rules disputes, but several players have voiced concerns that this will make things worse. I'm happy to scrap it, but that means more of me, fallible, mortal me, making rules calls. You have been warned.