Difference between revisions of "Game Systems/Mechanics"
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'''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. Also, weapons/equipment should not give bonuses beyond those laid out in equipment books without GM permission.<br> | '''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. Also, weapons/equipment should not give bonuses beyond those laid out in equipment books without GM permission.<br> | ||
− | '''Buy Back''': characters may "sell back" any equipment they no longer need, including magic and/or attuned items. Note, however, that you may never buy replacement magical items in this way: magical items must be found/looted as generated by the GM. Also, obviously (see below) attuned items cannot be bought with this XP. Finally, the XP cannot be spent on anything other than gear, and must be spent immediately when the item is "sold back" | + | '''Buy Back''': characters may "sell back" any equipment they no longer need, including magic and/or attuned items. Note, however, that you may never buy replacement magical items in this way: magical items must be found/looted as generated by the GM. Also, obviously (see below) attuned items cannot be bought with this XP. Finally, the XP cannot be spent on anything other than gear, and must be spent immediately when the item is "sold back". <br> |
'''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.<br> | '''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.<br> | ||
'''Attunement''': Magic permeates Amora, but only the dwarves have learned how to bend it into a set shape inside an object. However, items used for great deeds or involved in great events naturally draw magical power into themselves. This process has been named "attunement" by magical scholars, to differentiate it from the actual creation of a magic item as practiced by the dwarves. <br> | '''Attunement''': Magic permeates Amora, but only the dwarves have learned how to bend it into a set shape inside an object. However, items used for great deeds or involved in great events naturally draw magical power into themselves. This process has been named "attunement" by magical scholars, to differentiate it from the actual creation of a magic item as practiced by the dwarves. <br> |
Revision as of 22:11, 21 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. Also, weapons/equipment should not give bonuses beyond those laid out in equipment books without GM permission.
Buy Back: characters may "sell back" any equipment they no longer need, including magic and/or attuned items. Note, however, that you may never buy replacement magical items in this way: magical items must be found/looted as generated by the GM. Also, obviously (see below) attuned items cannot be bought with this XP. Finally, the XP cannot be spent on anything other than gear, and must be spent immediately when the item is "sold back".
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.
Attunement: Magic permeates Amora, but only the dwarves have learned how to bend it into a set shape inside an object. However, items used for great deeds or involved in great events naturally draw magical power into themselves. This process has been named "attunement" by magical scholars, to differentiate it from the actual creation of a magic item as practiced by the dwarves.
the characters are, whether they know it or not, involved in great events. as such, their items will become attuned to them. what this amounts to is that characters may spend up to 5 points a session giving gear that they have had for AT LEAST one full session prior (ie, you can't have acquired it that session) special bidness, subject to GM approval.
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.