Post by The Dungeon Master on Aug 27, 2009 13:50:29 GMT -5
General
If a rule is not covered by the Pathfinder rule set I will defer to the latest 3.5 version of the rule.
For all options (gear, race, class, feats, etc.) this is a Pathfinder-only game
Acrobatics (Tumbling)
Moving through threatened areas
Failure means you provoke attacks of opportunity normally.
Moving through enemy-occupied squares
Failure means you stop before entering the opponent’s space, and you provoke an attack of opportunity from that foe.
Character Sheets
You are responsible for them but I will be auditing your characters.
If an encumbrance, XP, gear, etc. audit is failed by an amount or in a fashion that would have impacted gameplay, there will be an XP penalty for that session. In short, I need you to care about the rules as much as I do.
Critical Hits
If you or an enemy confirms a critical hit I will draw a critical hit card. If you do x3 damage, the damage step on the card will be increased by one step. If you do 4x damage it will be increased by 2 steps. If you have weapon focus you may draw 2 cards and choose which to use. You can "bank" critical hits to negate future critical fumbles. You will get a critical token and score normal damage. The next time you confirm a critical fumble, you can "cash in" your banked hit and turn the critical miss into an ordinary miss. You may not "bank" more than 1 critical hit at a time.
Bleed effects deal the listed damage every round at the end of the affected character's turn (the timing is different than the bleed damage caused by monsters). Bleed can be ended by any magical cure spell or a DC 15 heal check made as a standard action. Unless a DC is listed, the DC for any save that is required is equal to the confirmation roll used to score the critical hit (after all modifiers have been applied).
Critical Misses
If you or an enemy rolls a natural 1 (or 2 if you are not proficient with the weapon), make a second attack using your full BAB and all pertinent modifiers. If the attack still misses I will draw from Paizo's Critical Fumble Deck. If an attacked has weapon focus they may draw 2 cards and choose which one applies. Greater Weapon Focus allows 3 cards to be drawn.
No attacker may critically fumble more than once in a combat.
Bleed effects deal the listed damage every round at the end of the affected character's turn (the timing is different than the bleed damage caused by monsters). Bleed can be ended by any magical cure spell or a DC 15 heal check made as a standard action. Unless a DC is listed, the DC for any necessary saves is equal to the armor class of the target.
There are arcane spells (Fumble (level 2) and Mass Fumble (level 6)) that can impact this. They would need to be researched into the game.
There is a weapon enhancement called Sure Grip; Moderate Abjuration; CL7th; Craft Magic Arms and Armor; remove curse; Price +1 bonus. A sure grip weapon is enchanted to avoid mishaps in battle. Whenever you threaten to critical fumble using a sure grip weapon, you only confirm the fumble if the second roll is a natural 1 on the die.
Death
If you die and make a replacement character, your new character starts 1 level lower than your current character, but no lower than the lowest level the current adventure supports. In addition it is the custom of the land that all the deceased's wealth (excluding party items) be returned to their family. This can be handled through the local temple.
DM's attention
if you want to do something in game please make sure the DM has heard what you said. We have a lot of people and a lot of chatter (which is fine) and I don't always hear everything. If I don't hear it, it didn't happen.
Dying
When you take enough damage to reduce your hit points below 0, I will not be telling you how much damage is done. I think this will solve the issue for everyone of adding tension when someone goes down.
Firearms
Allowed as per the Golarion Campaign Setting, using the exploding die and misfire rules. Misfire will be in addition to critical fumble rules. As these are rare, you may be sorry you even fired one...
Hero Points
see here www.pathfindersrd.com/gamemastering/hero-points
You earn a hero point if you submit a written (electronically) character background and whenever you gain a level.
Spell components
A spell component pouch will contain most material components without a gp value, as long as they fit in a pouch. Wine, for example, would not be in a spell component pouch.
Swap hands
You can change an item from hand to hand as a move action once per turn. To change a grip on a weapon (1e 1-H to 2-H) is a swift action Either of these can be combined with a move.
Taking 10 and 20
While taking 10 or taking 20 on a task you are considered distracted for the purposes of perception checks (except for the target of your perception check if that's what you are taking 10 or 20 on)
XP
Will be given out at the end of each session, please have your next level info. ready at that time.
*Personal Note
My goal is for all of us to have fun. By all of us I mean myself as well. I run games in a particular way, and don't hand wave rules much, if at all. I like to believe they are there for a reason. If you don't like the way I run a game, you should not be playing in it. I don't mean that to be harsh, but your enjoyment, my enjoyment and by extension, everyone else's enjoyment will most likely be impacted. In all cases, however, I expect us to treat each other (that means all other players, not just the DM) civilly and with respect. We can all act like adults while we act like kids. In fact, I find it to be a healthy mix. If you feel you cannot maintain some level of control and appreciation for at least being invited into my home, please do not enter it. Not all animals of the same species get along, regardless of how much we wish it to be so. If you can, you are most welcome! If you have not already learned this about me, you will come to realize i have a very low tolerance for drama other than that of a theatrical nature. I have my reasons, and they are mine to have.
I bid you good gaming and good company for as many days as we have!
If a rule is not covered by the Pathfinder rule set I will defer to the latest 3.5 version of the rule.
For all options (gear, race, class, feats, etc.) this is a Pathfinder-only game
Acrobatics (Tumbling)
Moving through threatened areas
Failure means you provoke attacks of opportunity normally.
Moving through enemy-occupied squares
Failure means you stop before entering the opponent’s space, and you provoke an attack of opportunity from that foe.
Character Sheets
You are responsible for them but I will be auditing your characters.
If an encumbrance, XP, gear, etc. audit is failed by an amount or in a fashion that would have impacted gameplay, there will be an XP penalty for that session. In short, I need you to care about the rules as much as I do.
Critical Hits
If you or an enemy confirms a critical hit I will draw a critical hit card. If you do x3 damage, the damage step on the card will be increased by one step. If you do 4x damage it will be increased by 2 steps. If you have weapon focus you may draw 2 cards and choose which to use. You can "bank" critical hits to negate future critical fumbles. You will get a critical token and score normal damage. The next time you confirm a critical fumble, you can "cash in" your banked hit and turn the critical miss into an ordinary miss. You may not "bank" more than 1 critical hit at a time.
Bleed effects deal the listed damage every round at the end of the affected character's turn (the timing is different than the bleed damage caused by monsters). Bleed can be ended by any magical cure spell or a DC 15 heal check made as a standard action. Unless a DC is listed, the DC for any save that is required is equal to the confirmation roll used to score the critical hit (after all modifiers have been applied).
Critical Misses
If you or an enemy rolls a natural 1 (or 2 if you are not proficient with the weapon), make a second attack using your full BAB and all pertinent modifiers. If the attack still misses I will draw from Paizo's Critical Fumble Deck. If an attacked has weapon focus they may draw 2 cards and choose which one applies. Greater Weapon Focus allows 3 cards to be drawn.
No attacker may critically fumble more than once in a combat.
Bleed effects deal the listed damage every round at the end of the affected character's turn (the timing is different than the bleed damage caused by monsters). Bleed can be ended by any magical cure spell or a DC 15 heal check made as a standard action. Unless a DC is listed, the DC for any necessary saves is equal to the armor class of the target.
There are arcane spells (Fumble (level 2) and Mass Fumble (level 6)) that can impact this. They would need to be researched into the game.
There is a weapon enhancement called Sure Grip; Moderate Abjuration; CL7th; Craft Magic Arms and Armor; remove curse; Price +1 bonus. A sure grip weapon is enchanted to avoid mishaps in battle. Whenever you threaten to critical fumble using a sure grip weapon, you only confirm the fumble if the second roll is a natural 1 on the die.
Death
If you die and make a replacement character, your new character starts 1 level lower than your current character, but no lower than the lowest level the current adventure supports. In addition it is the custom of the land that all the deceased's wealth (excluding party items) be returned to their family. This can be handled through the local temple.
DM's attention
if you want to do something in game please make sure the DM has heard what you said. We have a lot of people and a lot of chatter (which is fine) and I don't always hear everything. If I don't hear it, it didn't happen.
Dying
When you take enough damage to reduce your hit points below 0, I will not be telling you how much damage is done. I think this will solve the issue for everyone of adding tension when someone goes down.
Firearms
Allowed as per the Golarion Campaign Setting, using the exploding die and misfire rules. Misfire will be in addition to critical fumble rules. As these are rare, you may be sorry you even fired one...
Hero Points
see here www.pathfindersrd.com/gamemastering/hero-points
You earn a hero point if you submit a written (electronically) character background and whenever you gain a level.
Spell components
A spell component pouch will contain most material components without a gp value, as long as they fit in a pouch. Wine, for example, would not be in a spell component pouch.
Swap hands
You can change an item from hand to hand as a move action once per turn. To change a grip on a weapon (1e 1-H to 2-H) is a swift action Either of these can be combined with a move.
Taking 10 and 20
While taking 10 or taking 20 on a task you are considered distracted for the purposes of perception checks (except for the target of your perception check if that's what you are taking 10 or 20 on)
XP
Will be given out at the end of each session, please have your next level info. ready at that time.
*Personal Note
My goal is for all of us to have fun. By all of us I mean myself as well. I run games in a particular way, and don't hand wave rules much, if at all. I like to believe they are there for a reason. If you don't like the way I run a game, you should not be playing in it. I don't mean that to be harsh, but your enjoyment, my enjoyment and by extension, everyone else's enjoyment will most likely be impacted. In all cases, however, I expect us to treat each other (that means all other players, not just the DM) civilly and with respect. We can all act like adults while we act like kids. In fact, I find it to be a healthy mix. If you feel you cannot maintain some level of control and appreciation for at least being invited into my home, please do not enter it. Not all animals of the same species get along, regardless of how much we wish it to be so. If you can, you are most welcome! If you have not already learned this about me, you will come to realize i have a very low tolerance for drama other than that of a theatrical nature. I have my reasons, and they are mine to have.
I bid you good gaming and good company for as many days as we have!