Rules Supplements, etc.

View previous topic View next topic Go down

Rules Supplements, etc.

Post by AD on Sun May 07, 2017 7:26 pm

For the time being this thread will serve as a page for additional rules and system tweaks.
As the season is upcoming, here are (finally) the two ranger abilities talked about past season, in stunning 4KUHD for your rule viewing pleasure. One is an update of the bow's bypass and the other is a new skill entirely. We're not going to do a full overhaul of the rule book quite yet, specifically with these minimal rule tweaks, so for now this supplement thread should (hopefully) suffice for any additions.
If anyone has any questions or concerns, please do not hesitate to ask. Thank you!

RULE SUPPLEMENTS: BOW and CROSSBOW SKILLS
ARROW BYPASS EFFECT: Now all natural and organic (GMO free) – no purchase required
REGARDING BOWS 'Strong Draw'
Arrows loosed by shortbows or longbows of any level wielding skill carry a natural bypass effect against armour and magic armour.
The damage must be called as any given bypass damage call:
ex: '9 metal bypass'
The bypass effect will not occur unless called as such, so the natural bypass must be instigated by the archer. This is to deter potential confusion in the midst of a fight where an arrow's impact may not be noticed and the bypass effect goes unassumed.
REGARDING CROSSBOWS 'Strong Crank'
Crossbow bolts carry no natural bypass effect, as their ease of use and load bearing is already more user friendly.
A bypass effect may be applied to any given bolt as it is loaded; after the initial loading count of 5 an additional loading count of 10 must be called. This counting call does not increase or decrease with crossbow levels.
ex: '7 metal bypass'
Once the bolt is loaded the bypass effect stays on the bolt until the bolt is loosed or removed by any means from the crossbow. So long as the ranger in question remembers to call the bypass effect they applied that particular bolt is set for bypass damage regardless of however much time has passed. The bypass call must be made just as the bow's arrows with a failure to do so indicating a miscant, that is a normal shot fired without bypass effect.

SHORTBOW and LONGBOW SKILL: CRITICAL LOOSE
Cost: 16 XP
Prerequisites: Shortbow 2 / Longbow 2
(individual purchases for each bow type)
The 'Crit Shot' skill allows any arrow nocked by the archer to carry a damage modifier. The user targets a limb on a humanoid target (not monsters or puppet mobs), that being either leg or either arm. As the arrow is loosed the user calls the intended target limb, for example: 'Left leg crit'.
This would follow suit for the right leg, left arm and right arm. Right and left in this situation is always considered in the perspective of the target and not the archer.
If the arrow makes it mark, the damage call for the shot is doubled from its regular attack value. Ex., '9 metal bypass' would be '18 metal bypass'. If the arrow misses its intended mark on any limb called out before it impacts, whether hitting another target unintentionally or even hitting another part of the target's body, any and all potential damage is negated entirely.  Natural bypass, as illustrated, is indeed allowed to apply to these stronger attacks.
In Game the reasoning for this may be played as the arrow having been loosed errantly, wavering in its trajectory and the shaft bouncing harmlessly off the target.
As the archer's intended target must be telegraphed to deter cheating and the arrow has the potential to do no damage at all this is considered a high risk and high reward skill for confident archers.

REGARDING STACKED EFFECTS
In any weapons' case any given additional effect where the arrow's or bolt's attack power is amplified (ie., magical enchanting or amplifications), the effects for a called skill still apply over the enchantment. For example, if an arrow is enchanted to hit for 30 points and the Critical Loose skill is called and fails, as per the ruling, the arrow hits for 0 damage and the enchantment has been wasted.

AD
Admin

Posts : 160
Join date : 2014-10-14

View user profile

Back to top Go down

Re: Magic strikes

Post by AD on Thu May 11, 2017 4:43 pm

Fairly simple, last season we also introduced the ability for mages to purchase (upon learning) offensive spells for Earth and Air where there were none before. Previously only Fire and Water could cast 'With (element) I strike you (however many) points)'. The damage calculations are the same as for Fire and Water tiers.

'The Earth will strike you (number) points!'
Cost: 1 XP

'The Air will strike you (number) points!'
Cost: 1 XP

AD
Admin

Posts : 160
Join date : 2014-10-14

View user profile

Back to top Go down

Gather System

Post by AD on Thu May 11, 2017 7:48 pm

UPDATED GATHERING SYSTEM and GATHER EGGS

Previously, before last season, gathering for seeking geologists and herbalists was expressed by OOG methods with the AD. Players would inform the AD that they were going OOG to gather and they would be given materials at the end of the designated period. The materials acquired would depend on their levels of herbalism or geology and any other given skills depending on other conditions such as the time of day, how long they were out, etc.

From last season, Season 3, onward, gathering has been accomplished by IG actions involving the player literally going into the woods and nearby areas on site to explore and collect materials. These materials are now expressed by yellow capsules containing various tags. These 'gather eggs' are marked with labels denoting their required skill to interact with. Bear in mind these are separate from the 'mod eggs' which carry effects and mini events for any given character who is curious and adventurous.
These skills are Herbalism I, II and III and Geology I, II and III. The character must possess the required level of these skills to interact with any given gather egg. The egg cannot be moved by the character though they may tell someone of a higher skill level about its location.
This may be roleplayed as the character finding a flower or herb but being unable or unsure of how to uproot it without killing it. Similarily, they may happen upon ore deposits but not possess the skills necessary to extract it, and certainly not without damaging the ore.
When players find gather eggs and collect their contents they must also keep the yellow capsule itself on hand. It may be delivered back to the cast cabin's entrance in a designated container for reseeding.
Gather eggs may be found all over site in generally appropriate locations. Some eggs are hidden better than others and may require the player to be a bit more adventurous in certain situations.

For the time being we will not be placing an egg collecting limit on players. Though, much like with mod eggs, it is asked that the player be considerate and not monopolize all of the materials. That being said there should presumably be plenty of resources to go around.
We as cast still intend to address this system in detail at the beginning of each event as it is new ground for players and us as well. As we all familiarize ourselves with it and get a feeling of the balance of it all hopefully it can be polished and made better for everyone adventuring out there. Happy hunting!

AD
Admin

Posts : 160
Join date : 2014-10-14

View user profile

Back to top Go down

Re: Rules Supplements, etc.

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum