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Unread 5th of November, 2005, 16:45
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House Rules

Hey folks. This particular thread is to address the house rules that are in effect. I get the impression that some of you may not fully understand them, so this will be a good place to make them clear and out in the open. Each house rule will have it's own post. If you have any questions at all feel free to either PM me or post in the OOC thread. I'd like to keep this thread clear in case any other house rules come into effect. In that case I will post in here for the new rule.
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Unread 5th of November, 2005, 16:46
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Cascading Defense Rule (Legacy, no longer in effect)

While engaged in combat, defense actions need not be declared. If you are attacked after declaring and performing actions, you may may parry at a cumulative -2 dicepool and dodge at cumulative -1 dicepool. This action penalty starts from where your original action penalty left off. For example, if you made three actions that turn at -3, -4, -5, you could parry at -7,-9,-11, or dodge at -6,-7,-8. If you are attacked before your initiative, the same rules apply when aborting to a defense. Parries would be made at 0, -2, -4, and dodges at 0,-1,-2 etc.

The concept behind it is if find yourself out of declared actions, there is no need to die a horrific death because you miscalculated and have no declared actions left. Combat shouldn't have to be a frustrating guessing game where you can be caught completely off guard by making the wrong decision. This rule basically means that you have defense rolls until you run out of dice. Be aware, your opponents also follow the same rules.

Last edited by Erendiox; 20th of September, 2007 at 21:21.
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Unread 5th of November, 2005, 16:47
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Damage Rule (Legacy, no longer in effect)

When a strike is successfully made, count up raw damage dice BEFORE soak as normal (including extra successes). If the attacker scored only 1 success, divide the raw damage by 1/4 rounded down. If the attacker scored only 2 successes, divide the raw damage in half, rounded down. If the attacker scored 3 successes or more, raw damage is dealt as normal.

This rule is partially to keep people from splitting their action a million ways in hopes of garnishing a success or two with a big weapon (with a big base damage). I never liked that, and always felt there needed to be a feeling for the quality of a blow. Making only 3+ success blows do full damage works out really well for establishing this.

Last edited by Erendiox; 20th of September, 2007 at 21:21.
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Unread 5th of November, 2005, 16:48
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Stunt Rule (In Effect)

Stunts will work a little bit differently. All the rules for performing stunts are the same, but the dice you receive for pulling off a stunt are doubled. So stunts are now 2 die stunts, 4 die stunts, and 6 die stunts. In addition, essence regeneration is also 2, 4, and 6 motes respectively. Also, instead of having the option of regaining willpower with level 2 and level 3 stunts, willpower will be awarded in addition to essence regeneration. Genuine level 3 stunts will also award the character a point of experience. Level 3 stunts will be voted on, so whenever I see a stunt that might be deserving, i'll mention it on the wall, and everyone will cast a yay or nay. Level 3 stunts are supposed to be rare and totally awesome, so don't feel bad about saying nay to a cool but not astonishing stunt. The effects of each stunt level are as follows:

Level 1: +2 dice +2 motes
Level 2: +4 dice +4 motes +1 Willpower
Level 3: +6 dice +6 motes +2 Willpower +1 XP

I'm hoping this will inspire you guys to work harder to get stunt dice as the reward is much more worth it and can definitely turn the tide in a battle.

Last edited by Erendiox; 27th of October, 2007 at 14:50.
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Unread 20th of September, 2007, 21:19
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With the introduction of 2nd edition, two of these rules are going out the window. The cascading defense rule is no longer neccessary because of the reworked combat system. The damage rule is going also, so the only one left in effect is the stunt rule, which I actually changed slightly. Don't worry, you guys won't complain with those changes. There is also the possibility of a new house rule or two. I'll propose them formally at some point.

Last edited by Erendiox; 20th of September, 2007 at 21:23.
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Unread 27th of October, 2007, 14:58
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Overwhelming Rule (Not In Effect)

Overwhelming damage is calculated differently than via the normal rules. Instead of taking the higher of your weapon's overwhelming tag or your essence, use this method:

- Start with the overwhelming score of your weapon (1 if no tag).

- If your essence score is higher than the essence score of your target, add the difference of your essence scores to your weapon's overwhelming score.

Since i'll always be the one rolling damage, you won't have to worry about this calculation. Basically what this does is make weapon overwhelming scores relevant when you reach high essence scores, instead of fading into obscurity. It also makes weapon overwhelming scores a more important attribute when choosing a weapon. In addition, it cuts down the very high minimum damage rolls that are achieved with high essence scores. This is to discourage ping-spamming and to put my mind at ease.

Last edited by Erendiox; 29th of April, 2008 at 08:11.
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  #7  
Unread 30th of October, 2007, 12:18
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The One-Week Rule (In Effect)

To keep things brisk and moving, this rule regarding post frequency will be in place. From the last post made that created an opening for you to post, you have one full week to reply. What I mean by that is if I post and open up an opportunity for three people to post, those three people have one week to post from the time my post was made, not one week from the last time one of the three made a post. Those individuals who are up to post will have their names up on the home page of the forum. I'll try to be as diligent as possible about updating this, but please continue to check the thread as you normally would in the case that I make a mistake.

This should not be viewed as a "negative" rule, as dark as it sounds. It is in effect to make sure the game does not fall to a standstill, as I have seen this game do many times, often for weeks on end. In the event that a player passes the deadline, one strike goes to that player. Very simply, on the third strike you're out of the game. In the even that you've been without a post or a decent excuse after two weeks, this is grounds for immediate removal, as well as the incineration and/or decapitation and/or fatal electrocution of your character and the subsequent plunder of all personal belongings. (That part was a joke... I think)

Of course, circumstances such as vacations, emergencies, loss of internet, being grounded (not mentioning any names...), etc, are exceptions to this rule as long as you LET ME KNOW BEFOREHAND by either PMing me or posting in the OOC thread. Unless something crazy happened, like being dismembered by a rampaging chimpanzee, or whatnot, you need to let us know about it. Don't tell me after your trip to Maui that you were going to be gone for 2 weeks. You guys get the picture.

One last thing... and I stress this... if your name is not up on the front of the forum, don't feel that it means you can't post. With the exception of being in combat time, if you have something you want your character to do/say, don't hesitate to post it.

Last edited by Erendiox; 1st of November, 2007 at 01:29.
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  #8  
Unread 29th of April, 2008, 08:12
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Overwhelming Rule Version 2 (In Effect)

Minimum damage will be calculated as follows:

(1 + essence modifier + weapon modifier)

essence modifier:

Essence 1: +0
Essence 2: +1
Essence 3: +2
Essence 4: +2
Essence 5: +3
Essence 6: +3

weapon modifier:

No Overwhelming Tag: +0
Overwhelming 2: +1
Overwhelming 3: +2
Overwhelming 4: +2
Overwhelming 5: +3
Overwhelming 6: +3

As you can see, essence and overwhelming values are being halved, rounded up, before being added to 1, with the exception of the first tier which is rounded down to 0.
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