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Unread 27th of June, 2006, 13:11
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A few House Rules

Howdy folks! Here are a few things to remember when playing in the Quick Post Scenarios:
  • Core books only - PHB, DMG, MM. We may incorporate a few more resources as we go along, depending where these mini adventures lead us. But for now, just the core three. We'll be using 3.5, but if you only have access to 3.0 that's cool; we can work with you.
  • Call for players - every time we post a scenario, we will "open the lines" for players. First post, first play - the first five players to post their characters will play the scenario. And to make things fair, we will post scenarios at different times of the day for those who are online in varying time zones. Cool beans?
  • Character creation - see the Character Creation tips thread and create a bunch of 'em and keep 'em on file. And I can't stress this next point enough: play what YOU want to play - don't worry about what the other players are playing. If we have five female, dwarven wizards, we'll roll with it! Bring the character that you want to play to the game.
  • Combat posting - when you post your actions, remember to do three things: 1. Read the scenario twice and take a good look at the map, noting your character's position. 2. Be as specific as you can be - that will help us write in your actions accurately. 3. Post your actions with contingencies. For example: Durk hacks at the troll with his battle axe. IF the troll falls, Durk immediately uncorks an oil flask and lights the greasy bastard up! IF Durk sees another troll while starting the barbecue, he drops the oil flask and attacks the next troll. Contingencies - I love 'em and require them from all players. 'Cause you just never know what might happen.
  • Posting frequency - be ready to post at least once a day, every day. If you know you can't post every day, then don't sign up for the scenario. Wait until your schedule is free enough so that you can keep up with posting. Once combat gets started, we don't want the game to be held up because one player has not posted actions. If the day ends and you haven't posted actions, we'll just move on without you which could mean nasty stuff happening to your character. Granted, shit happens when you least expect it - computer blows up, family emergency, lightning strike, tornado, hurricane, blizzard, etc. Just let us know and we'll work it out.
  • Character death and dismemberment - yes, your character may die, get killed, eaten, mutilated, left for the crows...you get the point. Don't cry about it - it's only a few lines in a file! And you can create another one in a blink.
  • Must be 18 or over to play - I say this because our games would be rated between PG-13 and R - meaning this is not the Disney channel - it's fantasy in all it's glory - buxom babes, bloody battles, and occasionally gruff language. If this is not your brand of fantasy roleplaying, we don't want you to be offended, so please don't sign up.
  • Your DM's are human beings - meaning, we are certainly not infallible and if you think we have made a mistake in the game, please let us know. We'll do our best to work it out with you. Don't hesitate to PM us or contact us via email.
That's about it - or at least all I can think of at this late hour. If you have questions or comments, please post 'em.
Peace!
-g-
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Unread 5th of June, 2007, 01:01
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Rules on FEAR

Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.
  • Shaken: Characters who are shaken suffer a -2 morale penalty to attack rolls, saves, and checks.
  • Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can, although they can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (although they are still shaken).
  • Panicked: Characters who are panicked are shaken, and in addition they have a 50% chance to drop what they're holding, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.
Thoughts?
-g-
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Unread 18th of February, 2010, 11:46
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A new chapter calls for some new rules - and this means we are adopting the PATHFINDER RPG rules for D&D!! I really like this tweaked version of 3.5 (affectionately known as 3.75 in the Pathfinder community) and believe it will be a perfect fit for our Realms game.
The core rulebook includes the PHB and DMG in one massive tome and there is a new Bestiary and more releases to come in 2010.
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Unread 1st of August, 2011, 22:14
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Tried Pathfinder for awhile...going back to 3.5 for the foreseeable future.
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Unread 4th of August, 2011, 07:45
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He's alive!!! How is it goin brother!?
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Unread 10th of August, 2011, 23:49
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Going good - wishy washing back and forth between 3.5 and Pathfinder - think I'm sticking with Pathfinder...for now...
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Unread 11th of August, 2011, 00:42
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So you are starting up a game? Continuing one?

Almego calls down from the sky, "Roll a D20!"
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