Post by TheRipz on Jun 5, 2009 0:53:20 GMT -5
Current Group2 Game Rules:
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Keep Track of your own sheet as much as you can. Keep Track of inventory equip list, etc. Make sure you right down proper items, etc.
State Attack, and State The Target.
Need to know who you're targetting, and with what attack before the damage roll takes place.
So you don't say "oh that was my encounter" however this is a very lieniant rule as we are on the honnor code.
As well as any damage types should be stated as some monsters have resist.
Know who you're sharing Die with, or who you're after so the dice is thrown around quickly allowing the game to progress faster.
Exp: Exp is given if you are in the encounter, if someone goes off on their own They'll get more exp. then someone not involved in the encounter. Those not involved in the encounter get Half Exp of the encounter. (this rule is often ignored)
Keep as quiet as posible because its difficult to focus as a DM with so much going on and questions being asked. (ask someone else first might help this)
Though we have More Than One d20 roll only one at a time for an attack.
D&D is a game where you can do anything and everything, so please don't be offended by any in game theft. its character-character theft. In that same aspect home brew is able to be created on the spot though it may be improved later.
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If a game night is called, and only one person makes an appearance, the game still goes on if that person wants it too, if two people show up, same, three, etc. etc.
If a skill says "Miss: Effect" and you use it and miss, that half damage expends the skill, if you don't do the half damage then you can still use the skill again. (unless other rules state you cannot)
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When you use a Daily power If your roll is 1-10 that power is expended on a miss (with the d20 attack)
When you use an Encounter Power If your roll is 1-5 that power is expended on a miss. (with the d20 attack)
When an attack hits 1/2 of the targets AC (the enemy has 20 AC and the attack against it is a total of 10) the weapon breaks.
When an attack hits 2x the targets AC (the enemy has 20 AC and the attack is 40) the armor breaks.
New Addition: If the attack is performed when you have some form of combat advantage over them, it MAY be deemed as a miss and the weapon is not broken, however that is up to the Dm, the Roll, and possibly a group assessment.
Broken armor Reduces its armor bonus by 1/2 -1 and removes all the magical properties.
Broken weapons are no longer weapons, they remove all their magical properties and are now improvised weapons (1d4 dmg)
For instance a broken +1 plate armor(8AC) totalling a bonus of 9AC removes the +1 magic to give it 8, then is cut in half to give it 4, then -1 to make the armor 3. Broken Plate armor has a defence of 3, and still has all the negative properties assosiated with it.
Broken items cannot be sold.(unless sold for scraps, but no one will ever really want them)
Items(magic/art) sold are sold for 1/5th the price they are. Basic items(random loots from monsters) are sold for 1/10th the amount.
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New Weapons:
Flintlock Pistol, Blunderbuss: www.dandwiki.com/wiki/Flintlock_Pistol,_Blunderbuss_(4e_Equipment)
Flintlock Pistol, Heavy: www.dandwiki.com/wiki/Flintlock_Pistol,_Heavy_(4e_Equipment)
Flintlock Pistol, Light: www.dandwiki.com/wiki/Flintlock_Pistol,_Light_(4e_Equipment)
Blunderbuss: www.dandwiki.com/wiki/Blunderbuss_(4e_Equipment)
Musket, Carbine: www.dandwiki.com/wiki/Musket,_Carbine_(4e_Equipment)
Musket, Long: www.dandwiki.com/wiki/Musket,_Long_(4e_Equipment)
Gunpowder: www.dandwiki.com/wiki/Gunpowder_(4e_Equipment)
Pellets: www.dandwiki.com/wiki/Pellet_(4e_Equipment)
Katana: www.dandwiki.com/wiki/Katana_(4e_Equipment)
Hook Sword: www.dandwiki.com/wiki/Hook_Sword_(4e_Equipment)
Bust Sword: www.dandwiki.com/wiki/Buster_Sword_(4e_Equipment)
And a few others that aren't mentioner here because its just a special feature of the weapon.
-----------------------------------------------------------------------------------
Keep Track of your own sheet as much as you can. Keep Track of inventory equip list, etc. Make sure you right down proper items, etc.
State Attack, and State The Target.
Need to know who you're targetting, and with what attack before the damage roll takes place.
So you don't say "oh that was my encounter" however this is a very lieniant rule as we are on the honnor code.
As well as any damage types should be stated as some monsters have resist.
Know who you're sharing Die with, or who you're after so the dice is thrown around quickly allowing the game to progress faster.
Exp: Exp is given if you are in the encounter, if someone goes off on their own They'll get more exp. then someone not involved in the encounter. Those not involved in the encounter get Half Exp of the encounter. (this rule is often ignored)
Keep as quiet as posible because its difficult to focus as a DM with so much going on and questions being asked. (ask someone else first might help this)
Though we have More Than One d20 roll only one at a time for an attack.
D&D is a game where you can do anything and everything, so please don't be offended by any in game theft. its character-character theft. In that same aspect home brew is able to be created on the spot though it may be improved later.
_____________________________________________________________________________________________________________
If a game night is called, and only one person makes an appearance, the game still goes on if that person wants it too, if two people show up, same, three, etc. etc.
If a skill says "Miss: Effect" and you use it and miss, that half damage expends the skill, if you don't do the half damage then you can still use the skill again. (unless other rules state you cannot)
_____________________________________________________________________________________________________________
When you use a Daily power If your roll is 1-10 that power is expended on a miss (with the d20 attack)
When you use an Encounter Power If your roll is 1-5 that power is expended on a miss. (with the d20 attack)
When an attack hits 1/2 of the targets AC (the enemy has 20 AC and the attack against it is a total of 10) the weapon breaks.
When an attack hits 2x the targets AC (the enemy has 20 AC and the attack is 40) the armor breaks.
New Addition: If the attack is performed when you have some form of combat advantage over them, it MAY be deemed as a miss and the weapon is not broken, however that is up to the Dm, the Roll, and possibly a group assessment.
Broken armor Reduces its armor bonus by 1/2 -1 and removes all the magical properties.
Broken weapons are no longer weapons, they remove all their magical properties and are now improvised weapons (1d4 dmg)
For instance a broken +1 plate armor(8AC) totalling a bonus of 9AC removes the +1 magic to give it 8, then is cut in half to give it 4, then -1 to make the armor 3. Broken Plate armor has a defence of 3, and still has all the negative properties assosiated with it.
Broken items cannot be sold.(unless sold for scraps, but no one will ever really want them)
Items(magic/art) sold are sold for 1/5th the price they are. Basic items(random loots from monsters) are sold for 1/10th the amount.
_____________________________________________________________________________________________________________
New Weapons:
Flintlock Pistol, Blunderbuss: www.dandwiki.com/wiki/Flintlock_Pistol,_Blunderbuss_(4e_Equipment)
Flintlock Pistol, Heavy: www.dandwiki.com/wiki/Flintlock_Pistol,_Heavy_(4e_Equipment)
Flintlock Pistol, Light: www.dandwiki.com/wiki/Flintlock_Pistol,_Light_(4e_Equipment)
Blunderbuss: www.dandwiki.com/wiki/Blunderbuss_(4e_Equipment)
Musket, Carbine: www.dandwiki.com/wiki/Musket,_Carbine_(4e_Equipment)
Musket, Long: www.dandwiki.com/wiki/Musket,_Long_(4e_Equipment)
Gunpowder: www.dandwiki.com/wiki/Gunpowder_(4e_Equipment)
Pellets: www.dandwiki.com/wiki/Pellet_(4e_Equipment)
Katana: www.dandwiki.com/wiki/Katana_(4e_Equipment)
Hook Sword: www.dandwiki.com/wiki/Hook_Sword_(4e_Equipment)
Bust Sword: www.dandwiki.com/wiki/Buster_Sword_(4e_Equipment)
And a few others that aren't mentioner here because its just a special feature of the weapon.