Incgame

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(Special Rules)
(Comedic Injuries)
 
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A disorganized mess - for now.
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A disorganized mess that is now in reworking.
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== Game Time ==
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The base concept is going to use a modified version of Cumberland Games' ''Uresia: Grave of Heaven'' setting. Variant lore will be gathered here. You will be able to bring things in from outside settings... Except deities, for obvious reasons.
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To be determined. Interested players, please list available times here. Games will run, at the earliest, after 6:30 PST on any non-weekend day, to account for the DM being able to get home and prepare before game starts.
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The players will form (most of) the crew of a caravel - a midsize ship of the land. (You may, at your party's option during party planning session, add a DMPC. Or not. Your choice.)
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== Known Basics ==
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Recommended books:
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* The ''Big Eyes, Small Mouth'' supplement, ''Uresia: Grave of Heaven''. (Which actually is pretty system-agnostic in practice...) Finding it is left to the reader.
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* The ''Uresia: Caravel'' book, available for purchase at http://www222.pair.com/sjohn/caravel.htm - although the DM will be referring to the extended second edition (which is currently not ''yet'' for sale).
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* System: 3.5
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Keep in mind, this will ''not'' be the Uresia setting entirely straight. Monsters that don't exist in that setting may show up. Variant lore will be written and stored here. Three of the most important things to know, however:
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* Starting level: 10th
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* Ending level: Unknown
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* Ability score generation: TBD, but any rolls will be performed ''by the DM''.
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* Special: Gestalt, a few Pathfinder swapins (see below).
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* UA rules: Gestalt, two flaws two traits (but relevant-ish flavor elements must be applied), LA Buyoff (but see bewlow).
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* Action points: Yes (to be modified, see below)
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* The vastest majority of Wizards 3.5 and Paizo Pathfinder content, including web supplements, can be considered acceptable (but ''all items must have a book and page number listed'').
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** All content where the 3.5 and Pathfinder versions of that content conflict will be settled on a case by case basis, favoring 3.5.
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** Third-party content will be considered on a case by case basis.
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** Setting-specific material will be considered on a case by case basis, probably with mods to suit the final setting.
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** 3.0 and "3.25" content that has no direct 3.5 or Pathfinder analogue will be considered on a case by case basis.
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** Un-compendium'd Dragon Magazine content will be considered on a case by case basis.
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* A high-detail sheet, such as NekoIncardine's 3.5 Gestalt Google Docs template, will be required.
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=== Level Adjustment ===
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* Slimes are cute - even adorable. They're sentient. And they're some of the best craftsmen and cooks in the world. Without hands.
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* Exactly four gods - and they're not very important ones - exist. Every other one is now the God of Pushing Up Daisies as of 1300+ years ago.
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* Your explorations may take you outside of the Divides as levels get higher. Things will be a ''lot'' more open then.
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Level Adjustment for templates takes up ''both'' sides of your Gestalt, but at half the cost - so if you have an LA of 2, you lose one level on both sides.. If the total LA (before the halving) is an odd number, you ''must'' buy off one point of LA at the standard XP cost to make it an even number. (LAs high enough to prevent you from buying a point off before 10th level must be even. Just add another +1 or something.)
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The setting is actively Anime Trope'd, but that can mean a lot of things - here, it means that the tone can range from quite dramatic to very, very silly. Keep that in mind with your characters.
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Buyoff after the campaign starts will always be in pairs - buying off both sides of one level.
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The medium will be the latest ''STABLE'' MapTool build as of the character organization session. The time will be (depending on player preference) Noon Pacific on either Saturday or Sunday.
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The exact math of this will be worked out later.
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Also, LA modifications ''can'' be discussed for cases where multiple templates have significant overlap.
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== Critical Rules ==
== Critical Rules ==
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* The DM's tolerance for advanced build manipulations will be proportionate to the difference between a player's build and the ''weakest'' build in the party... Unless the weakest build is attempting to troll the optimizers. Players should expect to work together, and work with the DM, to find a happy medium. An entertaining and interesting character concept that provides the DM with plot hooks may get more wiggle room.
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* Characters will be at least partially worked out ''in a group session'' - players should do absolutely '''no''' building before this session. Research is of course okay.
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** If a player wants to run a scheme that is hard to run a good build with normally, custom buff content may be brought into consideration.
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* The DM's tolerance for advanced build manipulations will be proportionate to the difference between a player's build and the ''weakest'' build in the party... Unless the weakest build is attempting to troll the optimizers, in which case they can bite the DM. Players should expect to work together, and work with the DM, to find a happy medium. An entertaining and interesting character concept that provides the DM with plot hooks may get more wiggle room.
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** If a player wants to run a scheme that is hard to run a good build with normally, custom buff content or adaptations may be brought into consideration.
** UA variants, Pathfinder variants, or other sources will be considered to help bring characters in line with each other, or make things more interesting.
** UA variants, Pathfinder variants, or other sources will be considered to help bring characters in line with each other, or make things more interesting.
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* Characters will be at least partially worked out ''in a group session'' - players should do absolutely '''no''' building or serious discussion before this session. Research is of course okay.
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* Bonus Feats may be a thing based on the quests you undergo. Usually, these will be the entire party gaining the same feat.
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* The Rule Of Funny will actively, but not entirely, be in effect. Among other things to expect:
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** The Munchkin d20 sourcebooks
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** Custom monsters of a strange nature
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** Cursed Item plots
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** Completely flimsy use of alignment
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* Alignments have inertia in this game - that means that it isn't that easy to shift your character's mechanical alignment. In particular, given some of the material, at least some comedic sociopathy should be expected within the party. ''In particular'', a Paladin who analyzes a moral conundrum carefully is more likely to be rewarded than punished, even if they ultimately choose poorly.
* Alignments have inertia in this game - that means that it isn't that easy to shift your character's mechanical alignment. In particular, given some of the material, at least some comedic sociopathy should be expected within the party. ''In particular'', a Paladin who analyzes a moral conundrum carefully is more likely to be rewarded than punished, even if they ultimately choose poorly.
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* Be warned: Cursed Items and Munchkin d20 are in play. Traps ''may'' be in play. Puzzles ''will'' be in play. The DM may use tricks and even Interface Screws.
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* Specific items may require some work - even some questing - to find.
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* The DM will do his best to not be a shit to you. ''Do not antagonize him if you want him to succeed.'' Most particularly, don't try to sneak shit past him.
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* Expect some opportunities to run roughshod over the setting. Also expect to be run over in turn by bigger fish if you're not careful.
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== Special Rules ==
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== Mechanics Basics ==
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* System: 3.5 with some Pathfinder-based modifications.
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* Starting Level: 3rd.
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* Ending Level: Unknown.
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* Ability Score: 28 PB with potential for DM bonuses; these will be particularly awarded for taking efforts to keep the optimization cap down a bit for a DM's first attempt in years at a campaign, and for good fluffworking.
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* Special: Gestalt, ''limited'' low level Tristalt (see "Level Adjustment", below) else Gestalt, Two flaws and two traits (fluff and following required), choice Pathfinder swap-ins.
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* Action Points: Yes - they can turn a Take 10 into a Take 15, or allow you to take one extra Standard, Move, or two extra Swift actions in a turn, or to get a hint from the DM. AP will be earned with exceptional frequency, and you may not have more than 5 stockpiled at a time - so use 'em!
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** All content where the 3.5 and Pathfinder versions of that content conflict will be settled on a case by case basis, favoring 3.5.
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** Third-party content will be considered on a case by case basis.
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** Setting-specific material will be considered on a case by case basis, probably with mods to suit the final setting.
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** 3.0 and "3.25" content that has no direct 3.5 or Pathfinder analogue will be considered on a case by case basis.
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** Un-compendium'd Dragon Magazine content will be considered on a case by case basis.
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** Homebrew will be considered on a case by case basis, with favor brought for ''your own'' homebrew.
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* A high-detail sheet, including both fluff and crunch descriptions for ''all feats, special abilities, etc.'' (or at least working links for the crunch), will be required.
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** If you haven't noticed, the DM likes his fluff. However, ''he is not a stickler for any specific fluff, as long as the end results are consistent.''
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List to be extended. Massively.
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== Tristalt/Level Adjustment And You ==
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* Monsters as races mechanics use the ''Pathfinder'' rules (level adjustment starts at equal to CR, dropping by one level every 3 levels after that), not 3.5.
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No matter what, you'll be guaranteed access to Gestalt. However, it'll be possible - at a cost - for you to make your character be ''Tri''stalt for a number of levels, subject to a series of restrictions.
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* Level Adjustment buyoff is ''only'' for races/templates that do not have racial hit dice.
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* Skill points are allocated using the ''Pathfinder'' rules (loosely: same skill points per level, but no times-4 at first level. Cross-class skills cost the same per rank as class skills. The first rank in a class skill counts as 4 ranks for all points and purposes, with further points being 1-to-1 as normal.)
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* Action Points are run similar to 4th edition - whenever your characters take a break (DM's discretion, but more or less you need to declare one for it to count), they gain one action point, which allows them to:
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** Turn a Take 10 into a Take 15
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** Take one extra Standard or Move Action in the same turn
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** Take two extra Swift Actions in the same turn
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** Get a hint from the DM
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* The Belt of Battle is banned (see the Action Point rules).
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* Leadership is banned (but see below).
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== Wealth ==
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* The third side is ''solely and exclusively'' for paying Level Adjustments or for a Monster Racial Class.
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* Your XP gain rate will be cut by a third from calculated earnings rates until you have finished out your levels - meaning that when you finish it out, those who took it for fewer levels, or not at all, will likely have multiple levels on you.
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* Your ability to take high-tier classes may be restricted.
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* The standard for "I will accept this" in terms of both fluff and crunch will be MUCH higher.
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* If a monster has multiple Hit Dice, it's total level adjustment, including those hit dice, is equal to its CR, subject to DM adjudication.
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* You'll have to work with the DM to work out how your abilities will develop over the entire stack of levels subject to this.
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For magic items and other sources of significant mechanical benefit, 80% of standard Wealth by Level.
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== Pathfinder sub-ins And Other Special Rules ==
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* Skill points are allocated using the ''Pathfinder'' rules (loosely: same skill points per level, but no times-4 at first level. Cross-class skills cost the same per rank as class skills. The first rank in a class skill rolls in a +3 bonus).
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** This includes the merge-downs from the Pathfinder skill list, and possibly other merge-downs to be determined.
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** Except that Concentration's still a skill.
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** All Prestige Prerequisites of the 'X skill ranks' variety have their ranks requirement dropped by 3 - you get them at the same level.
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* All players will have 3 'Fluff Points' per level - these are skill points, except that they ''have'' to be used in skills that are flavor for your character and are not critical to your build. (Keep in mind, your party's a boat crew. The whole crew. So at least some choosing accordingly would be good.)
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** If a skill that wasn't critical to your build becomes critical - say, because it's a prerequisite for a Prestige Class you're taking - you ''lose'' those fluff points and have to retrain skills to get the points together. Seriously, don't abuse this privilege.
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* Belt of Battle is banned.
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* Leadership is banned.
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* (Magic) Item Crafting feats are restricted to Artificer or to being earned as Bonus Feats. (If you want 'em, you'll get a chance to earn 'em - you just won't be simply ''taking'' them.)
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* Wealth is going to be half-fluff half-crunch, as follows:
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** A character's Equipment may value up to 75% of WBL, rounded up to the nearest 100 until 5th level, then the nearest 100.
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** A character's significant consumable items will value to 20% of WBL, same rounding.
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** A character's less-mechanically-significant displays of wealth will be less limited and fluff-based.
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For more flavory things like property, you may negotiate with the DM to get up to an additional 80%. Keep in mind that selling property for more magic items or the like will usually be met with the purchased items working very, very poorly.
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== Comedic Injuries ==
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== Known Setting Considerations ==
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When the scene is significantly less serious than the gameplay - that is, when you're fighting, say, a swarm of pissed-off magical girls - the Comedic Injuries mechanic may be brought into play. This rule essentially forces all damage to be nonlethal - no matter how ridiculously impossible this should be. Further, knockback, throwing, defenestration, and other attack results become the norm, getting added to attacks (usually the last attack of a turn) at the DM's whims based on description.
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=== Mordio Society ===
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When this comes into play, good description on the player's part can bring a positive ''swarm'' of action points.
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(Name To Be Changed Later)
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== Setting Notes ==
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The Mordio Society represents a group of patrons for your cast. An across-the-alignment-spectrum organization, the Mordio Society's primary focus is the advancement of civilization and society - by all manner of means. The Society provides several significant services to your heroes, including:
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* [[IncGame:Setting]] - This will grow out over time, and will include ''basic'' notes of how things are in the Uresia setting, as well as anything ''changed'' from the setting.
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* Safe, reliable basic magic items
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* [[IncGame:Constructs]] - This will contain notes and links to any homebrew content or adjudications as to how a concept should be implemented.
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* Assistants to help with various potential Leadership-style tasks, though they will not adventure with you.
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* Bases to work out of in various cities
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Current revision as of 01:30, 30 April 2012

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