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Old 06-07-2015, 07:01 PM   #10
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Rules Post - Combat, Actions, Moving. And You too!


Combat -

During the game, you may be forced into combat with one or more creatures. You might also choose it, during an action.

Combat is resolved automatically by myself. Any spells or items labeled as combat may be used by me in order to ensure your survival. After combat, you will be told of the results.

For example, suppose you enter a room during the movement phase, and you discover a sleeping giant in the room. You are given the option of trying to sneak out, or attacking the giant with a bonus. You choose to attack.

During combat, in order to kill the powerful giant, you might have to drink a potion and cast two combat spells. You also take a lot of damage. I will send you a report telling you how much damage you take, what temporary items are now gone, and what spells were used. You will also receive experience from winning a battle with a monster, and have a chance at finding items on the monster’s corpse. You'll note these changes to your character sheet in that thread.

If your hit points are reduced to 15% or less of their original total, you will automatically flee, which gives the monster one final free swing at you. Should you survive that attack, you will be moved to the room you came from, and possibly thrust into battle there. You will also flee if an opposing monster deals 50% or more of your maximum hit points in one hit. You will also flee if you cannot damage the monster.

After you have cast spells earlier in the day, but find yourself in combat later that day (which happens occasionally but rarely), your used magic cannot be reused, so beware.

It is possible that you will die in battle. Some monsters are not to be trifled with, especially by lower level players. Some monsters will be like players, with classes. An opposing mage with a full slate of defensive spells is a tough thing to take out unless you are prepared, for example.

Combat will always be resolved in the most expedient way possible. For example, if you have a Protection from Cold scroll and encounter an Ice Elemental, you will likely use the scroll and then beat up the Ice Elemental while taking no damage. The result is a dead creature and you used up a temporary item, no spells and took no damage. Now perhaps you might have liked to have kept the scroll and just fight the Ice Elemental normally, but in this game, combat is resolved in the most efficient way possible.


Actions:

These are the actions you can choose.


Sleep - This can only be chosen at night. Most characters will choose this most nights, although Sis’Sharr can operate every other night, giving them a lot more actions available to them. All players must sleep during the night phase unless they are Sis’Sharr or have an item that allows them to act. It is assumed that all players are sleeping in the Night Action, unless they say otherwise. No pm needed for that. That means most players can ignore the Night Action phase.

Search - This action searches for hidden doors, traps and other secret goodies. Although all characters can take this action, some are going to be better than others based on race, class, items, and spell selection. Characters with Magic that enhances a search may use those spells or items during a search action, such as casting the Detect magic spell or using a charge from a Wand of Trap Detection.

Pick Locks - This action can only be taken by Scouts. It will attempt to pick a lock on a chest or door.

Disarm Traps - This action can only be taken by Scouts. It will attempt to disarm a trap. Higher level ones will instead try to dissemble traps where appropriate.


Bash Object - If you are a non-Scout, you can try to open a door or chest by bashing it. You may take some damage, it will be very noisy, it may not work, and you often break some items inside chests.

Use Object - Some items give you an option for an action. Some objects may duplicate actions (such as a Wand of Lock Picking) and others may give you a unique action. The object description will tell you what is what.



Investigate Item
- You spend your time investigating an item, trying to find clues about it. You will wield a sword, wear a ring, look for runes, taste a potion, try to use a wand and wave your hands in an attempt to discover what the item does. At the end of this action, you may know if an item is magical, and if you are lucky, what properties it has. Choose what item you would like to investigate when you take this action.

Cast Spell - A variety of spells read that they must or can be used as actions. You may cast one as your action for the phase.

Room Actions - You may get options based on the room you enter. Perhaps there is a fountain. Would you like to drink from it? Perhaps there is a chair. Would you like to sit in it?

Go to Djinni Sale - This action may only be chosen during the Afternoon every even numbered day. Tell me in the pm if you’d like to sell and/or buy and what items interest you



Do Not Take an Action:

These things never take an action.

Scribing a Wizard spell into your spellbook (it is destroyed in the process)

Healing by casting a spell, using a healing item

Using the Black Market

Picking up items in the room and from the corpse of the creature you’ve killed.
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Last edited by Abe Sargent : 06-07-2015 at 07:05 PM.
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