02-03-2009, 10:32 AM | #1 | ||
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The Unoffical FOFC-WW RPG Rules - The Dungeon! Q&A Thread
Hello all and welcome to the next game of werewolf. With the previous game's stasis, I am going ahead and posting the rules to the next game.
This thread is for two purposes. Firstly, it will outline the rather extensive rules to this game. Secondly, it will give you an opportunity to ask questions and get answers prior to us beginning. This is not the actual game thread, nor is it a sign up thread. Those will be coming later. One note of warning - the rules are large but I think, once you see them, you'll agree that they are pretty grokkable. Similarly, the time commitments will be both similar to those in a normal WW game and disssimilar to them as well. More on that later. I anticipate that this game will take longer than a normal WW game, and after a couple of weeks, if someone else would like to start a more traditional WW game while we are winding this one down, that would be fine with me. I am going to begin posting the rules. One more thing - do not post what class/race you intend to take. First of all, I can only take the first 20 players, so you might not even make the cut, and secondly, I don't want anyone to be forced into a class or race by the group - I want each player to choose their own playing style, and choose a class/race combination that fits them. Thanks!
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02-03-2009, 10:41 AM | #2 |
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Timeline - I will be posting a sign up thread sometime in the afternoon or early evening tomorrow and taking the first 20 to sign up. If we have less than 20, I'll go posting in the general thread.
After we get our 20, and all race/class selections have been made, I will create the game thread. The game will begin on Thursday, unless we have problems getting people in, if so, I may hold off until Monday, but I am aiming for Thursday.
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02-03-2009, 10:42 AM | #3 |
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The Dungeon Races
This game will be played on a giant map of a large dungeon. This will be a role-playing game, as opposed to the normal WW. Each player must choose a race, then a class. You will select a class and race prior to the game beginning by sending me a PM. Once the game begins, I will post who has what class/race. Do not mention what your selection is until I begin the game and post them. Races - Here are the races and their benefit: Human - A player who is human can choose the special classes in addition to taking a base class if they desire, and has a 15% bonus to experience gained. Qwith - A Qwith can be any of the four base classes, and has infravision into an entire room. They get twice the chance to detect a secret door. Dvergr - A Dvergr is used to being underground, so they get triple the chance to detect a secret door, and they have infravision as a Qwith. However, they can only be clerics and warriors. There may be places that only a small Dvergr can reach. Sis’Sharr - The lizard like Sis’Sharr are a species of humanoids living in the Western Reaches, an extensive desert. As such, they have developed the ability to go a long time without food, water or much sleep. A Sis’Sharr requires rest only once per every other day and do not need to keep track of food. They can be any of the four base classes. Trow - The trollborn have a variety of subspecies, and this represents the adventuring Trow. Trow can only be clerics, warriors or wizards, and cannot be scouts. They have infravision just like Qwith and Dvergr. Trow have an innate Go Berserk ability which can sometimes trigger randomly in combat. Taurians - The largely extinct Taurians are an old seafaring warrior race that terrorized the local coasts until defeated several hundred years ago. These large Bullmen have trouble fitting into some of the more cramped spaces in the dungeon, and there may be places they cannot access. They can only be warriors and scouts. They are very powerful in combat, doing extra damage with their weapons. Special Racial Abilities: Infravision - This is the ability to see the infrared spectrum in the dark, thus enabling you to make out warm blooded creatures in darkness. Note that some creatures, like an animated skeleton, are not seen by infravision, and some nearby effects (like lava) will interfere with infravision. A character with infravision can never be ambushed by a warm blooded creature naturally if their sight is running properly. (although magic may change things). Go Berserk - The Trow may, occasionally, go crazy in combat. When this happens, they are completely immune to most magic except damage that is dealt directly like fire bolts and lighting balls. They become very powerful, with stronger, more fearsome attacks. However, they ignore any defensive posturing, and are very easy to hit by enemies.
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02-03-2009, 10:44 AM | #4 |
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The Classes
Classes: Warrior (Base Class) - The warrior focuses on winning combat. They know how to use any basic weapon. At the beginning of the game, each warrior may choose a weapon. The warrior will begin with a non magical weapon of the selected type, and the warrior gains a significant degree of expertise in that weapon type, being better, faster, and stronger with that weapon in combat. Any magical weapons gained in the selected type can get this extra bonus as well. Only warriors and their sub class can use shields. At the beginning of the game, all warriors begin with their weapon of choice, a shield, and a suit of chain mail armor, giving the warrior one of the strongest starting positions. Warriors gain 10 hit points per level, and of all of the classes, are the ones most likely to hit. Note that only Scouts may use garrotes. Paladin (Sub Class) - The Holy Warrior focuses on dealing damage and killing evil. Like a warrior, they get 10 hit points per level and are good at hitting. They also begin with chain mail, a shield and a weapon of their choice, but they do not get the ability to specialize in a weapon type. Paladins gain several activated abilities. Firstly, they can, once day, heal 50% of their original hit points. That alone can save their life. Secondly, they can, once per day, cast Detect Magic on a room which may cause objects or monsters to be identified as magical. Scout (Base Class) - The scout focuses on getting information on a place, and that includes this dungeon. Scouts get a good chance of finding traps, secret doors, and hidden locations when searching a room. This chance increases as they rise in level. Also, a Scout gets several special abilities. They are the only profession that can attempt to pick a lock, getting into those chests or doors. They are the only class that can disarm a trap. They have an increased chance of this as their levels increase. Also, at level four, a Scout can begin to dissemble a trap, when available, and then they get the ability to set that trap in a location of their choosing. Not all traps can be dissembled (such as a pit trap). Scouts can occasionally read magic well enough to use a scroll normally reserved for Clerics or Wizards, with an increasing chance of doing so as they gain levels. Of all of the classes, Scouts advance through the experience ranks the quickest, but are the weakest class at higher levels. They get 6 hit points per level. When scouts attack an enemy, they get an Ambush special ability that allows the scout to do significantly more damage in their first attack. In combat, a Scout is merely adequate after their initial Ambush attack. Scouts and Bards can only use a small number of weapons that bring combat up close and personal, like the gladius, dagger, and so forth. Scouts are also the only class to be able to wield garrotes. Scouts and Bards begin the game with a weapon of their choice and leather armor. They cannot wear more than studded leather armor. This is light protection. Bard (Sub Class) - Bards are masters of information, and no class learns as much from their surrounding as Bards do. Bards can use items normally reserved for Wizards or Scouts. Bards can automatically identify any magical item discovered. Bards get 6 hit points and advance quickly like Scouts. Bards get the enhanced ability to search for traps, secret doors, and other hidden things just like Scouts, but cannot disarm traps, dissemble and set them, or pick locks. They also cannot Ambush. Bards can, however, use Cleric scrolls like a Scout, and at every third level (3, 6, 9) gain the ability to cast one Wizard spell from the next level (at level three, one first level spell; at level six, one second level spell, and so forth). They are also adequate in combat. Cleric (Base Class) - Clerics gain the ability to cast divine magic, which has a lot of healing and protective magic, plus some occasional smiting magic’s. Although clerics do not have as powerful magic as Wizards, they compensate by being better in combat than even Scouts, and have 8 hit points per level. Clerics may only use blunted weapons, such as maces and clubs and staffs. Clerics begin the game with a weapon of their choice and chain mail. Monk (Sub Class) - They share the cleric’s hit points and combat ability, but cannot wear any armor above robes. When the Monk is chosen, they must select one weapon type. Like the Warrior, they gain a specialization in that weapon type, but unlike the Warrior, they may not wield another weapon type. As the Monk increases in level, their defensive ability increases as does their ability to dodge weapons. Monks will attack twice as fast starting on level 5. Like Bards, Monks get one bonus spell at levels 3, 6, and 9, but they are Divine spells not Wizard ones. Monks advance in level as clerics, which is slower than Scout/Bards but faster than the other types. Wizard (Base Class) - Wizards begin the game as the weakest class and they level up the slowest, and they are the worst at combat and they have just 4 hit points per level and can only wield daggers and staffs and cannot wear armor heavier than robes. However, Wizards gain the ability to cast Wizard magic, which is the most powerful realm of magic. At higher levels, they are unquestionably the most powerful class. Artificer (Sub Class) - Artificers gain magic at the same rate as Wizards and have all of the same weaknesses. They cannot use any spells that directly harm the opponent, however, which are among the most powerful spells a mage has. Artificers can identify magical objects immediately, just like Bards can. Artificers can also use and reuse magic items with charges as if they had no charges (so, if they found a Wand of Trap Detection with three charges, they could use and keep using the object for the rest of the game, without using any charges.) If an Artificer finds an item that would deal damage directly to an opponent, they can use the item (so a Wand of Lightning Bolts could be used against an opponent, but an Artificer could not memorize the spell Lightning Bolt).
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02-03-2009, 10:52 AM | #5 |
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Wizardly Magic
Magic works thusly. At the beginning of the game, Artificers, Wizards and Clerics can select one First Rank spell. For the rest of the game, they can cast this spell once per day. Here is the chart for these classes: Second Level - Another First Rank spell may be chosen Third Level - A Second Rank spell is selected Fourth Level - An additional Second Rank is selected Fifth Level - A powerful Third Rank is picked Sixth Level - Another Third Rank is picked Seventh Level - Another First and Second Rank are picked Eighth Level - The all powerful Fourth Ranks give you one spell Ninth Level - You may select another Fourth Rank spell Tenth Level - Another Third Rank is picked. When you have these spells, you may cast one per day. If you lose two levels, you will lose the most recently selected spells, but you can take different ones or the same ones when you level up again. Some spells are combat spells, and can only be used in combat. Other spells allow you to take actions in various stages during the day. Wizard Spells: First Rank: Identify - This spell allows you to identify two magic items per day. You need only to PM me which items in your inventory you would like to examine. This does not take an action Magic Missile - This combat spell attacks your opponent with a small amount of damage at first, but it scales into a powerful attack spell very quickly. Floating Disk - This spell increases your normal carrying capacity, allowing you to carry all items you find. Armor - This spell increases your armor to the level it would be at if you wore chain mail. It interferes with any magical armor you might find later, and it is cast at the beginning of each day automatically, not requiring an action for use. Detect Magic - This spell takes an action. It will cause any magical items in the room to glow. It does not tell you what they are, only that they are magical. Spook - This combat spell forces one opposing creature to flee for one round, requiring a second round for it to return, so it gives you two rounds to flee, take combat actions, prepare defensive spells, and so forth. Second Rank - Invisibility - This combat spell gives you the Ambush special attack during your first battle of each day, at the power of a 5th level scout ignoring infravision. Acid Arrow - This combat spell hits your opponent for a decent amount of acid damage this turn, and an equal amount next turn as well. Mirror Image - This defensive combat spell creates a few phantom copies of yourself. These phantom copies are hit in combat before you are, with a number of copies being made equal to your level. Sleep - This combat spell puts to sleep one opposing creature, no matter size, type or experience level. The amount of rounds the creature is asleep equals your level. Icy Blast - This combat spell deals damage to all opponents equal to your maximum hit points. The damage radiates out from you for fifteen feet and all creatures, friend or foe, will take damage if in the radius. Oracle - This spell can be used as an action. For that action, you will know every piece of information about a room, including secret doors, traps, and other hidden information. This does not detect magic. Third Rank - Stoneskin - This unusual defensive spell is not combat, and creates a number of false skins which absorb damage before being destroyed. A number of skins is created equal to your level at the beginning of the day. Like Mirror Image, they wear off at the end of the day if unused. Lightning Bolt - This combat spell deals a significant amount of damage to an opponent, killing many outright. Dispel Magic - This combat spell dispels any defensive spells an opponent might have operating, such as Stoneskin or Mirror Image. True Sight - All spells and magical effects that rely on illusion are dispelled. This will counter Mirror Image or Invisibility, for example. It is often used in combat to counter illusionary defenses, and can also be used as an action in a room to remove all illusions. Seduce - This combat spell will stop many monsters from attacking you. It will only work on one monster, and it will only work on those with a mind. It works on many more creatures than the 2nd level Divine spell Charm. Fourth Rank - Divinity - This spell allows you to select one item you own that can normally only be used by Clerics. You can use that item in perpetuity for the game, but only that item. Globe of Invulnerability - This combat defensive spell prevents you from being targeted by spells or damaged by normal weapons for the duration of the combat. It can be disenchanted by a Dispel Magic and area effect spells, like Icy Blast, will not be countered. Finger of Death - This combat spell gives one opponent a 50/50 chance of dying instantly. Mystic Summons - This combat spell summons a minion, randomly chosen, to fight in your stead. Whether its wins or loses will be based on the monster you are fighting and what is summoned. Enervate - This is the only Wizard spell that can target a player. As an action, you may cast this at another player in the same room as you, and that player permanently loses one level. A player with this memorized is considered evil, and will detect as such someone using Detect Evil, and for other things.
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02-03-2009, 10:55 AM | #6 |
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Divine Magic
Divine Spells First Rank - Cure Light Wounds - Heal one player, (could be yourself) of 10 hit points. Used Automatically. Luck - Mildly increases your chance of detecting secret doors and traps. Constantly in effect. Detect Evil - This is an action that can be taken at any time. All evil items and players in the room will glow. Unholy items and cursed items glow as evil. Evil characters are those who know Enervate or any of the Cause spells on this list. Cause Light Wounds - Combat spell harming one opponent of 10 hit points. Remove Fear - Combat spell which prevents you from running or fleeing as a result of a spell or effect. Turn Undead - Combat spell which forces one undead creature to flee the dungeon and never return. You get no experience for defeating the creature, and no treasure. Second Rank - Cure Moderate Wounds - Heal one player of 20 hit points. Used automatically Detect Traps - This requires an action to use. All traps are automatically detected. Cause Moderate Wounds - Combat spell dealing 20 points of damage. Neutralize Poison - If poisoned by a trap or monster, this spell can be used as an action to remove it. Protection from Fire - Combat defensive spell that prevents all fire based damage from harming you or your items. Charm - This combat or action spell forces one humanoid monster to become non-hostile to you, but you do not get treasure or experience for it. Third Rank - Cure Serious Wounds - Heal one player of 30 hit points. Used Automatically. Cause Serious Wounds - Combat spell dealing 30 damage to an opponent. Protection from Normal Weapons - This combat defensive spell prevents non-magical weapons from hitting you, which can include anything from a bear’s paw to a sword. Fire will still harm you, as will cold, acid, magic, and so forth. Expertise - This combat spell turns you into a Warrior of the same level for the combat. You gain hit points equal to the divide between your Cleric and Warrior persona, and the attack ability of the Warrior. You do not gain specialization with a weapon. Dispel Evil - This combat spell has a 50/50 chance of sending a creature from another plane back to its plane of existence. It may have a few room specific uses as well. Fourth Rank - Cureall - This spell completely heals the recipient of all damage, neutralizes poison, disease, withering, artificial aging, and any other negative condition except drained levels, which are permanently gone. Harm - This combat spell gives an opponent a 50/50 chance of dying. Wizardry - This spell allows you to select one item you own that can normally only be used by Wizards. You can use that item in perpetuity for the game, but only that item. Call Creatures - This combat spell summons a minion, randomly chosen, to fight in your stead. Whether its wins or loses will be based on the monster you are fighting and what is summoned. Atrophy - This spell allows you to target one item a player in the same room as you has. When you touch it, there is a 50/50 chance of that item being destroyed. This must be used as an action. You must choose an item based on the description of that player given in your message. Note - Knowing Cause or Harm spells makes you count as evil
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02-03-2009, 10:58 AM | #7 |
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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. 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 combat spells, if you find yourself in combat later that day (which happens occasionally but rarely), your used combat spells 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 Fire scroll and encounter a Fire Elemental, you will likely use the scroll and then beat up the Fire Elemental while taking no damage. The result is a dead creature and you used up a temporary item, no spells and took no damage. Perhaps you might have liked to have kept the scroll and just fight the Fire Elemental normally, but in this game, combat is resolved in the most efficient way possible.
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02-03-2009, 10:59 AM | #8 |
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Winning the Game
Players leave the game in one of two ways. Either they die in battle, or they reach level ten. Once a player reaches level ten, they have won the game. Any player who is level ten is retired from the game. Retired players have won the game. The game continues until we have five winners, or everybody is dead or the time limit runs out. Retired and dead players may not continue to participate during the game. You do not know how long you have before time runs out. You will be given a warning a few days before it happens.
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02-03-2009, 11:01 AM | #9 |
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Money, Goods, and Exchanges
The Djinni Sale - Starting with Day Two, a group of Djinni merchants will arrive at the dungeon and announce their items for sale and prices. They have limited numbers of some items, and unlimited numbers of other items. You may purchase any items from the Djinni Sale by pming me your choice. You may also sell any item you wish for 50% off its normal price at the Djinni Sale. Each time the Djinni arrive, they may have different items with them, and they may have some items sold to them by your peers. Participating in the Djinni Sale requires an action, and takes place in the Afternoon Action stage of even numbered days. Just pm me that you want to spend the action shopping, and what you’d like to buy. Limited items are on a first come, first serve basis, and you might lose an action if you only want one item and its purchased first. You can place conditional orders (I’d like to buy a Halberd of Abe for 500, and if that is gone, then I want a Potion of Abe is Cool for 350 instead). Magical items at the Djinni Sale will NOT have any descriptions with them, but no items for sale are cursed. The most expensive items in the game are the Long Sword of Righteousness and Plate Mail of Ablation, each at 3000. The Djinni will not purchase unidentified magical items or cursed items. The Black Market - Player may also trade items out here in the thread. When a player finds an item, and does not want it, they may post the item here. You cannot lie about the item, but you are not required to tell the whole truth. Suppose a player found a ring, and discovered it was cursed. They could post that they found a magic ring, and then someone else might have a magic hat, and they trade. You are not required to say it is cursed, but you cannot lie and say it isn’t cursed. Any player who lies, inadvertently or vertently, will lose a small percentage of their experience points. If a player sells an identified magic item to the Djinnis, or trades it with another, it remains identified. If it is found on the corpse of a player, it will have to be identified again. In order to trade, one person must post, in bold: “Black Market: Steve will give Jay his Ring of Abe Jay will give Steve his Wand of Sargent” And then the other person must post the same. Once both players have posted it, the trade is made as that turn (as soon as I can process it), and may be used in combat or actions later that day. Objects cannot be traded more than once per day. You do not have to be in the same room to trade and trading does not require an action. You may also trade a service for gold or an item. In order to trade a service, you must be in the same room, and then use the same post as above. For example: “Black Market: Steve will use Cure Light Wounds on Jay Jay will give Steve 25 gold” Just remember you have to be in the same room when you trade services, but not items. Any service conceivably useful to another can be sold. If you are a scout in a room with another player who has a small chest they carry with them that is locked, you could sell your services as a lockpicker extraordinaire, an Artificer could sell the ability to automatically identify your item(s) for a price, a Paladin or Mage could cast Detect magic for you, and so forth. Note that you CAN exchange services and goods even if you are paralyzed, petrified, and so forth. If someone nasty has turn you to stone, you can negotiate for that nice cleric or person with a Turn Stone to Flesh Scroll to help you.
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02-03-2009, 11:07 AM | #10 |
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The Day
This is a bit different, and I admit it up front: The Day: Each day is divided into the following: Morning Action Deadline - 10 am Movement Deadline - 4 pm Afternoon Action Deadline - 9 pm Evening Action Deadline - 1 am (All times are EST) You may take one action during each action phase. If you want to do a non-action (such as heal) that will be done in the same pm and at the same time. Although this game has more deadlines that normal, I suspect it will not require your participation as much as some games in the past. As long as you check in around the deadlines, you should be fine. Remembering that most characters will not even need to make the Evening Action Deadline, since you will need to sleep, you will only need to worry about the other three deadlines. You don't even have to send a pm for the Evening if you are sleeping, it is automatically assumed. If you want to do stuff for the evening regularly, take the Sis'Sharr race or trade for all of the items that allows you to take an Evening Action. In a normal WW game, many players find themselves logging on and reading and doing a lot of catch up at a variety of times during the day, and the time commitment can be an hour or more per day with one deadline. here, the amount of time should be much less (unless you want it to be more) with fewer posts and info in the thread. However, you have more deadlines during the day. I am happy to take contingent actions. However, I'd recommend not playing this game if you cannot regularly meet the deadlines.
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02-03-2009, 11:08 AM | #11 |
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Actions
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. If you know spells, such as Detect Evil or Detect Magic, they will be used automatically as part of your search. If you have an item which does so, you will need to tell me that you are using them when you pm me your search. 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 thieves will instead try to dissemble traps where appropriate. Set Traps - This action can only be taken by Scouts, and only when they have at least one trap in their inventory. Select the trap you want to set. It could hit a player…. Trigger Trap - If a non-Scout finds a trap, they can trigger the trap to set it off, and then access the area, door, chest, or whatever is trapped. Since you do not know anything about traps, you are likely to hit yourself, and who knows what will happen. Not for the fearful of heart. 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, and you may 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
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02-03-2009, 11:09 AM | #12 |
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The Dungeon
Nothing happens in corridors, all of the action is in rooms. You can only move during the move action, but you are not required to move, should you desire to stay in room you are currently in. After the move action, all automatic combat is resolved with monsters. Most combat is automatic. You enter a room, there is a troll here, so you and the troll tussle. Results come to you in your pm. Some combat is by choice. As an example above, I gave the sleeping giant that could be attacked or circumvented. The dungeon is all one big map, but there are more difficult areas of the dungeon. The bricks in the rooms in which you begin are Tan. The next level has Burnt Sienna bricks. The third level has Raw Umber bricks. The final, most dangerous areas of the dungeon have Black bricks. If the brick color changes, I will tell you in the pm. Otherwise, there is no change. The darker the color, the more danger you face, but the better the treasure. You begin on the outskirts of the dungeon, and as you move towards the middle, the bricks will darken. No two players will begin in the same room. When two or more players are in the same room, you will be told in a pm, since some things (like spells) affect them. If two or more players enter a room, there are several possibilities for combat. If there are multiple monsters in the room, each player will take a share of the monsters to fight, so you will divvy them up. If you arrive with one monster and multiple players, one player will fight the monster at a time, until the monster is killed. The player with the lowest level will fight first. If tied, Warrior/Paladins go first, and if two Warriors are in the room (or two non-Warriors) then it will be random. So, if Bob and Steve arrive to find a Grizzly Bear, Steve will fight it since he is level 3 and Bob is level 5. If Steve wins, he gets the XP and any treasure the Bear had. If Steve runs away or dies, then Bob fights the Bear. If multiple players are in a room with a curious object, such as a chest, then priority is given to investigate in the following order - Scout/Bards first, Lower Level character second, roll off third. Many rooms are created in such a way as to have multiple encounters over time, but many rooms may have just one monster, one treasure, and will be vacant later in the game. Thus, it may behoove you to move deeper into the dungeon. When you move into a vacant room, you may sometimes be given an extra move action that you can take during the Afternoon Action. This will be based on various game mechanics. There are some rooms that are only accessible by various things. Some rooms or areas will not be accessible to Taurians. Others may only be dwarf sized. Others may have locked doors that are best picked by Scouts. There may be other restrictions to places you may go. It is possible for you to leave the dungeon through magical means, or by retiring. There are no exits. Not in the usual sense. Every player will see the dungeon from their own perspective. In order to give you a sense of direction, every starting room will have the ability to move forward (some may have additional options). Forward from all starting vantage points will be towards the center of the dungeon. That’s my little help for you. I recommend using a map if you want to keep track of where you have been, in order to ensure you will not get lost. A quick map on a sheet of paper should suffice.
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02-03-2009, 11:12 AM | #13 |
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Join Date: Dec 2001
Location: Catonsville, MD
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Weapons And Armor Lists This list is for characters who must select a weapon. Here are your choices: Mace Club Staff Dagger Warhammer Gladius (Short Sword) Long Sword Axe Flail Whip Scimitar Garrote (Listed for completeness, but cannot be taken by Monks or Warriors) Spear Only Scouts can use the Garrote Clerics can only use Staff, Club, Mace, Flail, Warhammer Wizards and Artificers can only use Dagger and Staff Scouts can only use Garrote, Gladius, Dagger, Whip Bards can only use Gladius, Dagger, Whip Warrior and Paladin can use everything except Garrote Monk can only use their selected weapon Sometimes weapons will be given descriptions like Stiletto or Khopesh or Morgenstern, but they will be given one of these classes (usually). There are a few exotic weapons in the dungeon which will not have one of these classes, and in these rare cases, you will get a description when you get them. All characters may begin the game with one non-magical weapon they can normally use. There are no two handed weapons, despite the presence of the staff. Warriors and Paladins are the only people who can use shields. Warriors/Paladins can use any shield and any armor Clerics can use any armor Monks, Wizards/Artificers can not use any armor except robes Scouts/Bards can use any leather armor or robes All characters begin the game with armor. Warriors, Paladins and Clerics begin with Chain, and those who can use a shield start with one. Scouts/Bards begin with leather armor and the other three begin with robes. Armor - In order of protection from least to most: Robes Leather Studded Leather Chain Mail Plate Mail Full Plate In reality, there are tons of other armors from Brig to Splint to Scale, but we will be sticking with these.
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02-03-2009, 11:20 AM | #14 |
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Join Date: Dec 2001
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Misc Rules
Encumbrance: There is a limit to what a person may carry in the dungeon with them. Characters may not carry more than one extra set of armor and two extra weapons. Knowing Floating Disk allows you to significantly increase your holding capacity as you place extra items on this floating disk of force. There are items that can help you here too. Magic Items: What sorts of Magic can you find? Weapons, Armor, Shields - These increase your abilities in combat, and are especially important to characters who are in combat a lot. Some of these may give you non-combat abilities. Scrolls - There are a few generic scrolls that can be used by any class, but most scrolls can either be used by Divine Magic casters or by Wizardry Magic casters. Scrolls are a one use item with a spell-like effect. Rings - You may only wear one ring on each hand at a time. Rings vary widely in power from minor to very strong. Wands - Wands are items with multiple charges. There are a number of utility wands that can be used by all classes, and the rest are usable only by Divinity or Wizardry users. Potions - Potions are a one shot item, rather fragile. All potions can be drank by anyone. Misc Items - These are random items that are used in a variety of places. Note that you can only wear one necklace, one cloak, one pair of boots, one pair of bracers, one set of earrings, one pair of gloves or gauntlets, and one headpiece at a time. Prestige Items - Every class has a Prestige Item which must be assembled by a member of that class or an Artificer. Four items for each Prestige Item are located around the dungeon and can be found in treasure chests, Djinni Sales, and after killing a monster. There is no clue beyond the name as to what class a Prestige Item piece is for. You will know that you have found a component of a Prestige Item when you acquire an item with no description or information. Only a member of that class can use their Prestige Item, there is no way to cheat it. Once a person has all four objects that make up a certain Prestige Item, and they are either of the appropriate class or an Artificer, then the Prestige Item is automatically assembled. Food: You begin the game with five days worth of rations. During the game will automatically consume one ration during the movement phase (except for Sis‘Sharr who do not need to eat). You will have to find more food during the course of the game, or buy some from the Djinni Sale. If you ever run out of food, your character will be paralyzed until the next Djinni Sale, at which point you must buy food from the Djinnis and then you can begin adventuring again. I did have you keep track of torches too, but I decided to be nice and remove the need to keep track of torches. The dungeon is generally lit, but there may be a few rooms in which the lights have been turned out. Stats - Don’t worry. You will not need to keep track of many stats in this game, such as constitution, strength, dexterity, and so forth. The only two stats you have are Maximum Hit Points and Experience Points. You will also need to track inventory, rations, and current hit points. All characters are assumed to know how to swim and ride horses and read/write Typic, the most commonly spoken language. Healing - Characters can heal in several ways. Healing magic from those who know Divine Magic is one way. Potions of Healing and other magic items is a second. Purchasing or finding a Bundle of Herbs is a third way. There might also be some specific rooms that may help. Otherwise, any damage taken remains taken, so any damage is bad, even a small amount Rumors: The dungeon is home to some mischievous sprites. When I am processing each action, at the end, there i a chance the sprites will convey a rumor about the dungeon, items or monsters. None of these rumors will be false or untrue. Some will be bigger secrets than others. Garrote: Carrying a garrote does not count as a weapon for encumbrance purposes. The garrote will only be used at the beginning of combat, and using it will replace the normal ambush a scout can do. It has a chance to outright kill targets with necks. On the other hand, it does very little damage, so if it fails, the target will not take as much damage. Then the scout will draw a normal weapon and continue the battle. Any scout carrying a garrote will be assumed that they want to use it in combat, so if you don't want to use it, don't carry it - sell it or trade it. EDIT - Forgot to add garrote rules above.
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02-03-2009, 11:21 AM | #15 |
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Join Date: Dec 2001
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Helpful Hints
Helpful Hints: I will not be burying you in some of the details, like how much damage each weapon does in combat (larger weapons generally deal more, so a dagger does less damage than a gladius which does less damage than a long sword, clubs do less than maces which do less than flails. A few weapons do less despite their size, like a staff. A whip does little damage. So does a garrote if it does not kill. Axes and war hammers and flails and long swords are the weapons that do the most damage in this game.) I will not publish the experience charts and such, but it is good to let you know this. In order to get to level ten, a Scout/Bard must have 100,000 XP, a Cleric/Monk must have 105,000, a Warrior/Paladin needs 115,000 and a Wizard/Artificer needs 130,000. You will have to go deeper at higher levels in order to continue to advance at a realistic rate. When and how deep is up to you. You do not know what will happen if you are poisoned, as each monster will poison differently. It’s never good. If you don a cursed item, it will meld itself to your skin, and cannot be removed normally. Players may not attack each other (usually). There are a few spells can target each other. Cure spells, Enervate and Atrophy can affect other players. Note that there are a slew of magical items, and many change the rules of the game for the player who has them.
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02-03-2009, 11:22 AM | #16 |
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Join Date: Dec 2001
Location: Catonsville, MD
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And that concludes your part of the rules. Questions?
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02-03-2009, 12:14 PM | #17 |
Hall Of Famer
Join Date: Nov 2000
Location: Mays Landing, NJ USA
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That sound you hear is my head exploding.
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02-03-2009, 12:15 PM | #18 |
Hall Of Famer
Join Date: Nov 2000
Location: Mays Landing, NJ USA
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dola: (didn't want to get yelled at for editing )
Will look through this tonight and ask away at that point. |
02-03-2009, 12:22 PM | #19 |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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Looks awesome.
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02-03-2009, 12:29 PM | #20 |
Grizzled Veteran
Join Date: Jul 2007
Location: DeKalb, IL
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02-03-2009, 12:56 PM | #21 |
Hall Of Famer
Join Date: Dec 2001
Location: Catonsville, MD
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02-03-2009, 01:08 PM | #22 |
Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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holy hell. my head hurts.
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02-03-2009, 01:42 PM | #23 |
General Manager
Join Date: Oct 2000
Location: Chicago
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I did not want to post until I was sure you were done posting rules. I was hoping it would be before your targeted Thursday start date
I'm interested in playing. Let me know if you need anything else other than expressing interest in the thread in terms of sign-ups. |
02-03-2009, 01:46 PM | #24 |
General Manager
Join Date: Oct 2000
Location: Chicago
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So what I'm gathering from the format is that this is not a traditional WW game with two (or more) factions but more of an "every man for himself" in terms of crafting your own adventure in the Dungeon?
Are there opportunities for teamwork, gameplay? Is there any value to posting in the thread rather than just going about your business each turn? Sorry if these things are touched upon in the rules. It is entirely possible I missed them during my first pass this morning. |
02-03-2009, 01:51 PM | #25 |
General Manager
Join Date: Oct 2000
Location: Chicago
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OK, saw the answer on sign-ups (posted later) and some benefit to posting in thread (trade).
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02-03-2009, 01:53 PM | #26 | |
Hall Of Famer
Join Date: Dec 2001
Location: Catonsville, MD
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Quote:
This is one of the reasons why I wanted to reward the Top 5 players, rather than just the first to 10, game over. There is some opportunity for team work with telling each other about the dungeon, monsters, items, and so forth. The selling and trading of goods could become vital to your success. For example, it is doubtful that any prestige item will be assembled without teamwork in the thread. On the other hand, it is still player v player. You might choose to use the thread to spread some misinformation or to send players elsewhere. You may choose to sit on what you have learned. The thread is also used as the official record of the turn's events, the Djinni Sale items that day, if someone has died, etc. Some people will use the thread a lot more than others, but there is no inherent negative to not choosing to do so. In this game I am taking the RPG aspect of WWs and honing in on just it - you choose your roles instead of being assigned them, etc, and then discarding the mechanics for new ones.
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02-03-2009, 03:44 PM | #27 |
Coordinator
Join Date: Jan 2008
Location: New Hampshire
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Having played a fair amount of RPG's, I'll definitely be interested in this one.
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02-03-2009, 06:01 PM | #28 |
Pro Starter
Join Date: Apr 2003
Location: Alabama
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this does sound intriguing.
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02-04-2009, 02:16 AM | #29 |
Hall Of Famer
Join Date: Oct 2000
Location: Where Hip Hop lives
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Interesting. I was a D&D junkie as a kid, and this is right up that alley. I'll certainly be interested, so long as the atypical time constraints you mention don't work very negatively against my work schedule.
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02-04-2009, 08:25 AM | #30 |
Coordinator
Join Date: Jan 2003
Location: Conyers GA
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Yeah, this sounds good.
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02-05-2009, 03:14 PM | #31 |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Can you gain experience in ways other than killing? If so, can you reveal what activities result in experience gain?
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02-05-2009, 03:18 PM | #32 |
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Join Date: Dec 2001
Location: Catonsville, MD
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Yes you can, but no, I cannot. Merely casting a spell or disarming a trap will not get you XP, but there are numerous other ways to get XP in the dungeon outside of mere combat.
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02-05-2009, 03:53 PM | #33 |
Coordinator
Join Date: Oct 2000
Location: Big Ten Country
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Stupid question -- are there werewolves in this game?
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02-05-2009, 04:22 PM | #34 |
Hall Of Famer
Join Date: Dec 2001
Location: Catonsville, MD
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02-05-2009, 09:47 PM | #35 |
High School Varsity
Join Date: Nov 2005
Location: Western NY
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If I understand correctly, we will need to track our own HP and inventory, as well as keeping a map? Anything else?
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02-05-2009, 10:33 PM | #36 | |
Hall Of Famer
Join Date: Dec 2001
Location: Catonsville, MD
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Quote:
I keep one and I would advise you do so as well, in case our streams get crossed. The map is not a requirement, just a reccomendation. Wouldn't want you to get lost now, would we? Other than that? Nope.
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02-06-2009, 12:18 AM | #37 |
Pro Starter
Join Date: Jul 2001
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will the game "pause" for the weekend?
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02-06-2009, 08:41 AM | #38 |
Hall Of Famer
Join Date: Dec 2001
Location: Catonsville, MD
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02-06-2009, 09:06 AM | #39 |
College Prospect
Join Date: Mar 2002
Location: Berkley, MI
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Sounds like Munchkin the card game, which is a good thing.
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10-14-2011, 02:44 AM | #40 |
Head Coach
Join Date: Dec 2009
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And you called me crazy for having multiple thread-rooms.
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