Frequently Asked Questions


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Frequently Asked Questions

 

What are previews and turns-when and how often do I post?

Turns represent chapters in the story and not the 10 minute turn of game mechanics.  During the posting of a given chapter or game turn, there will be numerous dm posts that represent the unfolding storyline of the chapter.  The dm will collect player proposed actions and dialog, work in npc actions and external events and try to iron out conflicts, impossibilities and errors.  A preview will be produced.  The first  preview will be all in black, following previews will highlight newer material in color.  Players send in responses to the dm posts with proposed actions and dialog cc'ing other players unless it is a note to the dm or a secret action. The Dm may respond in kind for npc's outside of a formal preview.  Players are encouraged to post 3 times per week, but are free to post more often.  As player post at different rates, it might be necessary to insert an action during the preview play, but do so judiciously mindful of events playing out.  When a final post is made, all action occurs FROM the point events ended in the last chapter, no more inserts.

 

Some of my last post was not included-what gives?

The dm will endeavor to include all proposed actions and dialog except that made moot by other actions or events.  It sometimes occurs that parts of the player actions or dialog was missed in the cutting and pasting process, it is always ok to inquire about this with the dm.  If the dm left material out by accident, even if a final turn has been issued, a revised final might be issued because of DM error.

 

If you don't mind my asking, what's a "starstone"?

Iron.  There are no natural deposits of Iron on H'kartha, they all come from meteors and meteorites (i.e. falling stars) hence the metal is called starstone. Most weapons and armor made of metal are of bronze.  Iron is a natural magical resonator so it is one of the preferred metals for magic weapons.  It is rarely used in mundane items other than jewelry.  Although sometimes a starstone weapon can be found that it is non-magical it typically is because the dweomer has vanished from it.  Flint and steel sets will use a small fragment of starstone, and thus are more expensive than normal.

 

How are battles fought in PBeM?

   Often a bit free form for very fluid battles or where it is not necessary to detail the battle in terms of game mechanics so as to speed things.  Otherwise the battleboard rules (Game Info: Home Rules)  will be used.  Note the battleboard rules are a thing in process meant to give a little bit of structure so players can calculate their moves at home, player suggestions will be incorporated, but not mid-battle.

 

Can I cast 15 1 segment spells for the three combat phases if your initiative allows it?

  The answer is no.  One can cast a maximum of one spell per combat phase, the exception being if a spell initiated in one combat phase continues casting into another combat phase, one can still cast a second spell for that second combat phase if you have time. Since the first spell counts for the total of the combat phase in which it was initiated , not for the combat phase in which it is completed.  Long spells that require many segments in length, round or rounds or  even turns will cause the magic user perhaps to cast less than their maximum.  These spell "opportunities" do not roll over.  There is an exception with certain cantrips being allowed to be cast multiply per combat phase.

 

Does Movement work differently in combat?

In fluid combat, full movement per round or movement in combat as per PHB apply.  In fixed combat situtations as stated in Battleboard rules: (GameInfo:Home Rules) character may move in a combat phase, a number of squares equal to 1/2 his movement rate. For those with a movement rate of 11 or less, movement takes 1 segment per square.  For those with movement rates of 12 or more, bonus squares are added to the end of movement, such that a movement of 12 allows 2 squares to be traversed in the 5th segment, while a movement of 14 allows 2 squares to be traversed in the 4th and 5th segment.  Movement rates above 21 will allow 3 squares to be traversed in the pattern indicated above.  Movement rates above 31 will allow 4 squares to be traversed, and so forth.  These higher movement rates are useful if characters are mounted, hasted, etc.

 

What about spells that have round durations or rounds or turns casting time, how are they affected by battleboard play?

Unless DM notes otherwise, the one minute rounds and ten minute turns still apply for casting and duration purposes.  Thus a slow one round spell will take two combat phases to cast.  

 

Does Dexterity influence initiative?

Not normally, but it will factor in a time and where the DM sees a necessity. A d10 is rolled for an individual's initiative each round. A  1-5 on an initiative roll means that one first actions are initiated (but not necessarily completed) on the first segment of a combat phase.  A roll of 6-10 means that ones first actions are initiated on the second segment of a combat phase.  The exact number is used to see if a particular individual gains some edge or advantage over an opponent in near simultaneous actions.  If you rolled a 10 and do a three segment action, while your opponent rolls a 6 and does a four segment action, you will still beat your opponent out.  However if you both do three segment actions, the one who rolled a 6 will complete his or her actions before someone who rolled a 10, ties are resolved by comparing dexterity.

 

 I am not taking a scientific approach to time and reality but a fantasy one.   AD&D has magic that can transcend time and alter reality.   Imagine a universe that will ultimately attempt to harmonize any paradox's you create.  Normally if you go back in time  where you already are doing things, there is the paradox of two of the same yous, your current you and the you of your past.  When we get into a whole alternate alternative realities, you not only have the yous of your own trajectory, but the yous of these alternative trajectory.  All of thus supposed to seem confusing to your characters, so if you as a player are a little confused, that is how your character is likely feeling.   If you get woefully confused, please ask the dm questions, so you can enjoy the adventure.

 

In Hkartha what is the legend of the Jinn and geniekind? Are they regarded in the classic sense as sort of Malevolent beings?

 They are not all viewed as malevolent, but all geniekind are feared, for they are powerful unpredictable and truculent. Efreet are the most difficult of the genie races and have a reputation for malevolence, although it is perhaps exaggerated with respect to some of the race.  Geniekind that can cast wishes may only do so at the bequest of another, but they will seek to manipulate the wishes to further their own agendas.

How do familiars work in the Helix?

They are tougher than normal 2nd edition familiars.  Their powers and abilities will vary with the familiar spirit, they are not animals but spirits in animal form, or spirit or elemental beings like imps, quasits or mephits. They familiar will have your mage’s-mage  hit dice for purposes of to hits, but half your TOTAL hit point rounded dowm, and increasing as your permanent  hp increase  . They save as a 12th level magic user, and have magic resistance.   Sometimes this a base 25%, other times 20% plus 1% per level of the mage summoning (increasing as the mage gains power), or perhaps a special amount for special familiars as set by the dm.  In all other respects has the abilities of the familiar animal and its special powers.

 

The non-prime material planes and magic seem a bit non-conventional in your game-is my knowledge of such planes useful?

 Information can be found on the online pages on the Helix and Magic that help with the non-standard stuff.  The standard material is a misinterpretation of the non-material world, it is amazing what so called Sages have dreamed up to fit an incomplete view of the outer realms.  Some have claimed it based on travels they never took, sort of the "Marco Polo" effect.

 

I have a Forgotten realms character or a Greyhawk character I want to use, do those places exist in the Helix?

Yes they are in the Helix, in fact multiple variations of these standard campaign worlds exist, but the campaigns are set in the Helix and such characters will be fish out of water if they are transported as Pelai slaves, etc.) to the world of H'kartha and will be at some disadvantages, unfamiliar with customs and languages.  It is better to create a character of the world, but if you have a good rationale for the character, the dm will always listen.

Just a quick question, in your game how long is a 'round'?

  • A segment is 6 seconds
  • A combat round (also known as combt phase) is 5 segments (30 seconds)
  • A round for duration or casting time purposes is one minute.
  • A turn is ten minutes unless I am talking about a Game Turn or Chapter, which is of indefinite length

In Standard rules, combat rounds are 1 minute. I have essentially allowed actions that could be done in one of those, to be done in 30 seconds.

Those in melee get their full number of attacks Spellcasters can cast a maximum of 1 spell during the segment, the exception being if a spell initiated in one combat phase continues casting into another combat phase, one can still cast a second spell for that second combat phase if you have time (if the spell is longer than 5 segments, the casting might go on beyond the combat round.).

During each combat PHASE one can do the melee attacks one normally can do in one round

How does alignment work in the game?

Chaos in terms of character alignment refers to individualism, lawful refers to a hierarchical viewpoint, and the good-evil axis refers to an altruistic/kind-selfish/cruel axis. Evil doesn't mean cackling baby eating stereotypes, but taking a harsh view of what means are appropriate to an end. Evil can be convinced to fight evil, there is no conception for most evil characters that there is a transcendent evil so we should work to promote it. They would not likely even characterize themselves as evil or bad, more like they think they are realists, pragmatists, hard edged. Good characters need not be angst ridden, mother Theresa squeamish types, but they do take a more benevolent approach to the world and there are limitations on the means to which they will go. Can a good party rough up a prisoner a little during interrogation, yes within limits, real torture is out. Good does not mean stupid or innocently trusting.

What is the environment like on H'kartha?

The continent of Gondwana is general fairly warm, think Africa. There are vast deserts on H'kartha but also fertile areas such as the jungles of the Far Kingdoms, Atyria in the south of the continent, the lands of Muerrinstan and the humid fertile lands, swamps and marshes of The Delta.