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.