Updated 1/14/04
Rogue Skills
Note that many folks playing rogues have been frustrated by everything hinging on a roll of a die, I have decided that bad rolls now will represent special challenges to moving silently, hiding in shadows, climbing walls, etc., such that like fighters who can swing again Thieves will not be dead or made useless by one roll of the die. A lock roll failure might mean that the thief might have to make some makeshift modification to his lock pick, take more time on a lock using some new tools to hold some tricky lever in place, etc. and thus get another try. Role playing can also have positive or adverse effects on rolls, but they it can also be used to mitigate damage. For example a failed hide in shadow, might depending on the severity of the failure might only mean that some saw a flicker and is suspicious leading to role-playing opportunities, a good deal of sucking in guts, freezing and delicate balancing while the guard looks about and sniffs. This will make the thief more like the heroes of movies and books. Read/Write thieves skill is much more of a hodge podge than the Read/Write (Fharul Script) proficiency. It allows for certain recognition of characters, runes, hieroglyphs etc. which gives the rogue some insight into such markings for the purpose of perhaps reading labels, item markings, doors, and perhaps figuring out the topic of a tome, it isn't reading as in opening a book and settling by the fire type of reading.
Unspecified Duration Spells (Protection, Invisibility, etc.)
Note that long-term duration spells that don't have any set duration(protection spells ,invisibility, etc.) in my campaign will fade with each new dawn. "Continual " Spells (Darkness, Light) will fade with each new moon. Also note that spell casting cause psychic ripples in the fabric of the universe. Thus having various spells like protection spells or invisibility, or light gems, etc. running for turns or hours (or with light or darkness gems for days) carries a risk. While helping your character against creatures of the material dimension, put you at risk to creatures of other dimensions, particularly the deadly phase spider, thought eaters and intellect devourers. Thus be warned of casual and sloppy use of long duration magics. Permanency spells can extend the duration of some spells and enchantments. Lesser permanency magic creates enchantments that can last up to 1001 days before growing unstable. Greater permanency magic (used to create the rarest magic items)typically last 1001 years before growing unstable. Wands of wonder are an example of what happens when the magic of an item grows unstable. So you never know how your magic item you discovered in that dusty old treasure trove is going to last. Sometimes identify spells will pick up on the age of the item or a detect magic might reveal fluctuations in the magical auras that are the telltale signs of growing instability, but sometimes you just won't know.
The Call Lightning spell now lasts 1 round/level of caster and the caster can call a bolt every minute for the duration.
New Rules on Extension I, II and III
H'karthan Extension spells have more options than those in other universes. Instead of just extending the spell the caster of extension might choose from other enhancements: Empower Spell (1.5 increase to numerical spell effects for spells 1-3 at Ext I, for spells 1-5 at Ext II and spells 1-7 at Ext III) , Enlarge Spell (1.5 increase to Range to spells 1-3 at Ext I, 1-5 at at Ext II, double range at ext.III), Extend Spell (Normal extension spell), Heighten Spell (Casts at higher level than normal- with extension I, 1 level higher, with extension II, 2 levels higher, with extension III, 3 levels higher), Maximize Spell(Maximum effect at Ext I, 1.5 effect with Extension II, double effect at Extension III), Quicken Spell (All combat spells 1-3rd level become 1 segment at Ext I1, 1-5 with Ext II and 1-7 with Ext. III ), Silent Spell (Can cast spells without their verbal component-no change in power when using Ext II or III) , Still Spell (Cast without somatic components -no change in power when using Ext II or III).
A mage or cleric can declare at the beginning of a combat phase a spellcaster that they are seeking to stymie. With a successful spellcraft role (sorcerous dueling aids as well), the player could identify the spell being cast, and if it was a spell in their repertoire, they could counter it. Clerics and Mages would be limited to countering those spells only that they share in common, provided they are not more than one level different. Given that you don't have to memorize spells in my campaign, it would be a very cool power of spellcasters. Note sorcerous dueling would combine with spellcraft in identifying and preparing counterspells.
Special Rules on Minor and Major Globes of Invulnerability
If the caster sets the area of effect to "personal " instead of "sphere" it is mobile. It still low level disrupts spells and magics that are personal such as invisibility however. Once cast as "personal " it cannot be upgraded to "sphere" or vice versa, a new spell must be cast to get the other effect.
Home Rules on Weapon Proficiencies
Weapon Groups (Fighters Only)
Tight groups require 2 prof slots per group, broad groups require three
Tight groups:
Broad Groups:
Note if you have a proficiency in a tight or broad weapons group you can specialize in one of the weapons of that group for a cost of 1 more slot rather than two. One can also on gaining levels expand a tight group to a broad group containing that tight group for a cost of 1 slot. This option again is only available to fighters.
Nocking Spells and Memorizing spells
A spellcaster may cast a spell and hold it, notching it like an arrow. This can be held until a: the spellcaster eats or sleeps, b: the new dawn, c: a spellcaster takes damage d: another spell is cast by means other than a deferred casting such as by a contingency, e: the spellcaster activates a magic item via command word.
Only one spell can be notched at a time, although other techniques of spell deferment (such as Contingency) do not act against this total
There is no spell memorization per se for any spellcasters. Nonclerical Spellcasters need to study and meditate review their spellbooks each day for 30 minutes /each order of magic they wish to refresh. They study their entire repertoire, and no specific spells need to be memorized, the spellcaster may cast any of their known spells per day up to their level, specialization and intelligence limits. That is if a spellcaster wishes to renew his/her first-sixth level spells he/she must study and meditate for 3 hours at the start of each day afte resting for at least 4 hours.
Clerical spellcasters need to pray and meditate. 30 minutes of such contemplation are required to refresh each order of magic. Thus if a priest wishes to renew his/her first-sixth level spells he/she must meditate pray for 3 hours at the start of each day. No memorization of particular spells is required, although a cleric may be restricted to spells of certain spheres.
Multiclass: For those learning both magical and clerical spells each day, the time required for each order of magic is reduced from 30 to 20 minutes, since their is some redundancy in the meditation process. Thus to get first-sixth order spells in magical AND cleric classes requires 4 hours at the start of each day.
Keeping Track of Hitpoints, Spells, etc.
Note you roll your hitpoints on the secure dice server and send a copy to the DM so he can update the site. Keep track yourself as well. Multiclass characters roll their hitdice when the slower class goes up in level. Thus if you are a magicuser/thief, you roll dice for thief and magic-user (and then average them) every time the magic-user goes up a level. This prevents half hitpoints or extra rounding up or down. I leave it to the players to keep track of how many spells they have cast, how many they have left. I try to keep a record of the protection spells you have on you, but it is not considered out of line to remind the DM from time to time of what magic you have there floating about you, in case I have forgotten to look on my file, it gets erased etc. Also if you don't understand a DM ruling and are curious of the rationale it is ok, I will be happy to give my reasons except where they might reveal information that I need to keep from the players. I try and keep track of damage too, but it is always best to keep track yourself. Also it is important that you keep track of potions, and other magic and mundane items that are expended.
Essentially in set piece battles, I will use what I call the "battleboard system". Players will be confronted with a battleboard containing the character party, terrain features and opponents. (See below). Each player will submit 90 seconds (3 combat phases) of action (with conditional alternatives where appropriate, and an initiative roll for each combat phase. Players will give their actions, movments and dialog for each combat phase as their sets of action. The rules below are how the dm is going to plot out such actions in terms of a segment by segment time frame. Players may find this useful in plotting out their actions, but they needn't necesarily plot their actions out for every segment.
Combat rounds exist for the purpose of duration of spells, etc., but I have subdivided these into combat phases as stated above. What was normally done in a round can be done in one of these combat phases in terms of melee or missile attack sequences. In terms of spells, each combat phase represents 5 segments, thus a spell longer than 5 segments will take more than one combat phase. Players present 3 combat phases or 90 seconds of actions including movement, spellcasting and melee for each preview turn involving a battle. One might present some actions pending certain conditions etc. to give your character more flexibility. Where a players actions are made mute and not conditional actions are given, the dm will have the character "take stock of the situation" for that combat phase of 30 seconds. I have plotted out some actions for each 90 seconds for the monsters before I get your proposals, so that they can be caught offguard by players plotted actions and don't have the super insights of the dm to what the players are scheming.
While I have experimented with coming up with a formal initiative system for these Pbem game, I have been handing this rather informally reflecting the narrative nature of the story. Players roll a d10 for each combat phase, there are no attribute modifiers. That is vaguely equivalent to 0-9 seconds delay on the beginning of each actions. Additional penalties or subtractions will be made depending on magic and circumstances. Typically players will begin their actions during one of the first two segments (first 12 seconds) of each round unless some penalty is assessed.
Note that 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.
A one segment spell will generally beat out an attack sequence of a monster or warrior, depending on itnitiative. The exception is when the caster is physically in melee. This depending on dm discretion may cause a severe initiative penalty for spellcasting (due to dodging) and thus puts the caster typically at a disadvantage in terms of beating an opponent to the punch. However I like to give the mages a fighting chance to beat an opponent using melee attacks by casting a quick spell. Thus penalty may not be applied in many cases.
High levels spells tend to take most of a combat phase, with spells over 6th level sometimes taking more than 5 segments (30 seconds) i.e. one combat phase to cast.
Some typical time costs for actions: Getting up from a prone position costs 1 segment, Giving orders, ordering surrenders, etc. is a segment action. One can say 25 words or less in a segment, over that spills into the next segment. However tag lines, exclamations,etc. do not have an extra time cost. Picking an item off the ground takes a segment (assuming the item is something that can be picked up in a normal fashion. Changing weapons is a one segment activity if the replacement is readily accessible and the first weapon is easily scabbarded. Activiating magical devices can take 1-3 segments depending on the item. Rings tend to take 1 segment, Rods, Wands, Staffs tend to take 2 segments as do the powers of magic weapons, while misc. magic items tend to take 3 segments, there are exceptions. Innate powers can take 1-3 (1d3) segments to activate depending on creature, circumstances and the power itself. Drinking a potion takes one segment. Getting an item out of a pack takes 5-10 (1d6+4) segments.
Spell Segments: 6 seconds each + any initiative penalty add to the total casting time of spell. /B>
Melee/Missile Attack Segments (6 seconds):
1/round = about 4 segments for each attack sequence
3/2 rounds = about 3 segments for each attack sequence
2/round = about 2 segments for each attack sequence
5/2 round = about 1 Segment for each attack sequence
If one takes no other actions but melee, a fighter who gets 2 attacks/round will get to attack 4 times in a minute. That translates to 2 attacks per each of the two combat PHASES in a combat ROUND (minute).
Exception, against less than 1 hit die opponents, the fighter gets more attacks in a minute (1/level to a maximum of ten attack sequences).
Battles are fought out as plotted movements/actions (for those who have played board games with such features). To indicate the square imagine across the top from left to right counts of letters A, B, C, D, etc. Down from top to bottom, numbers 1,2,3,4,5. Thus squares can be identified and B5 or C2. Note the battleboard can be shifted up, down , right or left as the battle moves, or even expanded if gets wider in its extent. Line of sight is measured from the center of each square. Note that terrain features that effect line of sight and movement may be added to a battleboard. A 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. Note that other actions will limit how much a character will move in a combat phase. With a movement rate of 12 ( Base rate of humans, ishandeshee, kiresheena, minotaurs, Haz in sunlight) you can move up to 6 squares a combat phase but only if you do nothing but move. At that speed you use less than 5 segments of movement, your rate is 1 square per segment of movement of the combat phase. Suppose one is hasted, you can move 2 squares per segment of a combat phase plus 3 squares in the 4th and 5th segments of movement for a maximum of 12 squares per combat phase. If you only say use 3 segments of such enchanted movement you could move 6 squares, if you use 4 segments you could move 9 squares and if you use 5 segments you could move 12 squares.
Note that attacks and movement allowances for each combat sequence do not roll over to the next combat phase. Other actions such as spell casting, activating an item, or ruffling through a pack, may be completed in a phase different than the one it was initiated in. What if my initiative causes me to start on the second segment? Then one can do a maximum of 4 segments of movement rather than five, and if one initiates an action requiring more than one segment (such as ruffling through a pack) that action will bleed over into the next phase. DM reserves the right to make judgements on aspects that might influence events in combat such as unsual events not covered by these rules.
This is an example of a battleboard.
You can cast a maximum of 2 spells per Round, 1 per combat phase. If a spell is initiated in one combat phase but completed in another combat phase one you could still cast a spell for the second combat phase if you have time, that is the only exception to the rule. If a spellcaster casts a long spell that takes for example a round or turn to cast, or a number of segments that causes them to cast less than their maximum number of spells per combat phase for one or more combat phases, those spell "opportunities" are lost, they do not roll over.
Please submit appropriate number of attack rolls for each 90 seconds for your characters and at least six 20 sided rolls for use as saving throws/proficiency rolls for use in each plotting. Note that plotted movements/actions in this pbem are not inexorable as in other games, I will not insist the players cast spells that no longer make sense, or hit at monsters that are already dead, I will show some flexibility. Experimentation has shown to me that plotting more than 90 seconds of action at a shot is pretty much useless. A new battleboard will be created after each 90 seconds of play with the dm post. As soon as the official results ( i.e. dm post) for each ninety seconds of play is posted, players may post the next 90 seconds of battle, until combat resolves and the more informal style of roleplaying can begin again. I think this will give much of the flavor of live action battles. In sending in turns, it is always good to give a descriptive narrative of your actions and then in [] a game analysis of actions.
i.e. [Round One, combat phase one] Jason runs over to the troll and whacks him on the head with his sword. [ Jason with an initiative of 3, moves from square b6 to b7 in 1 segment and then whacks with sword for an attack sequence- 4 segments.] This process is not final, after the conclusion of each battles if you have any suggestions for refining the scheme, I will be glad to entertain them, although I think that the rules are best left consistent within the contexts of each such battle confrontations.
Comprehend Language Type Spells and Language Proficiencies Seasons:
Comprehend Languages will now only work on ciphers, either manual or encrypted magically and may help with other coded writing. It is alos helpful with texts that have been enchanted to be receptive to the spell. Other texts will require the knowledge of the language, which will mean that language proficiencies are worth something and not made mute. All texts that have succesfully been read with the comprehend language were therefore enchanted so as to be read by the spell.