Post by That Guy on Apr 16, 2015 18:50:47 GMT -4
This was sent to me from a pc and I want to thank them for it I feel this is a great idea and please if you notice or any others or have questions yourself please please post here, thank you.
"Hi All,
I usually do a post event review of the questions/concerns with rules that I saw. This is not meant to be a call out on anyone but rather a learning experience for everyone, me included. I would highly encourage you all to post questions or instances of rules infractions so that we can all learn from your experience too. The rules can get pretty specific in certain situations and we all make mistakes, myself included, but by having an open and frank conversation after each event really does help everyone get on the same page.
Things I saw, did or heard while adventuring:
Cantrips with duration of Day, like Armored to Magic and Contingency, expire at the end of the logistical day if not used (Standard Reset). A logistical day (or Standard Reset) is from 6 pm to 6 pm NOT at the Limited Reset at 6 am.
Cantrip/Formal Magic levels, magic items and production levels do not reset at Limited Reset (6 am) only at Standard Reset which is 6 pm each day.
Read Magic allows the character to use up to fourth level celestial scrolls. You do not also need to have a celestial spell to use scrolls. You also need to read the scroll and touch a packet to the scroll to use that scroll.
Inspiration: You can only be inspired once per reset period regardless of the delivery. So you cannot get both a spell inspiration and an inspiration from a racial Mentalist ability.
Dead: When you are dead all active effects on you are removed except for a small rarer handful. Those include Gypsy Curse (or Fae Curses), forget-i
t-well, forget-it-not, enslavement and some (really most) curse of transformations and infections (like brood).
Dying: All spells are still active like pin, bind, web, confine and imprison (your friends cannot drag you, except for bind). Also you stay standing until someone tries to move you if you are paralyzed. If you were weakened, slept, vertigoed, etc… before dying and getting healed; those effects remain active after getting healed. Also remember Shield Magic and Elemental Shield are still active; you cannot accept a touch cast while unconscious and thus any appropriate touch cast will trigger the appropriate defense and most likely not heal you.
Yellow packets are for arrows only. Yes that means NPCs too.
Finish your incant before throwing the packet. Pro tip: At the end of your incant silently add the word “throw” and then throw the packet on “throw”.
If you are using Mithril Armor; it is half damage from weapons (not including massive damage, slays, assassinates, and traps; must call “reduced”, Minimum 1). I have heard a few times people think it is all weapon damage that hits them but there are exceptions.
Killing Blow: If you are struck by a weapon while performing a Killing Blow, the Killing Blow is interrupted. I think many people believe that saying "I interrupt you" is the only way to stop it but there are a two defined ways to stop a Killing Blow with striking the person performing the Killing Blow being the first. Really saying "I interrupt you” or “I stop you" is not a way to stop a Killing Blow but I think it is too ingrained in our game to go away and a good alternative to striking hard enough to move someone’s weapon (which is the other way to stop a Killing Blow).
Berserk is only removed by Purify Blood or Antidote <Type> (per the Alchemy/Poison delivery method). Purify Blood will always remove a Berserk effect regardless of delivery method. For other delivery methods you can add some other ways to remove it: Magic (Dispel Magic), Physical (Remove Physical), Elemental (Dispel Magic) or Arcane (Dispel Magic).
When you are unconscious, dying, dead, sleeping, paralyzed (after being moved), etc... your hands should go limp and you should be dropping your weapons (or any hand held item) when you being dragged, unless it is spirit linked. If you open your hand and your shield does not fall out of your hand then lucky you, but you still need to open your hand.
Something interesting I saw this last weekend was someone rifted in and then grabbed someone (who was conscious) and then rifted out with the other person. Technically by the rules you cannot grab another player like that if they are conscious, for story I would say it is fine. It is a little of a grey area, but I would have allowed them to try to rift me out if it was me. However, to stop this, if either person is hit with a packet, weapon or other game effect then the person holding the other has to let go. This is the same for carrying someone who is incapacitated. I believe if you are conscious you could also hit the person (with a game effect) who is trying to take you. Last, if your friend is being dragged away you can just hit them as well, you do not have to be able to reach and hit the person doing the dragging."
"Hi All,
I usually do a post event review of the questions/concerns with rules that I saw. This is not meant to be a call out on anyone but rather a learning experience for everyone, me included. I would highly encourage you all to post questions or instances of rules infractions so that we can all learn from your experience too. The rules can get pretty specific in certain situations and we all make mistakes, myself included, but by having an open and frank conversation after each event really does help everyone get on the same page.
Things I saw, did or heard while adventuring:
Cantrips with duration of Day, like Armored to Magic and Contingency, expire at the end of the logistical day if not used (Standard Reset). A logistical day (or Standard Reset) is from 6 pm to 6 pm NOT at the Limited Reset at 6 am.
Cantrip/Formal Magic levels, magic items and production levels do not reset at Limited Reset (6 am) only at Standard Reset which is 6 pm each day.
Read Magic allows the character to use up to fourth level celestial scrolls. You do not also need to have a celestial spell to use scrolls. You also need to read the scroll and touch a packet to the scroll to use that scroll.
Inspiration: You can only be inspired once per reset period regardless of the delivery. So you cannot get both a spell inspiration and an inspiration from a racial Mentalist ability.
Dead: When you are dead all active effects on you are removed except for a small rarer handful. Those include Gypsy Curse (or Fae Curses), forget-i
t-well, forget-it-not, enslavement and some (really most) curse of transformations and infections (like brood).
Dying: All spells are still active like pin, bind, web, confine and imprison (your friends cannot drag you, except for bind). Also you stay standing until someone tries to move you if you are paralyzed. If you were weakened, slept, vertigoed, etc… before dying and getting healed; those effects remain active after getting healed. Also remember Shield Magic and Elemental Shield are still active; you cannot accept a touch cast while unconscious and thus any appropriate touch cast will trigger the appropriate defense and most likely not heal you.
Yellow packets are for arrows only. Yes that means NPCs too.
Finish your incant before throwing the packet. Pro tip: At the end of your incant silently add the word “throw” and then throw the packet on “throw”.
If you are using Mithril Armor; it is half damage from weapons (not including massive damage, slays, assassinates, and traps; must call “reduced”, Minimum 1). I have heard a few times people think it is all weapon damage that hits them but there are exceptions.
Killing Blow: If you are struck by a weapon while performing a Killing Blow, the Killing Blow is interrupted. I think many people believe that saying "I interrupt you" is the only way to stop it but there are a two defined ways to stop a Killing Blow with striking the person performing the Killing Blow being the first. Really saying "I interrupt you” or “I stop you" is not a way to stop a Killing Blow but I think it is too ingrained in our game to go away and a good alternative to striking hard enough to move someone’s weapon (which is the other way to stop a Killing Blow).
Berserk is only removed by Purify Blood or Antidote <Type> (per the Alchemy/Poison delivery method). Purify Blood will always remove a Berserk effect regardless of delivery method. For other delivery methods you can add some other ways to remove it: Magic (Dispel Magic), Physical (Remove Physical), Elemental (Dispel Magic) or Arcane (Dispel Magic).
When you are unconscious, dying, dead, sleeping, paralyzed (after being moved), etc... your hands should go limp and you should be dropping your weapons (or any hand held item) when you being dragged, unless it is spirit linked. If you open your hand and your shield does not fall out of your hand then lucky you, but you still need to open your hand.
Something interesting I saw this last weekend was someone rifted in and then grabbed someone (who was conscious) and then rifted out with the other person. Technically by the rules you cannot grab another player like that if they are conscious, for story I would say it is fine. It is a little of a grey area, but I would have allowed them to try to rift me out if it was me. However, to stop this, if either person is hit with a packet, weapon or other game effect then the person holding the other has to let go. This is the same for carrying someone who is incapacitated. I believe if you are conscious you could also hit the person (with a game effect) who is trying to take you. Last, if your friend is being dragged away you can just hit them as well, you do not have to be able to reach and hit the person doing the dragging."