Rules compendium

In this section you can see all the changes made in game and new functionalities implemented
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Ailander
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Rules compendium

Post by Ailander »

Depending on the gravity of the rule broken things can be light to the point of removing DM system privileges/losing things with your main character to even bans. Please, always respect these rules, the staff and most importantly your fellow players. If you think that some rules should be ridiscussed open a post in Feedbacks or Suggestions

MULTICLASS AND PRESTIGE CLASS RULES
Keeping a difference of higher than 3 levels from your second and third class, will grant your character +1 ECL on their total, meaning that if you have chosen to make a ranger/wizard drow and your levels are too different, your character will have ECL 3 in total. To gain a prestige class players will need to have reached at least level 10 togheter with all other prerequisites for that prestige class (meaning they will be able to level up in their chosen prestige class on level 11)

DM SYSTEM RULES
  • Anything happening in these events have no direct consequences on the server and their characters unless players involved and staff agrees on it
  • Anything that happens during these events will have no direct consequences on the server or their characters unless all involved players and staff agrees to it.
  • Any special items designed as rewards or for the quest/event will be removed from characters upon leaving the instanced areas. Items granted to players will automatically be removed when returning to the main server.
  • Rewards and XP will be automatically managed by the server AI.
  • Haks and TLKs not implemented on the server cannot be used.
  • Their adventurers/players must not be in more than 1 longplots
FACTIONS AND GUILDS RULES
There are 3 importat rules that wil be always in effect
  • 1)No player can join more than one faction. In waterdeep words travel fasts and nobody likes a backstabber. Is it possible to leave a faction after a grace period of 1 week (during which the initial rank of the character will be the equivalent of an initiate) but once that 1 week passed (or the character raise in ranks) the choice will be definitive and, depending of the faction, if someone leaves it will not be allowed to join another or (in some cases) harsh penalties will be delivered
  • 2)No character can become head of a City faction.There will be prestige ranks (like a player can become a marshal in the city watch) or achieve higher position by themselves (it is possible, if people play well their cards, to become a secret lord of waterdeep) but being the head of a faction means give your life to it and this kind of commitment can bring a lot of issues on the long terms, from the most common sudden breaking apart of the faction if said leader disappears for RL issues to more rare (and hopefully unlikely) discontent with those in charge causing issues OOC. For these and more reasons the staff decided that city factions leadership will be holded by npcs only and while some developers that unlocked a high DM ranks may take charge of a faction (see the DM ranks) they will still have to pass through the staff for approving of their plans or changes with the npc
  • 3) Will not be allowed to roleplay "spies" in another faction. DM of high ranks may be granted such possibility for a quest to a faction but is something that will ever and always be discussed with the staff. The reason of this rule is because we have seen in the past someone that "for their fun" did something like this and, in the end, it always ended the same way: untrust growing among players to the point of paranoia and/or damaging the community relations to the point of no return. For such reasons, similar plots will be granted only to people that have proven to be excellent roleplayers and would not abuse of a such thing
DEATH RULES
Two rolls will be made right before death:One on Spot and one on Will.

The will check has fixed base DC that increases steadily as the number of times the character dies, returns to the base value when the server restarts.

The Spot check also has a DC base to which the following modifiers are applied:

Killer wears a full helmet, mask or hood: +6
The killing takes place outdoors at night or in an area with the "Dark" trait: +4
The killing takes place during a medium or large battle with a lot of people around: +6
The killer is under the effect of one of the following spells: Stoneskin, Ethereal Visage, Shadow Shield: +4
The killer emits light (natural or magical): -4
The killer changed his form: +10
The killer is more than 20 meters away: +4

The player has, for any reason, no sight on the killer : Automatic Failure
The player was under the effect of the spell "True Sight" when he dies: Automatic Success
The player is under the effect of "True Sight" but sill has no line of sight on the killer: Automatic Failure

If the character does not pass the check on will he does not remember anything about his killer.

If the character succeed on the will check but not the one on Spot he remembers the context in which he died, maybe the silhouette and the size of his killer but beyond this nothing that can allow him to identify the killer.

If the character comes back to life with a spell and not with the button "Respawn" the roll on will is automatically passed.

The server will tell the character what he remembers every time he comes back to life after death and the player will have to stick to this information.
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