Search found 781 matches
- 2016-11-14
- Forum: Proposal Submissions
- Topic: Current Necromancer Playtest class
- Replies: 0
- Views: 4476
Current Necromancer Playtest class
Necromancer 2016 Necromancers are characters that are devoted to the balance between life and death. Weapons permitted to be used by a necromancer are: all white weapons, daggers, spears, javelins, all non chained yellow weapons. They may never weild holy weapons of any kind. The necromancer is able...
- 2016-10-06
- Forum: Proposal Submissions
- Topic: Imbue/Nullify weapon
- Replies: 0
- Views: 4547
Imbue/Nullify weapon
There's an inflation of augmented weapons and players don't enjoy finding out that their weapons don't do diddly. I feel that making magic/holy weapons less ubiquitous would aid in adventure/battle balancing. (Having normal gameplay effects to be discussed later) 1st: Remove create/destroy holy, mag...
- 2016-09-22
- Forum: Proposal Submissions
- Topic: Removal of new player restrictions
- Replies: 0
- Views: 4401
Removal of new player restrictions
Cosigners: Leon, Deuce, anyone with cognitive reasoning
Removal of all mentioning of new player restrictions by line item.
All in 1 (no restrictions, because this isn't communist Russia)
Armor
2 handed weapons
Range weapons
Character classes
Removal of all mentioning of new player restrictions by line item.
All in 1 (no restrictions, because this isn't communist Russia)
Armor
2 handed weapons
Range weapons
Character classes
- 2016-08-30
- Forum: Proposal Submissions
- Topic: Spell consent
- Replies: 0
- Views: 4544
Spell consent
Optional spell effects Cosign Inox, Mac When casting spells in which a player may deny their effects (resurrection, raise dead, raise minion, animate dead): a player must refuse the spell effect before the casting player begins casting the spell. (Could be added under individual spells, or once in t...
- 2016-08-30
- Forum: Proposal Submissions
- Topic: Necromancer Class Playtest additions
- Replies: 0
- Views: 4560
Necromancer Class Playtest additions
Necro additions: proposals Change armor to: Necromancers may use armor up to AR2. Add: Lv 1 Necromancer spell: Raise Minion (300 syllables). The necromancer may raise a minor undead servant from the corpse of a living being. This undead servant remembers it's name, functions normally, but does not r...
- 2016-08-30
- Forum: Proposal Submissions
- Topic: Relics redux
- Replies: 0
- Views: 4259
Relics redux
Cosigns: Mac, Inox, Fingers Relic proposals: JoL no longer requires a charge (Use it repeatedly) Arrow of piercing: No longer requires charge. Bypasses all armor inflicting arrow damage regardless of AR. Shields hit confer a torso wound. OR No longer requires charge. Bypasses all armor inflicting ar...
- 2016-06-10
- Forum: Proposal Submissions
- Topic: Necromancer Class Playtest
- Replies: 0
- Views: 5742
Necromancer Class Playtest
Necromancer 2016 Cosigners: Bard, Faleris Players may playtest at the tank of their highest owned character. (To a maximum of rank 10) Necromancers are characters that are devoted to the balance between life and death. Weapons permitted to be used by a necromancer are: all white weapons, daggers, sp...
- 2016-06-09
- Forum: Proposal Submissions
- Topic: Shield edge playtest
- Replies: 0
- Views: 4639
Shield edge playtest
Preface: after the NC determined that the shield edging tactic by itself is "not inherently unsafe" , I'd like to propose a playtest to see how Darkon fares with shield edging. Cosigners: Braxus, Caetrel Playtest length: 6 months, option to extend/add to rulebook at the end of playtest. Cu...
- 2016-06-09
- Forum: Proposal Submissions
- Topic: Armor, grappling edit.
- Replies: 0
- Views: 3697
Armor, grappling edit.
Preface: at an NC meeting we discussed how the inherent danger of armored grappling is typically laceration, pinching etc. We have a few armors that have little or no injury potential, aside from their rivots, buckles, which unarmored players often have also. Original: Heavily armored participants m...
- 2015-09-24
- Forum: Proposal Submissions
- Topic: Nov 1 - Removal of "Adventure/Battle" Rules difference
- Replies: 0
- Views: 3467
Nov 1 - Removal of "Adventure/Battle" Rules difference
Proposal By Lord V Cosign: Inox, Zero This proposal is dependent upon the "Spell points" proposal, if that proposal does not pass, this one becomes void. Under "Battle Days" : Remove "Participant characters are free to use any of the Spells or Skills granted to them that are...
- 2015-08-18
- Forum: Proposal Submissions
- Topic: Nov 1 - Bizarro
- Replies: 0
- Views: 3071
Nov 1 - Bizarro
Author: Chris Murphy (Lord V) Cosign: Dallas Pierce (Waco), Michael McDuffee (Lord Mardux) Proposal: allowing more flexibility in character use during bizarro days, allowing bizarro characters to be used during land actions, not land wars. To be added in the “Events” Section Bizarro Bizarro battles ...
- 2015-08-18
- Forum: Proposal Submissions
- Topic: Nov 1 - Disguise Timer
- Replies: 0
- Views: 3004
Nov 1 - Disguise Timer
Author: Chris Murphy (Lord V) Cosign: Dallas Pierce (Waco), Michael McDuffee (Lord Mardux) Proposal: Reduce disguise timer to 5 minutes replacing text in BOLD Changing 15 minutes to 5 At 6th rank, a Thief gains the adventure-only skill of ‘Disguise’ with which he may Disguise himself as any race or ...
- 2015-05-14
- Forum: Proposal Submissions
- Topic: Nov 1 - Spell Points Removal
- Replies: 0
- Views: 3025
Nov 1 - Spell Points Removal
Spell Point removal: Cosigners: Bard, Mardux, Inox Summary: Pretty much getting rid of them. Any place that they're mentioned will need to be removed. Execution: Delete: Spell Points A participant may cast any spells that are permissible for his character type and rank, but all spells require magica...
- 2015-04-23
- Forum: Proposal Submissions
- Topic: Nov 1 - Archery alteration proposal
- Replies: 0
- Views: 2983
Nov 1 - Archery alteration proposal
Cosigners: Yak, Havoc With the suggestions of other players, I've decided to sling this prop as a class ability change which should make things easier with the core rules not being altered, and might add a little IC flavor. Add to rulebook under Ranger, Assassin, Thief Class Ability : Bodkin Arrow W...
- 2015-04-23
- Forum: Proposal Discussion
- Topic: Archery alteration proposal
- Replies: 6
- Views: 8937
Archery alteration proposal
As it stands, archery is poorly balanced, hard to maintain, and can stand some revitalization. I suggest these changes to archery, reflected in the rulebook by Bold , 1:cleaned up a redundant sentence ( didn't need to re-tell what happens if you intentionally block an arrow when you'[re not a monk) ...
- 2015-04-16
- Forum: Proposal Submissions
- Topic: Removal of Quillion Requirements
- Replies: 0
- Views: 3077
Removal of Quillion Requirements
Cosign: Inox, Tyriel In order to line up our rules to better accommodate the "O.R.C.S." merger, and create a codified core rulebook: I suggest that we eliminate the requirement for quillions upon our swords. There are many reasons against them, some for them, but in general I feel they don...
- 2015-04-16
- Forum: Proposal Submissions
- Topic: Removal of Armbands
- Replies: 0
- Views: 2650
Removal of Armbands
Cosigners: Bard, Inox In order to line up our rules to better accommodate the "O.R.C.S." merger, and create a codified core rulebook: I suggest that we eliminate the requirement for Armor declaration armbands. There are many reasons against them, some for them, but in general I feel they d...
- 2015-03-09
- Forum: General Forum
- Topic: Senate Notes 1/25/15
- Replies: 14
- Views: 12664
Re: Senate Notes 1/25/15
Yeah, late hit here but AMB is a good player, a good sport, and has done * for the club this past year. I also voted for "Fighter of the year" based on who "personified" a fighter character best. Killing dudes is great, but that's not how I see this award. Tourneys are designed t...
- 2014-11-23
- Forum: Game Rule Questions
- Topic: Buff coats & such
- Replies: 1
- Views: 5181
Re: Buff coats & such
This seems like a pretty good alternate to an arming coat to me.
- 2014-09-22
- Forum: Proposal Submissions
- Topic: Amending "Costume" section + cleats removed
- Replies: 0
- Views: 3125
Amending "Costume" section + cleats removed
Cosigned by: Sir Wulfvin, Sir Inox Preface: Last spring we went through a lot of discussions about garb, and at senate determined that marshals and elders should be able to disallow play for players who continue to fail garb checks, or blatantly disregard them. This is placing it into the rulebook. ...
- 2014-09-10
- Forum: Proposal Submissions
- Topic: Divine Weapon
- Replies: 0
- Views: 2743
Divine Weapon
Preface: This is proposal is out there for a few reasons. I think this will allow for a new dynamic in roleplay ( highly visible character and Deity alignments), and will make it easier for a player to determine if they should legally be allowed to wield a holy (divine) weapon they chance upon on an...
- 2014-09-10
- Forum: Proposal Discussion
- Topic: Divine Weapon
- Replies: 1
- Views: 5080
Re: Divine Weapon
line item optional: Players may use weapons that are one step away in the alignment axis (for example: Evil uses CE, LE, NE, N, CN, LN Good uses CG, LG, NG, N, CN, LN Neutral uses everything.)
- 2014-09-10
- Forum: Proposal Discussion
- Topic: Divine Weapon
- Replies: 1
- Views: 5080
Divine Weapon
Preface: This is proposal is out there for a few reasons. I think this will allow for a new dynamic in roleplay ( highly visible character and Deity alignments), and will make it easier for a player to determine if they should legally be allowed to wield a holy (divine) weapon they chance upon on an...
- 2014-06-11
- Forum: Proposal Submissions
- Topic: Level 1 Mage buff
- Replies: 0
- Views: 2632
Level 1 Mage buff
Fairly straight forward. The mage could stand to be more fun to play at level one, and since we're talking about opening up lv1 characters of any class to victims of assassination that don't have another kit, this would be helpful. Simply make The spells Magic Shield, and Magic Missile into level on...
- 2014-06-11
- Forum: Proposal Discussion
- Topic: Level 1 Mage buff
- Replies: 3
- Views: 6817
Level 1 Mage buff
Fairly straight forward. The mage could stand to be more fun to play at level one, and since we're talking about opening up lv1 characters of any class to victims of assassination that don't have another kit, this would be helpful. Simply make The spells Magic Shield, and Magic Missile into level on...