Post by Stranger on Dec 18, 2014 14:59:41 GMT
The following House Rules are in effect.
Advanced Combat Actions
We are using the advanced combat actions found on pages 173 and 174.
Acrobatic Defense
Acrobatic Defense cannot be used with shields that have bulk, though it may still be used with weapons that have bulk.
Attractive
This benefit states that you may re-roll a number of 1s equal to half your Persuasion rank, whenever you roll a Persuasion test. This also applies to 1s rolled during a re-roll. For example, if you have Persuasion 4, you may re-roll up to two 1s. If your initial roll only resulted in a single 1, and your first re-roll resulted in another 1, you could use your second re-roll to re-roll that 1.
Fatigue Rules
We are using the Fatigue rules found on page 175.
-Contingent Fatigue: Fatigue rules cannot be used to affect a roll after it has already been made (such as an attack). In order to use a fatigue point before you are attacked to increase your CD you must declare that you have prepared a contingent fatigue point and state the condition for the contingency, like so: Contingent Fatigue Point: Narrator will use 1 point of Fatigue to remove his AP if attacked by Puny Player Character.
Jousting Consequences
As per page 169, any of the options presented in the list for common consequences can be used if an opponent is defeated by reducing their Health to 0 in the joust.
1) It is preferable and sportsmanlike to choose unconsciousness though should the jouster intend on being honorable and fair (and should someone choose death or maiming as a consequence when they are both displaying honor and adhering to the rules of a joust then the winner can expect to have In Game consequences, such as being looked upon disfavorably or suspect of cheating).
2) Should one of the jousters be intent upon cheating then they can choose death as a consequence (although even still it will be looked upon suspiciously and with disfavor)
3) Should a jouster be subject to a cheater and yet still defeat cheater then they can reasonably inflict a more serious consequence (such as maiming) without In Game consequence, especially if the cheater was spotted cheating or appeared incompetent
4) If a competitor is using Eyes Fixed as their maneuver, then their opponent can choose maiming or death as a consequence without In Game repercussions (such as being suspect of cheating or incompetent) since most everyone knows or can be easily informed if their character would know know IC that not turning away before the impact is a risky (often foolhardy) tactic
5) Players should take all of the above into consideration and speak with their opponent via PM (if it's another player character they defeated) on the consequences. Keep in mind though the setting of Westeros, if your opponent chooses an ill consequence such as maiming or death for please take it in stride and remember there is a reason you have destiny points. And the final note on number 5 is this, it is just a game. If your character is slain (even if you really liked the character) it should not be the end of the world. Draw up another character and jump back in. It's no different than when my Level 13 Fighter in D&D was sucked into a Sphere of Annihilation (and I had been playing the character for 5 IRL years), I just drew up another character and kept going.
Occupied Spaces
You may not move through a square occupied by an opponent, even if that opponent is knocked down.
Poisons
All poisons, even beneficial healing drugs, must successfully attack the target in order to cause any of the effects in their descriptions. A poison takes effect on the first successful attack. For example, Basilisk Blood has a Frequency of 1/5 minutes and a Toxicity of 3. This means that an attack is rolled three times, once every 5 minutes, (because of Toxicity 3). If the second attack is the first successful one, the Basilisk Blood therefore takes effect after 10 minutes. How long a given poison's effects last is usually described in the Recovery section. If this isn't clear, e.g. in the case of a few grains of Sweetsleep, then the effects last for the duration of the time slot in which the poison took effect.
Shield Training
The training penalty from using a shield only applies if attack with the shield, not if you are attacking with your main hand weapon.
Advanced Combat Actions
We are using the advanced combat actions found on pages 173 and 174.
Acrobatic Defense
Acrobatic Defense cannot be used with shields that have bulk, though it may still be used with weapons that have bulk.
Attractive
This benefit states that you may re-roll a number of 1s equal to half your Persuasion rank, whenever you roll a Persuasion test. This also applies to 1s rolled during a re-roll. For example, if you have Persuasion 4, you may re-roll up to two 1s. If your initial roll only resulted in a single 1, and your first re-roll resulted in another 1, you could use your second re-roll to re-roll that 1.
Fatigue Rules
We are using the Fatigue rules found on page 175.
-Contingent Fatigue: Fatigue rules cannot be used to affect a roll after it has already been made (such as an attack). In order to use a fatigue point before you are attacked to increase your CD you must declare that you have prepared a contingent fatigue point and state the condition for the contingency, like so: Contingent Fatigue Point: Narrator will use 1 point of Fatigue to remove his AP if attacked by Puny Player Character.
Jousting Consequences
As per page 169, any of the options presented in the list for common consequences can be used if an opponent is defeated by reducing their Health to 0 in the joust.
1) It is preferable and sportsmanlike to choose unconsciousness though should the jouster intend on being honorable and fair (and should someone choose death or maiming as a consequence when they are both displaying honor and adhering to the rules of a joust then the winner can expect to have In Game consequences, such as being looked upon disfavorably or suspect of cheating).
2) Should one of the jousters be intent upon cheating then they can choose death as a consequence (although even still it will be looked upon suspiciously and with disfavor)
3) Should a jouster be subject to a cheater and yet still defeat cheater then they can reasonably inflict a more serious consequence (such as maiming) without In Game consequence, especially if the cheater was spotted cheating or appeared incompetent
4) If a competitor is using Eyes Fixed as their maneuver, then their opponent can choose maiming or death as a consequence without In Game repercussions (such as being suspect of cheating or incompetent) since most everyone knows or can be easily informed if their character would know know IC that not turning away before the impact is a risky (often foolhardy) tactic
5) Players should take all of the above into consideration and speak with their opponent via PM (if it's another player character they defeated) on the consequences. Keep in mind though the setting of Westeros, if your opponent chooses an ill consequence such as maiming or death for please take it in stride and remember there is a reason you have destiny points. And the final note on number 5 is this, it is just a game. If your character is slain (even if you really liked the character) it should not be the end of the world. Draw up another character and jump back in. It's no different than when my Level 13 Fighter in D&D was sucked into a Sphere of Annihilation (and I had been playing the character for 5 IRL years), I just drew up another character and kept going.
Occupied Spaces
You may not move through a square occupied by an opponent, even if that opponent is knocked down.
Poisons
All poisons, even beneficial healing drugs, must successfully attack the target in order to cause any of the effects in their descriptions. A poison takes effect on the first successful attack. For example, Basilisk Blood has a Frequency of 1/5 minutes and a Toxicity of 3. This means that an attack is rolled three times, once every 5 minutes, (because of Toxicity 3). If the second attack is the first successful one, the Basilisk Blood therefore takes effect after 10 minutes. How long a given poison's effects last is usually described in the Recovery section. If this isn't clear, e.g. in the case of a few grains of Sweetsleep, then the effects last for the duration of the time slot in which the poison took effect.
Shield Training
The training penalty from using a shield only applies if attack with the shield, not if you are attacking with your main hand weapon.