TWLD Rule Clarifications
Purpose: This campaign is meant to provide many hours of comradeship, jokes (some good--some bad), and the spell binding weaving of all of our many stories (some sad, some happy and everything in between.) It is our combined responsibility to make this happen. I for one, will do everything I can to have fun with this. But--I expect you to have fun too--so if you are not, I need to know about it. Otherwise we can't fix the problem...
The Two Campaigns: are separate. And should stay that way. I highly recommend you avoid reading the events in Campaign B if you are in Campaign A. And vice versus. I realize that most of us searched our parents room for presents before Christmas. Can we assume everyone has grown up now? All you will end up doing is ruining the surprise... There are many other very interesting PbP's here--go read them if you have extra time on your hands. The 2 campaigns will evolve differently anyway over time--so you will just end up wondering why you didn't get that +5 Flame Blade...
Acronyms: AC=Armor Class; CRB=Pathfinder Core Rule Book; HP=Hit Points; ICD=Invisible Castle is down; PC=Perception Check;
Action Points: This campaign will use Action points as described here. They will be rolled over as players advance in levels, unless a player chooses to not allow this for his character (essentially you have the ability to reject your chance for "luck" as a player.) If you choose to do this you will have to log them on your own (possibly under notes) as TOS+ does not support this feature. There will be additional uses of Action Points available such as...
Armor and Shields in TOS+: Working on someone's character sheet I noticed that they had armor in the equipment section. This is in error--armor and shields are already calculated in the total weight when they are "geared up" in the Armor and Shield boxes on the Back workpage. So if you didn't realize this go back and check--you may gain yourself a bunch more #'s by getting those items out of your equipment area...weapons do need to be added as they are not automatically calculated when entered in the Front workpage.
Die Rolls other than d20: You can choose to spend one action point, before you roll, to add 1/2 of the die points to the roll (to the maximum allowed). So, for example, after first level (which is maxed) hit points will be rolled normally: so a wizard using an action point this way would be guaranteed to receive at least 4 points on their roll up to the maximum of 6 points for any roll over 3. Action Points can also be used this way for damage rolls (physical and magical attacks), healing, etc. If, for example, the damage would normally be 3d6+3: the use of an Action Point would guarantee a minimum of 12+3 points of damage.
Severe Consequences: If an action taken by a PC results in severe consequences to self or others, and the player realizes this is the case, the use of two action points can be used to modify the action in a way that changes the results, at the discretion of the GM, but in the favor of the PC's. This essentially emulates a form of Limited Wish spell. This use of Action Points is related to the storyline in this Campaign, which will be detailed in other posts.
Free Action Points: You may have noticed I like complex interweaving story lines. I also don't like making mistakes. SO I would like all of you to keep an eye on me and let me know if you catch any story flaws, goofs, bloopers, or whatever. If you catch me in a mistake and I agree that it is a mistake, you'll get an extra Action Point to use in the game for your character.
Die Rolls: During the course of play there will be situations were it is easier for me to roll dice as a DM for a player. In certain cases, at my discretion, I would allow you to use an Action Point to re-roll this result (like, for instance, if it is what I would possibly have done as a PC playing your character). If this is the case, I would PM you with this and you could then decide what you want to do. In most cases these rolls (by me for you) will be for checks needed that would damage the flow of the story if I continually had to wait for die rolls before posting. If you have a particular kind of roll that you would prefer to always roll for yourself (that would be a quirk :)), just send me a PM and we can figure out an alternate plan.
Individual Character Threads: Individual character postings (those with each Characters name in the Post) are fair game for others to read/think about/use in the game (this will not be considered metagaming). Any info that I feel should not be shared due to the circumstances of the main campaign (a combat setting for instance) will be shared via PM and then later posted to the Character's public post when it can again be assumed this kind of information would be shared between party members. Any info that a character chooses to not share will be removed as soon as I am aware of this decision.
In the normal course of a group of people being near each other, they share points of interest with the people around them naturally in conversation--specifically to get to know others and in many cases just habitually during the lull times of life when you are staring at someone and something needs to be said to keep people comfortable with each other. Naturally some are better at this than others.
In a PbP this natural form of communication is much more forced--the lull times tend to be truncated--so there is no easy way to share these day to day stories in a way that is fun (in relation to playing a PbP.)
This campaign is going to have individual communications going on in different situations that others in the party may not necessarily know about immediately--but that I would assume would be talked about over time as everyone learns to work together as team. So for these situations I am going to start threads for each player where we can communicate in settings not specifically related to the main campaign events. These will, in most cases, be situations that start out as private, but that I am assuming will not stay that way.
As I get to know the characters better and we develop a gaming relationship I will adjust what is shared based on what each character wishes to make available. Any items either I or the player would wish to be private will still be handled with PM's.
An example of what I am talking about is the post "INTRO: I was up above it--now I'm down in it." This is the intro description/focus of TWLD campaign. Not all players are going to have this information to start out with, but in the course of introductions during the first week of play, I am assuming that all these facts will be out on the table for whoever cares to know them. Some of the characters could care less, I am sure about the history and even about the why's and what's. There will be varied reasons why characters have chosen to work together and do this thing. But for those with an interest--you would be able to learn these things while getting to know each other. Trying to role play that would be boring as hell, however, so the best way to do this that I can come up with is just sharing all of it and letting each character pick what he or she cares to remember.
Initiative: On a similar note: based on what seems to work well with other PbP games on the TOS Forum, I will be rolling initiatives for players and posting those at the start of any combat based encounters. Depending on the initiative of any NPCs or Creatures, there may be a partial PC turn, followed by a partial validation combined with the Creature's turn, and then another PC turn and validation afterwords for the players left. For this method to work, it is VERY important that players follow the initiative roll and take turns based on their die roll. This prevents posts that do not make sense or that need to be changed, due to posts not factoring in the actions of the people whose initiative should have happened first. If your action will not interfere with the flow of other events, and you are confident that nothing anyone else does will change your post, then feel free to NOT follow the initiative posting order, when it is more convenient to post sooner. In most situations where there are multiple Creatures in a combat based encounter, they will all get one initiative and move in concert when attacking or whatever...
Magic: This campaign will be high magic (both for players and creatures). For the sake of game play I am removing the "material" component aspect of spells. For players and all other creatures. This will be for normal casting purposes only--the manufacture of potions and other magical items that "store" a spell will still require the proper material components.
OOC Box for Special Info: Just a heads up, I will always post any items of interest (Treasure, Magic Items, Level up, etc) in an OOC box to make it easier to go back and find things in the posts--so if you ever need to refer back to something, you can focus on looking for this kind of info in the yellow boxes, which should be a big time saver...
Start Up Money & Craft/Profession Backgrounds: I assume that start-up cash is the money you have to become an adventurer at 1st level. If you develop your character as having had a Craft or Profession prior to becoming an adventurer, I do not include the items from the Craft or Profession in your start-up costs. A good example of this--if you are a blacksmith--you would have made yourself a weapon while being a blacksmith. And it would likely have been a masterwork item (or depending on your circumstances possibly made of Cold Iron or Mithral.) Unless you were a bad blacksmith and that is why you became an adventurer. In which case you would need to buy your weapon (unless your dad is a good blacksmith, in which case, he will make you one...)
Traits: For those who wish to incorporate the Golarion Character Traits (which should be all of you given they are essentially free bonuses), here is a complete list of Traits available at this time. You may choose up to 4 of these for your character--no two from the same Type (as listed on the spreadsheet). You can also create your own within the spirit of how they work if you can't find what you are looking for...
Upkeep: Fun means not having to worry about logging that Pig you killed and how much salt you have left. Or going to the bathroom. Or sharpening your dagger. I will assume, as long as regular breaks are taken, that there is a "between game time" when everyone takes care of all the mundane aspects of staying alive. You found that hidden cache of salt the goblins left behind...You skinned the pig and had a fine meal with a few of those weird mushrooms the cleric said he eats "all the time." etc., etc. We don't need to log this stuff--just assume it happens. I will be providing a few choice items for players to take care of many of these mundane processes. The exception to this is if the characters are in a situation where it can NOT be assumed this is easy to do. Like if you are a prisoner, for example. Or in a maze naked with nothing but cold stone and a shiver up your back. That's not to say these things can't be talked about at logical places. I just want you to know that I'm not logging belt notches to see when you pass out from exhaustion because you haven't mentioned eating in a few days.
XP: This campaign is an XP intensive experience. The writers of TWLD offer several recommendations of how to balance this out. Pathfinder offers it's own take on Experience Points--allowing for the required experience points per level to vary based on a "slow", "medium" or "fast" game. I've considered the various options and am opting for a method that is simple and fair while still maintaining balance: I will award Levels rather than individual Experience Points. So to put it simply, everyone will level up together at specific places throughout the campaign. I will reward exceptional play/unusual risk in other ways.