Call To Arms!
The campaign is being built using Pyromancer2k’s campaign framework.
Players are allowed to use their own macros provided the actual dice rolls are displayed in the chat window.
Players may roll dice using premade macros, dice tables, or command line rolls such as [1d20+5]. If a wrong macro or stated skill/feat/power/save is used, the result of the dice will still be used. For example, if you say “I attack with my Longsword at +6 vs AC” but use a macro that sends “Longbow Attack: [1d20+4] => 9+4 = 13” to the chat window, then the original d20 roll of 9 will be used for the intended Longsword attack.
The GM will use premade macros for most monster and NPC dice rolls. Most of these macros will not show the dice rolls, instead the end result of the roll will be displayed in the chat window. Occassionally the GM will make monster and NPC dice rolls in secret in order to enhance gameplay.
To allow as many party members as possible an opportunity to roleplay various skills during skill challenges, as opposed to repetitive checks by the strongest-skilled character aided by all others, skill challenges will be handled as follows.
- The GM will not announce the relevent skills involved in the encounter.
- An initiative order will be established.
- On their turn a character may choose one of these actions 1) Use Skills and/or Powers to advance the skill challenge, 2) Aid an ally, 3) Delay until later in the round, or 4) spend an Action Point for an additional action.
- To Aid another ally, a character chooses a specific Skill that he wishes to Aid and then makes the Aid check. If the check is successful the ally must use that skill on their next turn for the Aid bonus to apply. Up to four characters may Aid an ally on a Skill check; however, some skill challenges may put a limit on the number of allies that can Aid a skill check.
- A skill check to advance the challenge can be as simple as “I will use the Diplomacy skill.” However, the GM may award a bonus (up to +2) for a roleplayed skill check.
When a player misses a game session their PC will be handled by the other players in the party, and the PC will receive diminished XP and treasure according to the following:
- Player misses game session and give advance notice to GM: PC receives 50% of their share of XP and treasure. The remaining 50% of XP and treasure is distributed among those in attendance.
- Player misses game session with no advance notice to GM: PC receives 0% of their share of XP and treasure. All XP and treasure is distributed among others in attendance.
If there is a mistake or “bad call” during game play, then the GM will make a quick and final decision regarding the matter to preserve the flow of game play. There will not be a detailed discussion about the matter until after the game or during a scheduled break during the game. The GM may consult the players regarding the interpretation of rules, but the GM has the final call.
Roleplaying and Metagaming
The GM may or may not allow certain character actions based upon that character’s attributes and skills. The GM may consult the players regarding roleplaying/metagaming, but the GM has the final call.
- Vertical movement is allowed.
- It cannot Shift.
- It cannot be used to Flank with allies.
- Enemies cannot Flank it.
- Enemies cannot pass through it, but allies can.
- It cannot be forced move by allies or enemies.
- The Shaman must maintain Life of Effect to the Spirit Companion within range of the power (Range 20), or else the Spirit Companion will dismiss at the end of the Shaman’s turn.
- Attacks made through the Spirit Companion occur as if the Shaman had Line of Sight and Line of Effect from the Spirit Companion’s square.. That is, as if it were the Shaman’s eyes in the companion’s square.
- Attacks made through the Spirit Companion include any modifiers or conditions that are currently endured by the Shaman. For example, if the Shaman is blinded, then attacks made through the Spirit Companion incure the blinded penalty.
Keep in mind, the “flavor” of the +1 attack bonus with the Charge is due to the momentum behind your attack. In fact, the PHB flavor text of the Charge reads “You throw yourself into the fight, dashing forward and launching an attack.”
1. Charge is a Standard action. That Standard action includes both a movement and an attack.
2. Before a Charge, you may take any combination of Move and Minor actions.
3. After a Charge, you may take no further Move or Minor actions. However, you can make Free and Immediate actions.
4. The Charge movement must end in the closest adjacent square to the Target.
5. The Charge movement must be at least two (2) squares.
6. The Charge movement must be the shortest possible route (least number of squares) to the Target using legal movement.
7. You must have Line of Effect to the Target prior to the Charge movement.