Idol

DM rainzax's page

1,562 posts. Alias of rainzax.


Race

| ☘️ @ Cirri (☑☑☑□□), Drockhar (☑□□), Max (☑☑□□), Zurrus (☑□□□) | ✝️

Spoiler:
Cirri (29/30 @ 151), Drockhar (32 @ 156), Max (34/36 @ 188), Zurrus (31 @ 152)

Classes/Levels

| Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition

Gender

Fight! (Tactical Map) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Checkbox ➤ (□□□) vs (☑☑☑)

Size

Explore / Rest Tracker

Special Abilities

(□□□) (☑☑☑) (⭐) (✨) (♪♪)

Location

Pacific Standard Time

Languages

Terran, Estonian;

Homepage URL

Oganized Player Link

About DM rainzax

Houserules:

Wealth by Level
Tracking discovered loot, purchases, and sell-backs is always a challange in tabletop RPGs, so, I am houseruling to “abstract” it in a similar way to how PFS handles character wealth.

Instead of tracking individual coins and treasure, each time there is Character Advancement (Level 12, 13, 14…), characters will be instructed to “soft rebuild” their Wealth according to Table 10-10 with the following Guidelines:

Best Fit
This is not a free rebuild, instead, try to rollover an 80%-90% threshold of continuity between levels. This means to keep the majority of your most expensive items narratively consistent, upgrading or obtaining new items, perhaps “discovered” items along the way, with that last 20%-10% representing things you sell back, consumables you use or trade out, etc. This will be an Honor System enforcement, as I have zero intention of auditing individual characters’ treasure lists with a fine-toothed comb each and every level.

Downtime Wealth
As mentioned earlier, if you created wealth for yourself using the Downtime subsystem (for example by using Earn Income or Craft), this “track” of wealth is seperate from but additive to that which is bestowed by Table 10-10. You are expected to keep a record of this independently, as your character’s base wealth (from the table) will change each time they gain a level, while any created wealth will, in effect, “rollover”.

Discovered Loot
Also seperate from Table 10-10, again similar to how PFS functions, any discovered loot (including consumables) may be used normally by the party through the course of adventuring. Then, when it comes time for Character Advancement, that loot will “disappear”, assumed to either be sold back through the “abstraction” that is this houserule, or, alternatively, Incorporated into your characters new Wealth.

Loot that is Incorporated in this way will recieve a 10% discount from it’s market value, to openly incentivize PCs to use what they find during the Adventure for the Adventure.

Rarity Boons
Using the Rarity system, I do want to restrict some of the Options characters can use to the following:

-Common character options only.
-Each character gains two (2) Rarity Boons they can use to Access options that are Uncommon or Rare.
-Uncommon options use 1 Rarity Boon - Rare options use 2 Rarity Boons.
-Options (Items) discovered in the AP itself do not require Rarity Boons to use.
-As we progress through the AP, I will likely assign additional Rarity Boons, useable during Character Advancement, while upgrading Wealth, or utilizing the Retraining subsystem.

Any Uncommon or Rare options which your character already have must be freely Retrained (no die rolls / time expenditure, just swapped out for Common options), effective immediately!

When you have conformed your character to this Houserule, please announce what you are spending your Rarity Boons on in Discussion!

Recall Knowledge
Having played this action by the book to the best of my ability, I am unsatisfied with what I percieve to be it’s risk-reward ratio, feeling that it is slightly too punitive to be an action that PCs are willing to take going in “blind” to a new situation. My houserule here is an attempt to loosen that up a little.

This (LINK) is my change.

In a word, I have removed the “disinformation” result from Initial attempts to identify an unknown creature / combatant, only re-introducing that type of result on Retries, as well as explicitly allowing Retries after “failure” results.

This means that Initial checks to Recall Knowledge can be rolled by you, the player, openly, and that I will only activate the Secret trait on Retry attempts to Recall Knowledge against the same subject!

One Caveat: Retries will be allowed whereupon a creature / combatant exhibits a new ability or behavior (action, reaction, spell, strategy, etc), and a character wanting to attempt a Retry must explicitly name the new ability or behavior as a signal to the GM to conduct the Secret check.

PbP Player Expectations
0) Have Fun
1) Post Daily
2) Do the Math
3) Check the Tracker
4) Share Ability Links / Text
5) Utilize Action Symbols (◆◇↺)
6) Organize your Dice Expressions
7) Manage your Token on the Map
8) Use Discussion for Discussion
9) Participate in the Bot Tree

0:

Have Fun

This is Play by Post!

Seize the medium: Write descriptive posts with fun language, read your fellow players' posts and respond to them, juxtapose "Outer Words" vs "Inner Thoughts", indulge the Writer inside yourself. If it's not Fun, it's not worth doing!

1:

Post Daily

Be committed for the long haul to post on a daily basis, which includes weekends, to keep the pace of the game fun and progressing. Obviously life happens, so off-days here or there are not a big deal. But checking in once or twice a week will not cut it. If you will be absent for an extended period, give the party advance notice and arrange someone to Bot for you.

2:

Do the Math

Complete posts - especially during Encounter Mode - help the game flow smoother and make it easier for the GM to keep things organized for you in the Tracker. Please do not just throw dice at the post. Analyze the results of your dice to determine the Final Outcome, and communicate it back using Game Terms (X Damage, Y Healing, etc).

3:

Check the Tracker

I try to keep a summary of all the moving bits through different Modes of Play (ex. Encounter Mode) in Trackers under spoilers. Take the time to use these Trackers to update yourself on relevant game information before making your posts - they are meant to keep you informed as towards making better strategic decisions as well as more descriptive posts. Notice that something like a monster's AC may be unknown during round one, but suddenly be detailed during round three, to represent your character's ongoing analysis of the situation.

If you see I missed something in the Tracker, raise the correction immediately in Discussion, and I will tend to it during my next pass!

4:

Share Ability Links / Text

Include Links and/or Direct Text in your posts - especially for unusual abilities or one that do not come up that often. Basic Actions like Step, Stride and Strike, or reactions like Attack of Opportunity and Shield Block are excluded from this request - these are so common that they needn't really be actively adjudicated. As character abilities become more familiar to the GM and party, this requirement can be relaxed, as we will have "learned" the necessary interactions. But when in doubt, or if you anticipate a questionable interaction, post it! And allow the GM to make an informed adjudication.

5:

Utilize Action Symbols (◆◇↺)

Clearly Communicate Game Terms during Encounter Mode using these symbols. I will keep them posted in my GM Alias as well as in the Campaign Tabs for you to copy/paste. Doing so helps the GM to adjudicate the Encounter by anchoring visual cues within the post, helping to summarize your Turn supported by the descriptive text of the narrative.

For reactions (↺), be sure to include some conditional language for it's trigger - especially if you have more than one. If your reaction involves a die roll (ex. Attack of Opportunity), please spoiler the roll, so on GM's turn, if he "trips" your trigger, he can open that spoiler and resolve it.

6:

Organize your Dice Expressions

Sometimes we lose track of the little "+1"s that come and go, which at critical junctures can be the difference between success and failure. So, it is important to track them.

Specifically, for Circumstance or Status bonuses and other miscellaneous modifiers, please include clear indication in your dice expressions ex. "{dice=Attack with Inspire Courage (+1/+1) vs Monster}1d20+15+1; 2d8+4+1{/dice}" instead of "{dice=Attack}1d20+16; 2d8+5{/dice}"

If a DC you are rolling against is known, consider putting it directly into the expression ex. “{dice=Recall Knowledge w/ Arcana vs DC 15}1d20+7{/dice}”. This helps me to adjudicate it immediately without having to scroll.

Relatedly, to minimize confusion and shenanigans, Roll Dice in the correct Order of Operations. For example, if on a monster's turn you are prompted to make a Saving Throw, resolve it first thing in your next post, then post your 3 Actions + 1 Reaction, then conduct any End of Turn effects, etc.

7:

Manage your Token on the Map

You are responsible for moving your Token around on the Map or Maps, and will need to develop a reliable way to interface with Google Slides consistently. Sometimes, but not all the time, the exact path taken by your character may matter (Hazards, Monster Reactions, etc), and if you anticipate so, please indicate your square-by-square trajectory with clarity.

8:

Use Discussion for Discussion

Let's keep Gameplay in Gameplay, and Discussion in Discussion, and I will respond to queries accordingly. A note here about Gameplay to Discussion ratio. I've had to ask players who have disruptively used Discussion to question everything that happens in Gameplay to step down before. It's worth mentioning as this can be a pattern with some folks. While I encourage asking questions in Discussion - especially new players! - please be mindful of utilizing the shared space; it is a place to seek common understanding, not to be needlessly combative.

9:

Participate in the Bot Tree

Pledge to Bot the characters immediately preceding and following (and wrapping around) your character's alphabetical name in the event of a 24-hour space elapsing when they have been "up" - As a GM I will not Bot characters, so it is up to the party as a team to support eachother in this regard.

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Modes of Play (Summary / Links):

Encounter Mode (Basic Actions)
Aid (↺): DC 20 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary).
Crawl (◆, move): Move 5 feet while prone.
Delay (◇): Select this when your turn begins; take your turn later.
Drop Prone (◆, move): Fall prone.
Escape (◆, attack): Attempt to get free when grappled, restrained, or immobilized. Use unarmed attack modifier, Acrobatics, or Athletics.
Interact (◆, manipulate): Grab an object, open a door, draw an item, or do a similar action.
Leap (◆, move): Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet.
Point Out (◆, auditory, manipulate, visual): You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally.
Ready (◆◆, concentrate): Prepare to take a single action or free action as a reaction with a trigger you designate.
Release (◇, manipulate): Release something you're holding without triggering reactions.
Seek (◆, concentrate, secret): Scan an area for signs of creatures or objects using Perception.
Sense Motive (◆, concentrate, secret): See if a creature is lying.
Stand (◆, move): You stand up from prone.
Step (◆, move): Move 5 feet without triggering reactions.
Stride (◆, move): Move up to your Speed.
Strike (◆, attack): Attack with a weapon or unarmed attack.
Take Cover (◆): Gain cover, or get greater cover if you have cover.

Exploration Mode (Basic Activities)
-Avoid Notice: You roll Stealth for initiative, *and may begin encounter Undetected to lower initiative foes from whom you have Cover or Concealment.
-Defend: You roll initiative normally (Perception) and begin the encounter with your Shield (*or Parry weapon) raised.
-Detect Magic: You roll initiative normally (Perception) and begin the encounter aware of any magical auras you can observe.
-Follow the Expert: *You may roll the mimicked skill for initiative, including bonuses bestowed by your ally for doing so (adding level to untrained check).
-Hustle: *If this encounter interrupted your Hustle, you may roll Athletics for initiative, and may or may not be Fatigued afterwards.
-Investigate: *You begin the encounter knowing the DC to identify known threats with chosen skill, and gain a +1 circumstance bonus this round.
-Repeat a Spell: You roll initiative normally (Perception), and begin the encounter with this spell already cast and/or sustained.
-Scout: You roll initiative normally (Perception), and you and your allies gain a +1 circumstance bonus to their initiative rolls.
-Search: You roll initiative normally (Perception), aware of hazards and secret doors whose Stealth DC your check meets or exceeds.

*(Italics) Are my interpretations of how these Activities transition from Exploration Mode to Encounter Mode!*

Downtime Mode (Before & After)
-Daily Preparations
-Earn Income / Craft

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Equipment and Gear (Summary / Links):

Carrying and Using Items

Held (2 hands): No Interact action needed to Draw
Worn (Bulk Capacity): One Interact action to Draw item
Worn Tools (2 Bulk max): Drawing/Stowing Worn Tools is part of same action to use if you have a free hand
Stowed (first two Bulk is "free" w/ Backpack): One Interact action to Draw backpack itself, another to Draw item from backpack.

Bulk: How much can I carry?
Wielding Items: How do I switch items?

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Weather and Visibility:

1) Clear
2) Light Clouds
3)
4) Partially Cloudy
5)
6) Overcast
7)
8) Precipitating
9)
10) High Winds
11) Storming
12) Disaster

Visibility
Clear / Light Clouds @ 3 hexes
Partially Cloudy / Overcast @ 2 hexes
Precipitating / High Winds @ 1 hex
Storming / Diseaster @ 0 hexes