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 Post subject: rules/policies for this game
PostPosted: Mon 10 Sep, 2007 3:05 pm 
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Joined: Wed 11 May, 2005 2:50 pm
Posts: 7800
i will start with some ideas i have had about how we should approach this... once we hammer it out i will create a sticky.

-dead is dead....
-full PvP damage capability. if you do something stupid, like fireball a target that is near friendlies, well it should affect them too (or yourself if you are close enough).
-limit classes to those that reflect the module or world we are gaming in. personally i would like to see if we can come up with a Tolkeinesque world, meaning low magic (not a lot of magic users) and scarce magic weapons/armor (although finely crafted are more common).
-game saves every 10 minutes
-more than one party, so we can split up if we feel it is necessary (like scouts out...)
-proper item level restrictions (have to be certtain level to use particular items)

i will edit and add more as i think of it.

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Helmut


Last edited by Hammer on Mon 10 Sep, 2007 8:48 pm, edited 2 times in total.

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 Post subject:
PostPosted: Mon 10 Sep, 2007 3:09 pm 
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Joined: Sat 29 Jun, 2002 3:55 pm
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Location: Reston, VA
dead as in reload the saved game? Or rebuild a new char?

The PvP sounds good to me - at least after all the players are comfortable with theirs and others players characters capabilities and actually know what the spells do ...

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 Post subject:
PostPosted: Mon 10 Sep, 2007 8:46 pm 
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i would say rebuild a new character, unless the group agrees to restart at the last save game.

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 Post subject:
PostPosted: Mon 10 Sep, 2007 9:14 pm 
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Joined: Sun 30 Jun, 2002 7:02 am
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fine by me. Sucks getting eaten by a dragon though. lol

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