rules/policies for this game

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Hammer
Posts: 7806
Joined: 11 May 2005, 14:50

rules/policies for this game

Post by Hammer » 10 Sep 2007, 15:05

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.
Last edited by Hammer on 10 Sep 2007, 20:48, edited 2 times in total.
Helmut

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Post by Gator » 10 Sep 2007, 15:09

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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Hammer
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Joined: 11 May 2005, 14:50

Post by Hammer » 10 Sep 2007, 20:46

i would say rebuild a new character, unless the group agrees to restart at the last save game.
Helmut

Grifter
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Post by Grifter » 10 Sep 2007, 21:14

fine by me. Sucks getting eaten by a dragon though. lol
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