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PGM Felidas' House Rules
Missile Weapon Consumption:
During spars, I won’t count standard missile weapons as being consumed as they are being provided by the sponsor. Any magical or high-quality missiles, however, will be consumed as normal unless they are of a special variety and state otherwise in their description. During tourneys, ammunition will be lost as normal.
Davrim Combat System:
I will be using the Davrim Combat System during my spars. You may either announce or screen or via IM any INIT modifiers prior to rolling them. If you forget to say them, I will have you reroll INITs. You may let me know if you’ll be using it for a while to prevent the repetitiveness of letting me know, but I ask you to let me know when you stop.
If you forget to announce cantrips and wish to use them, you may still use it when your action comes up, just without the INIT bonus.
Parrying must also be announced along with other init modifiers, don’t assume I will automatically count it. There are two reasons for this. One, I may overlook you have Parry if I don’t know your character well. Two, it is possible that you may want to split your Parry and this affects who gets modded what. Of course, feel free to say you’ll be using the same pattern for a while if you plan on doing so, but again, let me know if that changes.
I will allow Defensive Parry to be activated at any point before you are attacked by the person you are Parrying, with a few limitations. You must have Parry Points available to activate the Defensive Parry against another player mid-round. Also, Parrying activated mid-round will not count towards the reduction of WS, but may be applied to defense. If a person doesn’t attack you and you call a Defensive Parry, I will not count it to your daily total.
Unless otherwise specified, effects will take place at the end of turn. These include poisons, durational damage, regaining consciousness, or end saves for death.
Advancing and Retreating:
When you advance, you will reach melee either upon your next action or the beginning of the next turn, whichever comes first. What this means is that players cannot hold their melee attack to the end of turn waiting for the other person to reach them. Of course, the person waiting at melee can attack if the advancer has a second turn, that is, the advancer reaches the person waiting before the end of the round.
When you are retreating from someone, others at melee turn to missile unless they act within 10 INIT segments from when you retreat. Within the 10 INIT grace period, I will allow either a melee attack or a missile attack against you from those that are targeting you.
Timing in Combat:
Combat is quick even though it goes by slowly. Each round is the equivalent of 6 seconds, thus making 10 rounds per minute the rule.
Disclaimers:
I may adjust my house rulings as necessary if I notice people taking advantage of wording, phrasing, or game mechanics.
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