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 Post subject: DM Rulings: A Record of DM Decisions
Unread postPosted: Fri Mar 06, 2015 11:31 pm 
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DM RULINGS

Animal Language
Animal language acts as a stand in for animal empathy in PNP. It allows the issue of simple commands by whistles and clicks and the like, and allows for body language and temperament to communicate basic ideas like hunger, sleep, directions, danger, and so on. It is, in effect, a language entirely of emotes rather than words. The animal language should not be used to communicate or understand complex or abstract concepts.

Bardic Knowledge
This Feat now only applies in specific DM-controlled situations, and outside of that to inform the rp of PC's as Bards, and is therefore currently disabled as an additive to Lore: Arcana specifically.

Capture Rule
If a player's PC is captured by another faction or PC, the RP for the capture is to be completed within 72 hours. If the player's character has not been rescued we either expect the captors to allow the character in question the ability to escape, or to execute the prisoner(this is up to the captors). If the captor cannot do this in 72 hours, the character is to be believed to have escaped and is back in the game.

Ethereal Magic
Greater Sanctuary, Ethereal Jaunt and similar spells and spell-like abilities do not let you walk through walls in every-day non-DM-supervised RP. If you wish to use it in an event, ask the DM in question if it will be allowed. Do not argue if the DM says no.

PnP/Lore spells
Between players: Spells that do not exist in the game do not exist. Cantrips that do not affect another player are fine, but all other spells do not exist. (this is part of play what is on your sheet)

PVP and the Friendly Arm Inn
On PvP: PvP on this map is not allowed inside the courtyard of the Inn, in front of the gate to the Inn or in front of the Order of the Silver Rose Keep.

Quarterstaffs disallowed in cities
Quarterstaffs are considered as weapons regarding city rules and Flaming Fist patrols.

IC/OOC Nature of Quests
As it stands, it is open to players to treat individual quests their own characters undertake as IC; alternatively they can treat the quests as OOC. As an exception to this, when undertaking quests in settlements in which they would not be permitted (Baldur's Gate, Ulgoth's Beard, and "uncivlised" orcs in Nashkel and Beregost), Grey Orcs must use an AFK tag, not interact IC within the settlement and keep the time spent there to a minimum.

Hidden: show
Please note this is a temporary ruling, to account for the fact that currently there is unfair access to quests across the alignment spectrum and for the various races.

We understand some of the quests seem strange to be repeatable. This can be put in the same box as travelling hundreds of miles in a few transitions, and the mass slaughter of grinding/levelling up - a concession to the game world.

The staff is looking for ways to to revamp the various quests available throughout the world, subject to a space and willing bodies in the development window. The goal would be to make access to quests fairer and remove the need for any OOC questing or use of AFK tags. We're also brainstorming ways to revise the nature of quests to make them easier to understand in IC terms. This quest review, however, is a large task and is a project for the post update period.


Shadowdancer Shadow Summon

In PNP these share alignment with the summoner but in NWN2 and on BGSTCC they are currently Chaotic Evil. A fix is in the works to shift the Shadow's alignment to True Neutral, to allow the use of this ability by non-Evil characters. As a rare exception to the play what is on your character sheet rule, please consider the Shadowdancer's Shadow as True Neutral for RP purposes.

Slavery
Slavery is not allowed among PCs. This has in the past led to RP that is outside the PG-13 rating of the server and as such has been banned.

Smite Evil and Alignment detection
Smite Evil is not to be used as a substitute to Detect Evil in non combat situations in order to detect alignment. It is a breach of the Paladin Code to strike someone to slay them when there is uncertainty as to whether death is deserved. The feedback given in the combat log should not be used to determine whether a PC is evil or not.

Spirit Shamans and Deities

Spirit shamans are no exception to the requirement that divine casters have a deity, and they draw their powers ultimately from a god. However, in the case of a spirit shaman, spirits act as intermediaries of this divine power, and it is the spirits themselves that spirit shaman PCs bargain with. While usually a spirit shaman will know the source of his divine powers, it is also open to a spirit shaman to venerate a cause, a broad aspect, or the spirits themselves, without realising that ultimately his or her power is derived from a god.

Stealth
On hiding in cities: Hiding in plain sight in the open space of cities is allowed provided you have a minimum of hide and move silently. This can be used to sneak into guild halls, but being caught makes you subject to infiltration rules.
Note: If a DM is present, he/she may decide that one of the NPCs present have higher (or sometimes even lower) spot or listen than normal.
On invisibility: Being invisible does not automatically make you quiet. If you do not have the above requisite move silently skill, NPCs will detect you.

Teleportation Runestones

Runestones exist as a mechanism to allow the teleportation (including tree stride) system to work. They are a deviation from the way teleport works in pencil and paper D&D required by the limitations of the NWN2 game engine. It is still the case, however, that PCs are only intended to be able to teleport to places they have themselves visited and a mechanical fix for trading of marked runestones is on its way.

Until any fix comes IG the following ruling applies from the date of posting:

- Teleportation has an IC gold cost that represents reagents and preparations. This does not need to reflect a huge sack of gold being expended at the moment of teleportation.
- Unmarked runes (and leaves) are tradeable items with a weight and gold cost.
- Marking a rune (or leaf) is an IC act, and owning the rune (or leaf) is IC.
- The location stored on a rune (or leaf) is NOT tradeable and runes should not be traded with a location stored in them. This is because, IC'ly, knowledge of a location is required in order to be able to teleport (or tree stride) to it.
- Using a rune (or leaf) with a stored location on it which was acquired by trade is forbidden. It should be considered in effect a form of metagaming.
- The spell description for Mark Rune is in error and has been amended on the forums as follows. Please consider the IG description in error and we apologise for any confusion. We will update it as soon as we can:

Hidden: show
http://www.bgtscc1.com/forum/viewtopic.php?p=58789#p58789 wrote:
Mark Rune
Caster Level(s): Clr 0, Wiz / Sorc 0
School: Universal
Descriptor(s):
Component(s):
Range: Personal
Area of Effect / Target: Location
Duration: Permanent Inscription of a Rune
Save: n/a
Spell Resistance: n/a
You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. Unmarked runes can be traded. Marked runes cannot be traded as actual knowledge of the location is required to teleport. Use of a traded rune's location is considered a form of metagaming. By targeting a rune that is already marked you can remove the binding spell

Tiefling Tails
Tieflings can roleplay having non-prehensile tails if they choose. Tails will not be added to character models.

The Disguise System - Temporary Ruling
The diguise system currently in game is not enforceable between players while it undergoes fine tuning. Please continue to RP disguises sensibly and fairly.

We would expect players to play whats on their sheet as always, and now there is a disguise skill in game we would expect players to roleplay that skill, or lack of it, honourably.

On the use of the renaming function, this is permitted, but names must comply with the existing server naming rules. We also ask a degree of sensible restraint. For the avoidance of doubt:

- Do not impersonate known figures, whether NPC or player.
- Do not use descriptions as names.
- Do not change the colour or font of name text.
- Impersonating server staff will be a disciplinary offence.


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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Tue May 12, 2015 4:46 am 
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Updated 12/05/15 - Shadowdancer Summons

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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Sat May 30, 2015 5:27 am 
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Updated 30/05/2015 - Teleportation Runestones ruling added

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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Fri Nov 20, 2015 5:51 am 
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Updated 20/11/15 - Spirit Shamans and Deities

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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Tue Jan 26, 2016 10:48 am 
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Updated 26/01/16 - Smite Evil and alignment detection

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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Sun Mar 06, 2016 1:59 am 
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Updated 06/03/16 - Quarterstaffs disallowed in cities.

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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Fri Mar 11, 2016 1:47 pm 
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Updated 11/03/16: Temporary disguise system ruling

Quote:
The Disguise System - Temporary Ruling
The diguise system currently in game is not enforceable between players while it undergoes fine tuning. Please continue to RP disguises sensibly and fairly.

We would expect players to play whats on their sheet as always, and now there is a disguise skill in game we would expect players to roleplay that skill, or lack of it, honourably.

On the use of the renaming function, this is permitted, but names must comply with the existing server naming rules. We also ask a degree of sensible restraint. For the avoidance of doubt:

- Do not impersonate known figures, whether NPC or player.
- Do not use descriptions as names.
- Do not change the colour or font of name text.
- Impersonating server staff will be a disciplinary offence.

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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Mon Apr 18, 2016 9:13 am 
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Upated 18/04/16:

Bardic Knowledge
This Feat now only applies in specific DM-controlled situations, and outside of that to inform the rp of PC's as Bards, and is therefore currently disabled as an additive to Lore: Arcana specifically.

IC/OOC Nature of Quests
As it stands, it is open to players to treat individual quests their own characters undertake as IC; alternatively they can treat the quests as OOC. As an exception to this, when undertaking quests in settlements in which they would not be permitted (Baldur's Gate, Ulgoth's Beard, and "uncivlised" orcs in Nashkel and Beregost), Grey Orcs must use an AFK tag, not interact IC within the settlement and keep the time spent there to a minimum.

Hidden: show
Please note this is a temporary ruling, to account for the fact that currently there is unfair access to quests across the alignment spectrum and for the various races.

We understand some of the quests seem strange to be repeatable. This can be put in the same box as travelling hundreds of miles in a few transitions, and the mass slaughter of grinding/levelling up - a concession to the game world.

The staff is looking for ways to to revamp the various quests available throughout the world, subject to a space and willing bodies in the development window. The goal would be to make access to quests fairer and remove the need for any OOC questing or use of AFK tags. We're also brainstorming ways to revise the nature of quests to make them easier to understand in IC terms. This quest review, however, is a large task and is a project for the post update period.

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 Post subject: Re: DM Rulings: A Record of DM Decisions
Unread postPosted: Thu Apr 21, 2016 11:35 am 
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Updated 21/04/16

Animal Language
Animal language acts as a stand in for animal empathy in PNP. It allows the issue of simple commands by whistles and clicks and the like, and allows for body language and temperament to communicate basic ideas like hunger, sleep, directions, danger, and so on. It is, in effect, a language entirely of emotes rather than words. The animal language should not be used to communicate or understand complex or abstract concepts.

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