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| #1masters_of_the_houseJul 22, 2007 23:30:52 | Welcome, ladies and gentlemen, to the guild house. Here you will find a set of games dedicated to interaction between sets of guilds, each in turn dedicated to their own belief system, race, or other such thing. Here in the land of Tyrannor there is much strife. For years now war has raged across the lands, claiming the lives of many a brave warrior or dread villain. The memories of those who have passed drive on newcomers, both good and evil alike, who seek to claim their place amongst the remembered dead. The guilds battle one another for supremacy over the land and the city of Tyrannor, a place where all the guilds and peoples of the land come together. Their goal is the throne of Tyrannor itself, from which they will hold dominance over all the other guilds as well as a mystical force. This mystical force of power is held deep within Tyrannor proper, hidden away within the fortress that belongs to the ruler. This force has brought many creatures and peoples from many different lands and worlds here to Tyrannor, in an attempt to claim it for themselves. You now step into a world full of possibilities. While there are enemies all around you, the truly skilled will find friends amongst them. Work alongside your guilds, fight beside your allies and forge armies that will stand the test of time and mettle. Enter the world of Tyrannor... do you have what it takes to make it to the top? Tyrannor itself is located in the outlands on top of the great spire. The spire, obviously rather large in size, houses all the known land and perhaps more beyond the mist wall. Magic is un-effected on top of the spire, perhaps due to the source which errupts from beneath the ground, and perhaps the spire itself. Many different lands lead to Tyrannor, portals from Faerun, Ebberon, and other worlds have been noted. The world of Tyrannor is quite diverse as a result, so be ready to see some things unusual to your worlds.... The Guild Wars are a level 15 dungeons and dragons game. Characters outside of this level are allowed to participate in roleplay. However, non-statted characters or characters statted above ECL 15 can have no effect on statted game-play. They may roleplay but they should be treated as characters that are not flagged for PvP with the added restriction that they can grant nothing to lower level players unless cleared with the GMs first. Finally... WE ARE OFFICIALLY IN OPEN PLAY! |
| #2masters_of_the_houseJul 22, 2007 23:32:56 | PVP Player versus Player (PvP) combat and actions will be monitored under a flag system to allow for both those players who wish to take part in such combats and those that do not. The idea behind this is based in part on an honor system, though it has measures in place to prevent shady dealings with the flagging and unflagging of characters. Flagging Your Character To flag your character for PvP you must be inside your guild house or Tyrannor proper itself (the guild district). This action can be taken anytime you are in your guildhouse and currently un-flagged in status. Un-Flagging Your Character You may Un-Flag your character for PvP at your guild hall only. You may take this action anytime you are inside of your guildhouse and in a flagged status. However you may not un-flag yourself if you are currently effected by any 'special conditions' of flagging. Special Conditions -You have recently attacked another player or guild house. -You have recently stolen from another player or guild house. -You have taken part in an attack against another guild that is still going on -You have just attempted to influence someone's attitude with diplomacy/Intimidate and failed -You have recently failed an infiltration attempt of a guild. -Your guild house is under attack by an opposing guild.* -You have recently buffed or trapped an area with magic or cast a damaging spell that is still in effect. ** All of the above conditions apply for up to a week depending on severity of the situations. *In this situation all characters in the guild house may immediately flag themselves for PvP. Those who are not flagged may not do so for that combat. A day or two's notice will be given before combat begins for those players to flag their characters. When the last character that is flagged is killed, subdued, or surrenders, the guild house falls, regardless of how many unflagged players are left. **This lasts as long as the spell is in effect and ends a number of days after the spell has been set off or dispelled. PvP Actions The following actions may only be taken by a character who is flagged for player versus player combat. -Attacking another player -Casting a spell that damages or has any harmful effect on another player -Casting a buff on another player -Stealing -Sneaking/Hiding in an enemy guild -Guild infiltration -Use of skills to influence attitudes -The planting of any harmful device As with most rules, questionable use of the flagging system may bring about adjustments in the future. A rule of thumb in this situation is that if it seems like it might be abuse, it probably is abuse. |
| #3masters_of_the_houseJul 23, 2007 8:57:46 | Character Creation There shouldn’t be any surprises here; this is a restatement of rules from previous incarnations of the Guild House. You are allowed three (3) active characters at any one time, and none of them may be members of the same guild. They will be ECL 15. What “Effective Character Level” (ECL) means: 1. First, choose a race. Find the stats marked “HD” (Hit Dice) and “LA” (Level Adjustment) for that race. All suggested races in the PHB have 1 HD and LA +0, so they require no special gymnastics here. Example 1: A Merfolk has 1HD and LA +1. Example 2: An Ogre has 4HD and LA +2. 2. Add the HD and the LA together, unless the HD is 1. HD is not the same as hit points. It is the number of dice rolled to generate hit points. Example 1: Merfolk = +1. Example 2: Ogre = +6. 3. Subtract this number from the ECL allowed, which is 15 for this game. The resulting number is the allowed number of class levels for this race. Example 1: Merfolk = (15-1) = 14 allowed class levels. Example 2: Ogre = (15-6) = 9 allowed class levels. 4. Do not roll racial HD to generate hit points if the HD = 1 (such as for merfolk, humans, half-orcs, etc.). Roll hit points only for class levels. On the other hand, be sure to roll hit points for characters with HD > 1. An Ogre would receive 4d8 + 4 X CON hit points in addition to the hit points from the nine class levels. Players may use one of two methods for character stat generation: 1. 32 point buy, as detailed on page 169 in the 3.5 Dungeon Master's Guide, or page 20 in the 3.0 Dungeon Master's Guide, reprinted here: 8: 0 points 9: 1 point 10: 2 points 11: 3 points 12: 4 points 13: 5 points 14: 6 points 15: 8 points 16: 10 points 17: 13 points 18: 16 points or 2. Roll 5d6 six times, discard the two lowest dice each time. Arrange as desired. You may reroll or use point-buy only in the event that your ability modifiers don't total at least +2 or if you don't have at least one score of 15 or better. Please roll your dice at the Invisible Castle Die Roller, under the character name "The Guild House". In the "Notes" section, please type the name of your character, followed by "Stat Generation". Results not under the name "The Guild House" will not be accepted. Characters start with 112,500 experience points, which translates to ECL 15, with 7,500 experience points leftover. Characters start with 200,000 gold pieces, and cannot purchase any single starting item greater in value than 100,000 gp. If you want to purchase an item that is over 100,000 gp you must buy it in-game. Characters may use two methods for hit point generation. In both methods, the first hit dice is treated as if the maximum were rolled: 1. Fixed Hit Points, as detailed on page 198 of the 3.5 Dungeon Master's Guide, reprinted here: Hit Die/Even/Odd d4 2 3 d6 3 4 d8 4 5 d10 5 6 d12 6 7 2. Players may roll hit points normally. Please roll your dice at the Invisible Castle Die Roller, under the character name "The Guild House". In the "Notes" field, please type the name of your character, followed by "Starting Hit Points". When your character levels up, please do the same, replacing "Starting Hit Points" with "Level X Hit Points", where "X" is the level you've just gained. All Wizards of the Coast material is allowed for use in the creation of characters. The exceptions to this rule are the magizines Dungeon and Dragon. These and other d20 products, including homebrew material and material from companies other than Wizards of the Coast, may be allowed, but a request must be registered with the GMs by posting in the Approval Thread or sending a PM to Masters of the House. Material may or may not be approved, and may not be used until it has been approved. |
| #4masters_of_the_houseJul 23, 2007 9:05:25 | Example Character Sheets Show This is the "Character Sheet Template". In order to fill out your character sheet, right click on the "Quote" button at the bottom right of this post. Then, simply replace all the blank spots (represented by "?"s, "Feat Name", "Skill Name", and the like), and then click the "Submit Reply" button, and your character is posted! Character Name Gender and Race Class(es) and Level(s) Alignment Deity, if appropriate Height, Weight, Age Hair color, Eye color, Skin color Next, generate your ability scores, using either of the two methods available to you (see the above post). Str ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc) Dex ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc) Con ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc) Int ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc) Wis ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc) Cha ?? (+?) (?? points if appropriate, +? racial, +? levels, +? item, etc) Next, fill out the following information. Most of it should be fairly straightforward. Use one of the two methods available to you to generate your hit points (again, see the above post). Your speed will probably be the field you fill out last, after everything else, since you've got to pick equipment before you know how much weight you're carrying, and thus what your load is. Hit Points: ?? (fixed/rolled) AC: ??, Touch: ??, Flatfooted: ?? Initiative: +? BAB: +?, Grapple: +? Speed: ?? feet (base ??, light/medium/heavy load [?? of ?? lbs], light/medium/heavy armor) Calculate your saving throws, as normal, filling out the fields, as requested. Replace the word "class" with a class that your character has levels in, and replace the associated "?" with the base save for that class. If you have multiple classes, list each base save separately under a different "class" entry, as shown in the template below. Any miscellaneous bonuses should be listed under "special" -- replacing "special" with the source of the bonus. Saves
This is where you put down your attacks. Even though the template only has one ranged and one melee, you should duplicate the template if you have more attack forms than that. You might do so if you plan to fight with multiple weapons often (having one line for single weapon fighting, and another line for multiple weapon fighting), a secondary natural attack, a backup melee or ranged weapon, etc. Attacks
Post all of the information above, in the requested fields. Use your Intelligence modifier at ECL 15 to calculate skill points even if you've increased it since first level. Remember, enhancement bonuses to Intelligence (like that granted by a Headband of Intellect) do not increase the number of skill points you receive. Skills
Here, list the feats you've acquired, what level you acquired them, and what their source is (in that order). Use the below template as a guideline for various sources. Note that in the case of class based feats, please replace "Class" with the name of the class, and the associated "?" with the level of that class that you acquired the feat at. Feats
List all of your racial abilities here... nice and simple! Racial Traits
Here's where you put all of your special abilities, along with what class you gained the ability from. If you have some special ability from a source other than a class, list it here as well, but replace the "(Class ?)" entry with the appropriate source. Special Abilities
Here's where you list your caster level for any spellcasting classes you happen to possess. Replace the "Class Name" with the name of the spellcasting class. Caster Levels:
If one of your spellcasting classes prepares spells, here's where you list how many spells per day you receive, and what spells you have prepared. Replace "Class Name" with the name of the class that prepares the spells. Replace "Spell Name" with the name of the spell being prepared, and replace the "?" with the number of spells of that name being prepared if more than one. If you're preparing a domain spell in your domain slot, put a "D" inside of the parenthesis. If the spell is one of your Wizard bonus spells for school specialty, put an "S" inside of the parenthesis. "Class Name" Spells Prepared
If one of your casting classes casts spontaneous spells, this is where you list the number of spells per day that you can cast, and what spells you know. "Class Name" Spells Cast per Day and Spells Known
Here's where you list your manifester level for any psionic power manifesting classes you happen to possess. Replace the "Class Name" with the name of the manifester class. Manifester Levels:
If your character has psionic power points, put in how many power points your character has, along with the source of those power points. Replace ?? with how many total power points your character has per day. Replace any "x" with how many power points your character receives from source associated with "x". Replace the word "class" with the name of the class your character is gaining power points from. Replace any "y" with your character's level in that class. Replace any "z" with you character's ability score that is tied to that class’s bonus power points. Power Points per Day:: ?? Power Points per day (+x class y, +x for ability of z, +x class y, +x for ability of z, +x feat, +x race, +x misc) If one of your classes manifests psionic powers, this is where you list powers that your character knows as a member of that class. "Class Name" Powers Known
This is where you list what equipment your character carries on him or her (or it?), along with the weight of that equipment. Equipment
Items Bought Show
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| #5masters_of_the_houseJul 23, 2007 14:01:30 | Guild Funding Rules Every guild starts with 50,000 gold in cash. Every guild also starts with one resource, which can be whatever it wants (such as mining, a dockyard, an orchard, skilled teachers, etc.). If 1,000 gold is invested in the resource every month, it will yield 4,000 gold at the end of the month. A month in game-time will be considered equal to a month in real-time. Important notice: A MEMBER of the guild, whose character is currently at the location of the guild, must make a post every month updating the treasury amount, for the accumulation of gold to occur. This includes the opening of the guild's budget. A resource must be declared in order to open the budget. It is highly recommended that a current budget be kept in the first post of every Guild thread. Additional, mobile resources (you can plant a new orchard or build a school, but you can’t bury valuable rock for mining) may be purchased for 20,000 gold at any point. This second (or third, etc.) resource is treated exactly as the first. A guild may make a different deal, agreeable to both parties of PCs, if they wish to sell some of their resources to PCs. Otherwise, the price is fixed, and NPCs are the presumed customers. Guilds may also levy fees on their members, subject to GM approval. For example, Conscientia charges for classes, the Seafarers may start charging for dock space. Individual characters may start businesses (whose particular stats will be approved by GMs), according to the rules in the DMGII, and may keep or contribute gold as they wish. |
| #6masters_of_the_houseJul 23, 2007 14:11:02 | Building Strongholds The Stronghold Builder’s Guidebook has excellent rules for the construction of strongholds, and for the most part you’ll be using those to build your stronghold. But, because we’ve adopted many rules that differ from the assumptions of the Stronghold Builder’s Guidebook, the following minor conversions are necessary, to bring those rules into line with our rules. Additionally, there is enough information here that an individual without the Stronghold Builder's Guidebook should be able to construct a stronghold. |
| #7masters_of_the_houseJul 23, 2007 16:15:24 | Character Death People who wish to keep their dead PCs at rest may bury them (and items, if desired) in the consecrated ground at the Halls of Refuge. Otherwise, they may be subject to necromantic effects. The method of death of a PC determines the likelihood and amount of item destruction. Not only is this realistic, but it also helps maintain a wealth balance among PCs. The destruction chance is the odds that, upon a PC’s death, some of their possessions are destroyed. The first number is percent chance, second is amount. The percentiles in the bulk of the table represent the actual amount of items destroyed. For example, if a PC dies by a fireball, then there is assured that 40% of their possessions will be destroyed, and there is a 25% chance that all of their possessions will be destroyed. |
| #8masters_of_the_houseJul 23, 2007 20:50:44 | Walking/Casual Speeds |
| #9masters_of_the_houseAug 06, 2007 16:57:25 | Time In-Game Time is equivalent to Real-Life time for purposes of budgeting and travel. In-Game Time is flexible as regards conversations, role-playing, etc. For example, one character could promise to be back at her Guild Hall 'by tonight' to meet a partner, spend three Real-Life days talking to another character on the road, and still make it back 'in time' to keep her promise. Unreasonable amounts of time between posting may revoke this 'flexible-time' privilege in some circumstances. |