Rules ?'s Answered
Posted: Thu May 13, 2010 10:26 am
Can you give me a computer grid of the Toroidal Model of Alignment (TMA)? I'm fine with whatever point you want to put yourself at in alignment, as long as it isn't one of the standard 9.
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RKV Swift actions:
By RAW it is unlimited, up to the number of turn attempts available. I am amenable to change if people feel it is necessary, though the mechanic is somewhat limited by other factors. But Sage and CustServe have both suggested it be limited to 1/round. So, I leave it to the party, RAW or RAI?
http://www.giantitp.com/forums/showthread.php?t=121454 (post #8 in specific)
Ultimately, I think limiting it is reasonable, and is still worth the class all by itself. It just goes from stupidawesome to just plain old vanilla awesome.
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Celestial Armor (and Holy Avenging Spears, Frost Brand Axes, ect.):
By RAW, traits of special items are non-transferable to my knowledge. However, it makes sense that many such traits could exist on other types of items. Assuming that we go with the later stance, then the "celestial" part of celestial armor can be applied to whatever you like, for the cost difference between a base set of +3 chain and the celestial armor.
There are several ways to regulate this further, to prevent silliness, such as spot ruling every instance of this (irritating to me, and unfavorable since I'll just start saying "no" out of pique), limiting things to categories, or limiting based on commonsense and the descriptions. The problem with description based limitations however is that the specifications are not exactly clear; in the case of celestial armor, is the gold/silver an essential part of the enchantment, or just what armor's "standard" package is? Is the holy avenger inherently meant to be in the shape of an iron cross (sword) for it's magic to work?
My final ruling is that people can apply special item traits to other items, HOWEVER all items are ultimately at my discretion to allow, the player should attempt to avoid stupid/nonsensical pairings, and multiple special item traits are not to be stacked (i.e. no celestial infernal leaf-weave armor without special approval by me).
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Crafting and Starting Gold:
I honestly think it's fair to give the crafters the ability to buy double the stuff with their gold. Given the cost in feats, I'm fine with that. The problem is more that the items there represent gravegoods mostly... Meh, fine. You were banished with a few more trinkets on your person than everyone else. Whatever.
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Geomancer cheese:
The consensus seems to be in favor of spell versatility working with battle blessing, though most of them weren't playing a tristalted campaign and thus didn't have to worry about the ramifications... Reading the wording is ambiguous, b/c they make specific statements about how spell versatility is supposed to work, and don't specifically state "and any other optimizable options" or similar statement. But it is stated before the example. Ultimately, I'll allow it.
http://community.wizards.com/go/thread/ ... ed_Quicken
The last poster on the page makes a good point that we should remember as we explore geomancer however, namely that it doesn't help with spell PREP, just spell CASTING.
http://brilliantgameologists.com/boards ... 708.0;wap2
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Racial class skills:
Only apply if you have racial hit dice, which you don't. You get only the class skills for classes you have HD in. Trust me, you're getting the better end of the stick, as what I've functionally done is replaced your crappy racial HD with awesome class levels. You lose a little, but gain a whole lot.
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Anything else I need to rule on?
---
RKV Swift actions:
By RAW it is unlimited, up to the number of turn attempts available. I am amenable to change if people feel it is necessary, though the mechanic is somewhat limited by other factors. But Sage and CustServe have both suggested it be limited to 1/round. So, I leave it to the party, RAW or RAI?
http://www.giantitp.com/forums/showthread.php?t=121454 (post #8 in specific)
Ultimately, I think limiting it is reasonable, and is still worth the class all by itself. It just goes from stupidawesome to just plain old vanilla awesome.
---
Celestial Armor (and Holy Avenging Spears, Frost Brand Axes, ect.):
By RAW, traits of special items are non-transferable to my knowledge. However, it makes sense that many such traits could exist on other types of items. Assuming that we go with the later stance, then the "celestial" part of celestial armor can be applied to whatever you like, for the cost difference between a base set of +3 chain and the celestial armor.
There are several ways to regulate this further, to prevent silliness, such as spot ruling every instance of this (irritating to me, and unfavorable since I'll just start saying "no" out of pique), limiting things to categories, or limiting based on commonsense and the descriptions. The problem with description based limitations however is that the specifications are not exactly clear; in the case of celestial armor, is the gold/silver an essential part of the enchantment, or just what armor's "standard" package is? Is the holy avenger inherently meant to be in the shape of an iron cross (sword) for it's magic to work?
My final ruling is that people can apply special item traits to other items, HOWEVER all items are ultimately at my discretion to allow, the player should attempt to avoid stupid/nonsensical pairings, and multiple special item traits are not to be stacked (i.e. no celestial infernal leaf-weave armor without special approval by me).
---
Crafting and Starting Gold:
I honestly think it's fair to give the crafters the ability to buy double the stuff with their gold. Given the cost in feats, I'm fine with that. The problem is more that the items there represent gravegoods mostly... Meh, fine. You were banished with a few more trinkets on your person than everyone else. Whatever.
---
Geomancer cheese:
The consensus seems to be in favor of spell versatility working with battle blessing, though most of them weren't playing a tristalted campaign and thus didn't have to worry about the ramifications... Reading the wording is ambiguous, b/c they make specific statements about how spell versatility is supposed to work, and don't specifically state "and any other optimizable options" or similar statement. But it is stated before the example. Ultimately, I'll allow it.
http://community.wizards.com/go/thread/ ... ed_Quicken
The last poster on the page makes a good point that we should remember as we explore geomancer however, namely that it doesn't help with spell PREP, just spell CASTING.
http://brilliantgameologists.com/boards ... 708.0;wap2
---
Racial class skills:
Only apply if you have racial hit dice, which you don't. You get only the class skills for classes you have HD in. Trust me, you're getting the better end of the stick, as what I've functionally done is replaced your crappy racial HD with awesome class levels. You lose a little, but gain a whole lot.
---
Anything else I need to rule on?