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Author Topic: Quick question  (Read 427 times)
peachmarine87
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« on: December 20, 2011, 08:50:53 pm »

I dont know if this affects Shadowmoor or not, but Scott Neeley and Clanthia have come out with a new Player Handbook.

 http://solarinc.org/2010-02-23-SOLAR_PHBv1_8.pdf

Just wondering, if this will become the new book for Shadowmoor too? Here is a list from the Clanthia board, that outlines most of the changes.

PG 3 – Weekend park pass cost updated, now runs $5 each.
PG 8 – 9, 119 – Item Bonding.  Procedures during Check-In + Reset.  For more, see Item Bonding in the Magical Items section.
PG 9 – Added Production Enhancers and Labs section.  Addresses maximum number able to be used in a given event, maximum of any given type of production able to be created.
PG 18 – The History of the Sutherlands.  Condensed, updated.
PG 40, 135-136, 196-197.  Packet-delivered Acid attacks can no longer be blocked by Shields.  If such an attack strikes anywhere on the body, shield, or weapon – the damage is delivered.
PG 43-44 – Realms and Schools of Magic, Multiple Magic Specialties.  Only Templars and Scholars may specialize their columns. Templars may specialize one column, while Scholars may specialize two.  The restriction of one specialization per realm remains for Scholars. (Dark Knights, Knights, and Rangers may only ever specialize in their chosen subclass column).
PG 45 – Desecration now has a make-up requirement.  This requirement remains true for races that it might seem difficult to see sunken eyes, such as drae (simply use a lighter gray).
PG 48 – Honesty.  Clarification, Honesty spell appears on the Confinist spell list, as was shown in spell description and quick reference.
PG 50, 97-98, 109 – Repel Undead is now on the Druid spell list, Confuse Undead has been removed.
PG 56, 72 – Circle of Power duration lowered to (1) one minute.
PG 56-57 – Detect Magic.  Emphasis added, can no longer detect particular spells active.   “Detecting 1, Detecting 2, Detecting 3 added.
PG 64 – Imprison.  Clarification added, you may carry a creature in an Imprison even if it is in the process of breaking it.
PG 69-70 – Wall of Force.  Only one active at a given time, caster must remain in contact with Wall of Force with outstretched hand for it to be raised.
PG 70-71, 155 - Ward, Wizard’s Lock and buildings.  Buildings now may only possess one (1) Ward and a maximum of two (2) Wizard Lock spells on the building itself. Wizard Lock spells on items still do not count against this limit.
PG 77, 106 – Circle of Protection duration lowered to (1) one minute.
PG 78, 106 – The Control Undead verbal has been changed to: “By Death’s dark mantle and the powers of Undeath, I control Undead to do as I bid.”
PG 79, 106 – The Create Undead verbal has been changed to: “By the power of Necromancy, I call you forth and create Undead to walk the Earth.”
PG 84, 107 – The Elude Undead verbal has been changed to: “Servants of Undeath, be humbled by the darkness within me.”
PG 103 – Wall of Thorns.  Only one active at a given time, caster must remain in contact with Wall of Thorns with outstretched hand for it to be raised.
PG 117-118 – Formal FAQ has been revised, updated, and changed - read and know.  ALL formal casters should re-read this section.
PG 119 – Renamed Casting from Items to simply “Magical Items”
PG 119 – Item Bonding. New section.  New way of using and limits to the of use items.  Items must now be bonded to a character to be used, read for full explanation on how to do this.
PG 119-120 –Magical Creatures/Cabin Guardians.  Very important rules changes regarding Master Control of creatures, where you can have your creatures, and phasing. 
PG 120-121, 123 – Enchanted Items.  Must now be bonded to be used (see Item Bonding), must be created by in-play means (FOIP), may now be “Identified” by concentrating for 60 seconds uninterrupted.
PG 121 – Characters can not turn “off” magic items.  See Magical Items – Special Circumstances.
PG 122 – Cloaks, Note, the maximum number of Cloaks – even if a character possesses a Cloak that states “Does not count against maximum cloaks” the true maximum is three (3), regardless.
PG 124 - Potions. Potions are imbibed on a 3-count, one at a time.
PG 124, 204 – New Master Potion-Maker potion able to be created called the Master’s Elixir.
PG 127, 128 – Agony Gas point cost has increased to 12, Agony Ingested has increased to 6
PG 127, 131 – Instant Death Gas included in PHB, only a Master Poison-Maker may create an Instant Death Gas and this may only be done through means found in-play – no production formula exists, it is included here for completion.
PG 128-129, 204 – Master Poisoner's Blade Venom may only be applied to edged weapons and may not be combined with the Waylay skill.
PG 128-133 – Added Production cost to Poison descriptions.
PG 135-138 – Added Production cost to Alchemy descriptions.
PG 140-141 - Body, Curse, and Massive taglines are no longer considered “Magic” for purposes of overcoming immunities.
PG 143 – Breaking Confining.  Multiple of same spell on a target breaking confining will force the target to restart his break count if he has already begun.  (Note, multiple Imprisons at a target breaking an Imprison still results in no effect). Also revised wording.
PG 145 (also 119-120) – Phased Out creatures may not hear anything while Phased Out other than a direct command to Phase In from it’s Master Controller.
PG 160 – Knights may now follow a Defensive Path, limiting their offensive potential (+12 Prof) for defense, they may purchase Fatal Shield Parries as if a Warrior of their Proficiency (i.e. 1 FSP per 2 SP).
PG 162-163 - Dark Knights may now follow a Defensive Path, limiting their offensive potential (+12 Prof) for defense, they may purchase Fatal Shield Parries as if a Warrior of their Proficiency (i.e. 1 FSP per 2 SP).
PG 168-186 – Restricted Races and the requirements to play one, updated. 
PG 188, 194 – Dodge (and Dodge Block) is now a Rogue only skill. Other classes may still purchase Backstabs and Assassinates but may never utilize the Dodge skill.
PG 189, 197 – Shield Fatal Parry rennamed to Fatal Shield Parry.  No other changes to the skill itself.
PG 189, 203 – Master Poison-Maker rennamed to Master Poisoner.
PG 192, 217 – Secondary Skills renamed to Role-Playing Only Skills to avoid confusion.
PG 212 – A Master Armorsmith may repair up to ten (10) points of armor per minute rather than the five (5) points of armor per minute that an normal Armorsmith may repair.
PG 214 – Master Seer.  Emphasis added, clarifications made.
PG 215 – Clarifiaction on Master Weaponsmith.  A weapon Sharpened by a Master Weaponsmith is rendered indesctructible for the gathering.
PG 222-223 – Formal Masteries.  A character may only possess Formal Mastery in his primary column, however, should he at some point learn 9th level formal in both realms of magic, his masteries will extend to both.
PG 235 – Character Respends.  Listed ways in which one can go about respending a character including:  New Player Respends, Character Sacrifice, and Character Re-training.
PG 242-243 – New weapon materials. Rosewood, Darkwood, and Ironwood description and taglines added.
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BeccaH
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« Reply #1 on: December 20, 2011, 11:26:09 pm »

We'll be posting rules revisions by the end of January.
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keith
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« Reply #2 on: December 20, 2011, 11:29:38 pm »

Short answer: Yes. Long answer: Stay tuned, we'll need to go through these rules updates and jive them up with the Shadowmoor Way TM.

Our general rule is: keep things as consistent as possible with the core rules, except where things are either broken or just don't really work within the Shadowmoor campaign.

We've got some other cool things planned too, most of which are brand new and awesome.
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Pheonixfyre
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Kin/Trench


« Reply #3 on: December 21, 2011, 01:51:12 am »

Those reduction to the circles are going to make things interesting.  No more circle games.

Actually, it feels like it makes circles almost useless except for starting up formal.
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Kin - the blue elf with lots of throwing weapons
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peachmarine87
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« Reply #4 on: December 21, 2011, 04:04:36 am »

Not sure if the circle restriction will hold up here. In clanthia during the 5 day, there was 1 field battle that took way longer than it should have, because everyone was hiding in circles. Honestly, I think alot of the new rules are awesome.  The only one I see potentially becoming a problem is the new knight defensive stand (where they can get +12 prof and 2 fatal blows, and 2 shield fatal parries). To me the fatal blow, and shield fatal parry should have stayed a warrior only skill.
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“To show mercy is to show weakness, and the Weak serve the Strong, eternally.”
Darrell
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Kind of a big deal.


« Reply #5 on: December 21, 2011, 05:09:52 am »

Not sure if the circle restriction will hold up here. In clanthia during the 5 day, there was 1 field battle that took way longer than it should have, because everyone was hiding in circles. Honestly, I think alot of the new rules are awesome.  The only one I see potentially becoming a problem is the new knight defensive stand (where they can get +12 prof and 2 fatal blows, and 2 shield fatal parries). To me the fatal blow, and shield fatal parry should have stayed a warrior only skill.

They can only purchase fatal shield parries, not fatal blows.
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Lloyd
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« Reply #6 on: December 21, 2011, 09:59:04 am »

I am really liking the new rules changes in the SOLAR rulebook.  There is nothing in it that I would have a problem with it.  In fact I think some are a long overdue.

Those reduction to the circles are going to make things interesting.  No more circle games.

Actually, it feels like it makes circles almost useless except for starting up formal.

The reduction is totally a good idea.  It will force PC's and NPC's to actually interact.  No more hiding in circles for hours.  And circles are useless for formal other than to protect the caster.
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peachmarine87
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Posts: 352


« Reply #7 on: December 21, 2011, 12:57:56 pm »

Not sure if the circle restriction will hold up here. In clanthia during the 5 day, there was 1 field battle that took way longer than it should have, because everyone was hiding in circles. Honestly, I think alot of the new rules are awesome.  The only one I see potentially becoming a problem is the new knight defensive stand (where they can get +12 prof and 2 fatal blows, and 2 shield fatal parries). To me the fatal blow, and shield fatal parry should have stayed a warrior only skill.

They can only purchase fatal shield parries, not fatal blows.

Does that mean that they can have the fatal shield parries with out the pre-regs (+6 prof, 2 critical slays, 1 fatal blow, 2 shield parries)?
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Chris Lynch
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Ash Alexstraza


« Reply #8 on: December 21, 2011, 02:38:08 pm »

Gerald, read the whole Knight section on the Defensive Path homey.  This is the least awesome of all the really great changes lol

Upon reaching full Knight status, a Knight may again begin
purchasing Proficiencies and Critical Slays at the increased cost
of 20 Build per Proficiency, 15 per Critical Slay, and 15
for each Shield Parry
after the third is purchased. 
A Knight may never purchase the Fatal Blow
skill.  If the Knight chooses the Defensive Path,
he is further limited to a +12 Proficiency, but may
purchase Fatal Shield Parries as if a Warrior (one per two Shield
Parries possessed).
« Last Edit: December 21, 2011, 02:59:18 pm by Chris Lynch » Logged

peachmarine87
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« Reply #9 on: December 21, 2011, 06:54:11 pm »

Thanks Chris. Guess not being a knight or dark knight, i really did not read the description fully. But now that I have, it makes more sense to me. It does seem that that one of the least awesome changes.
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“To show mercy is to show weakness, and the Weak serve the Strong, eternally.”
MTedder
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« Reply #10 on: January 25, 2012, 12:24:37 pm »

PG 77, 106 – Circle of Protection duration lowered to (1) one minute.


For a 9th level spell, this seems almost useless.  Maybe a 7th but not a 9th...
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Delgren.....also known as Abdul
toddr
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« Reply #11 on: January 25, 2012, 03:33:41 pm »

PG 77, 106 – Circle of Protection duration lowered to (1) one minute.


For a 9th level spell, this seems almost useless.  Maybe a 7th but not a 9th...

My thought about that is that they're trying to prevent people from hiding in a circle during a field battle.  If this sticks, it's going to make the game a whole lot different for S'moor.
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Yeshua
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Alphonse


« Reply #12 on: January 26, 2012, 01:54:05 am »

I'm interested to see what this patch to the SOLAR game brings about. It's like us MMO peoples looking at the Patch notes seeing what benefits us and what doesn't.

I'm going to say my opinion of the changes, and some of these responses are going to sound a bit more directed at Player gameplay, when in reality, I'm simply speaking about the mechanic of the game.

The circle duration, yes. I love it. I'm tired of monstering for the game, and when the enemy is being overrun, them simply hiding in circles. Now, granted, a single minute for a circle is a bit of a very short circle, but the reality of how gamebreaking it is calls for something like this. It's been abused, at least by players that should be fighting instead of hiding.

I'm also very curious by the new ward ruling and how that's going to go over. Ward sitting has been a problem not simply for monsters but players as well. When people go to monster, and expect to fight town, only to find everyone hiding, is a little annoying. And yes, I do understand that the Wizard Lock's replace the two wards removed from the max. wards, but what makes me curious is how the Wizard's Lock mechanic will work, as well as if people will be hiding behind wards even more simply because there isn't a second ward between them and the ones they are letting out. If a building doesn't have a Wizard's Lock on it, the "airlock" ward system is gone, so I'm curious about how that will take affect.

The Cabin Guardian reworks are also something I am actually happy for, though I'm rather curious about how a creature cannot be aware of events taking place in the cabin if there is no one playing that character. But of course, for those of us with them, I'm sure it'll be thoroughly explained.

I can't wait to see the supplement, especially after seeing the previews of it all.
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G. Kinney
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Morgan Bronzehammer


« Reply #13 on: January 26, 2012, 02:02:24 am »

Ok this isnt just me but I cannot take the link at the top of the page...
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Vun
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there can be only Vun


« Reply #14 on: January 26, 2012, 06:30:41 am »

me either
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