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Eberron Setting?
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<blockquote data-quote="Tyrian_Spellstealer" data-source="post: 3524559" data-attributes="member: 36470"><p>That is unfortunately out of the question. Not everyone who uses ISRP uses stats. It's a freeform based system, and some don't even know what dnd is. This would isolate and alienate part of the community, and that is something we don't want to do. I would like to think that it is possible to enforce it, using a few rules and common sense...</p><p></p><p>...so, heres my try. Some basic ideas of setting restrictions for an Eberron Room.</p><p></p><p><strong>Note: this is a DRAFT </strong></p><p></p><p><strong>1: </strong>Death. Death in Eberron is a frequent and unfortunately difficult circumstance. Few temples in Eberron possess clerics or priests powerful enough to raise people from the dead, and those few that can do not usually sell their services regularly. That is not to say that death is permanent, but rather an extremely difficult situation to get out, even for well-connected characters. Bringing back a character from the dead is fine, but such an event is considered miraculous at best.</p><p></p><p><strong>2: </strong>Characters of Epic nature and power are not allowed, or must conceal their power whilst in the Eberron rooms. Specifically this includes refraining from the use of extremely powerful spells, abilities and items.</p><p></p><p><strong>3: </strong>Creatures of nearly any sort are allowed in Eberron, but powerful creatures are few and far between. Celestial Solars, Demonic Balors, Pit Fiends and adult dragons for example are not allowed, unless they disguise both themselves and do not draw attention to themselves by using powerful abilities that might reveal their nature or power.</p><p></p><p><strong>4: </strong>Spells and supernatural abilities of high power and epic nature are not allowed. For example, effects that stop time, kill everyone in a 10 foot radius, trap souls, imprison people in extra-dimensional planes, or summon creatures of epic/high power are not allowed. Epic spells that can summon swarms of dragons or destroy entire buildings are similarly not allowed.</p><p></p><p><strong>5: </strong>Abilities and skills of high power are limited. Characters cannot slice someone a hundred times before they blink, nor stop an opponent’s heart beating by touching a simple pressure point. They cannot have their returning axe decapitate everyone in the room before returning to the wielders hands, nor can they use their charming charisma to convince someone to kill themselves.</p><p></p><p><strong>6: </strong>Magic items of incredible power are not allowed. Specifically major magic items and items of artefact power are not allowed. Rings that grant three wishes, scrolls that generate earthquakes and spheres of annihilation, for example, are not allowed.</p><p></p><p><strong>7: </strong>No Gods or God Avatars allowed. Period.</p><p></p><p>Restrictions that could help using the ‘lightning rail coach’ example:</p><p></p><p><strong>8:</strong> If it’s bigger then a train it’s not allowed. Some creatures are just too big to fit through the doors, and creatures any larger then 15-feet tall cannot fit into the lightning rail coach.</p><p></p><p><strong>9:</strong> Area-specific duration spells don’t stay. Lightning Rail Coach’s move at a speed of about 25 miles per hour. This means that spells that affect a specific area over a course of time do not last. Fog or cloud like spells, for example, are simply left behind as the train keeps moving. Spells with instantaneous durations, or Spells that affect or are centred on a specific person are allowed.</p><p></p><p><strong>10: </strong> Spells or effects that transport people, either through planes or across a given plane, are not allowed. Because of the moving nature of the lightning rail coach, it is impossible to transport onto the moving location*. Such spells can be used if leaving the coach.</p><p></p><p>*I could be very wrong on this point. I always assumed you could only teleport into stationary locations. </p><p></p><p>So, suggestions… is it too broad? Unfortunately it involves the use of common sense, similar to how the CRT restrictions do, but maybe a bit more so. I know if it were me I’d be abusing the hell out of it, but it’s a starting point to say the least.</p><p></p><p>In terms of combat, the free form nature makes this kind of simple. In a Freeform fight, no one is keeping track of how many times someone can hit per round, or what their sneak attack damage bonus is. This makes defining the nature of high level abilities easier, but also easier to abuse perhaps.</p></blockquote><p></p>
[QUOTE="Tyrian_Spellstealer, post: 3524559, member: 36470"] That is unfortunately out of the question. Not everyone who uses ISRP uses stats. It's a freeform based system, and some don't even know what dnd is. This would isolate and alienate part of the community, and that is something we don't want to do. I would like to think that it is possible to enforce it, using a few rules and common sense... ...so, heres my try. Some basic ideas of setting restrictions for an Eberron Room. [B]Note: this is a DRAFT [/B] [B]1: [/B]Death. Death in Eberron is a frequent and unfortunately difficult circumstance. Few temples in Eberron possess clerics or priests powerful enough to raise people from the dead, and those few that can do not usually sell their services regularly. That is not to say that death is permanent, but rather an extremely difficult situation to get out, even for well-connected characters. Bringing back a character from the dead is fine, but such an event is considered miraculous at best. [B]2: [/B]Characters of Epic nature and power are not allowed, or must conceal their power whilst in the Eberron rooms. Specifically this includes refraining from the use of extremely powerful spells, abilities and items. [B]3: [/B]Creatures of nearly any sort are allowed in Eberron, but powerful creatures are few and far between. Celestial Solars, Demonic Balors, Pit Fiends and adult dragons for example are not allowed, unless they disguise both themselves and do not draw attention to themselves by using powerful abilities that might reveal their nature or power. [B]4: [/B]Spells and supernatural abilities of high power and epic nature are not allowed. For example, effects that stop time, kill everyone in a 10 foot radius, trap souls, imprison people in extra-dimensional planes, or summon creatures of epic/high power are not allowed. Epic spells that can summon swarms of dragons or destroy entire buildings are similarly not allowed. [B]5: [/B]Abilities and skills of high power are limited. Characters cannot slice someone a hundred times before they blink, nor stop an opponent’s heart beating by touching a simple pressure point. They cannot have their returning axe decapitate everyone in the room before returning to the wielders hands, nor can they use their charming charisma to convince someone to kill themselves. [B]6: [/B]Magic items of incredible power are not allowed. Specifically major magic items and items of artefact power are not allowed. Rings that grant three wishes, scrolls that generate earthquakes and spheres of annihilation, for example, are not allowed. [B]7: [/B]No Gods or God Avatars allowed. Period. Restrictions that could help using the ‘lightning rail coach’ example: [B]8:[/B] If it’s bigger then a train it’s not allowed. Some creatures are just too big to fit through the doors, and creatures any larger then 15-feet tall cannot fit into the lightning rail coach. [B]9:[/B] Area-specific duration spells don’t stay. Lightning Rail Coach’s move at a speed of about 25 miles per hour. This means that spells that affect a specific area over a course of time do not last. Fog or cloud like spells, for example, are simply left behind as the train keeps moving. Spells with instantaneous durations, or Spells that affect or are centred on a specific person are allowed. [B]10: [/B] Spells or effects that transport people, either through planes or across a given plane, are not allowed. Because of the moving nature of the lightning rail coach, it is impossible to transport onto the moving location*. Such spells can be used if leaving the coach. *I could be very wrong on this point. I always assumed you could only teleport into stationary locations. So, suggestions… is it too broad? Unfortunately it involves the use of common sense, similar to how the CRT restrictions do, but maybe a bit more so. I know if it were me I’d be abusing the hell out of it, but it’s a starting point to say the least. In terms of combat, the free form nature makes this kind of simple. In a Freeform fight, no one is keeping track of how many times someone can hit per round, or what their sneak attack damage bonus is. This makes defining the nature of high level abilities easier, but also easier to abuse perhaps. [/QUOTE]
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