Author Topic: Collected Rulings Last Update 5/16/00  (Read 10220 times)

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Offline Marc R

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Re: Collected Rulings Last Update 5/16/00
« Reply #40 on: January 06, 2011, 10:12:01 PM »
Cost of Training Packages

To calculate the cost of a training package, add up the DP cost for all of the skill ranks in the TP. Use only the first cost listed for the profession (if the ranks cost the profession 2/6, 3 ranks would add 6 to the cost of the TP). Add ten to this for each stat gain given by the TP. Discount this total by 25%. However, for every combat rank in the TP, drop the discount by 5%, to a minimum of no discount. Then adjust the cost of the TP as shown in the following table:
Disc.      Final
Cost      Cost
1          1   
2          2   
3          3   
4          4   
5          5   
6          6   
7          7   
8          8   
9          9   
10        10   
11        11   
12        12   
13-14    13   
15        14   
16        15   
17        16   
18-19    17   
20        18   
21        19   
22-23    20   
24-25    21   
26        22   
27-28    23         
29-30    24   
31-32    25   
33-34    26   
35-37    27      
38-39    28      
40-42    29   
43-44    30   
45-47    31   
48-49    32   
50-52    33   
53-54    34   
55-57    35   
58-59    36   
60-62    37   
63-64    38   
65-67    39   
68-69    40   
70-72    41   
73-74    42   
75-77    43   
78-79    44   
80-84    45   
85-89    46   
90-94    47
95-99    48
100-107   49
108-114   50
115-122   51
123-129   52
130-139   53
140-149   54
150-159   55
160-169   56
170-182   57
183-194   58
195-207   59
208-219   60
220-231   61
232-250   62
251-262   63
263-280   64
281-297   65
298-315   66
316-332   67
333-350   68
351-370   69
371-390   70

Note that the TP should cost about 20 for the profession which it would be most appropriate to. If it costs much more than that, it is probably unbalanced. Also note that extremely typical TPs for a particular setting are sometimes discounted an additional 20%, such as the Adventurer and Apprentice Mage TP's in RMSR.

Also note that the formula has changed over time. The original cost formula was different, and when this formula was first adapted, the final discount was not standardized. This was the formula used for Spacemaster, and AFAIK it has been used on all new TPs since then.
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Re: Collected Rulings Last Update 5/16/00
« Reply #41 on: January 06, 2011, 10:12:37 PM »
Doctor Training Package

The ranks in the Technical/Trade Professional Category are obviously wrong. Either treat them as 2 ranks in any two skills in that category, or drop the cost of the training package to 18.
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Re: Collected Rulings Last Update 5/16/00
« Reply #42 on: January 06, 2011, 10:13:40 PM »
Demonologist Training Package

The "W" spell list is Dark Contacts. [10/6/99]
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Re: Collected Rulings Last Update 5/16/00
« Reply #43 on: January 06, 2011, 10:15:59 PM »
Soldier Training Package

The promotion in rank has no effect on skill ranks. [3/6/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #44 on: January 06, 2011, 10:17:00 PM »
Stat Gains from Training Packages

Stat gains from TP's are made when the TP is bought, but any DP's gained are not recieved until the next level. [4/27/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #45 on: January 06, 2011, 10:20:31 PM »
Arcane

Pure Arcane spell users get the usual four extra base lists. [3/3/00]

Non-spell users with Arcane as their realm use the "Own Realm" costs for purchasing spells. Only use the "Arcane" costs for non-arcane characters. [4/17/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #46 on: January 06, 2011, 10:21:27 PM »
Bonus Spell Items

PP multipliers increase the number of power points you can gain from resting or other such activities.[2, 12/10/99]

PP multipliers affect when penalties for PP use come into play. A character who normally has 50 PP, with a x2 multiplier, will not feel ill effects until he has 75 PP left. [12/7/99]

Losing the multiplier does not make you lose any extra points you gained. [2, 12/10/99]

Picking up a PP multiplier does nothing for you until you gain back PPs. [12/10/99]

PPs channeled to you while you have a PP multiplier do not get multiplied. [2, 12/11/99]

Losing a PP multiplier will change when your penalities for PP usage occur. [2, 12/14/99]

If you lose a PP multiplier and end up with more PPs than your current limit, you will suffer no ill effects unless you are using the burnoout rules from the Arcane Companion. [X, 12/16/99]

You can gain the effects of a multiplier and an adder by gaining the multiplied points one day, sleeping, and then using the adder the next day. [12/16/99]

Only one bonus spell item may be used between periods of rest. [R, 12/16/99]
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Re: Collected Rulings Last Update 5/16/00
« Reply #47 on: January 06, 2011, 10:22:10 PM »
Cancelling Spells

Elemental attack spells can be cancelled by Cancel <Realm> spells. [3/29/00]

Cancelling spells is done by the level of the caster, not the level of the spell. [R, 5/4/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #48 on: January 06, 2011, 10:24:43 PM »
Casting Spells

Spells cast from items always take one round to cast, regardless of the level of the item's user. [2, R, 10/18/99]

Spells cast from items count against the one spell per turn limit. [11/17/99]

You must use your own directed spell bonus when using an item to cast a spell. [11/17/99]

You don't need powerpoints for each realm. If a chanelling spell-user casts a mentalism spell, he still uses his chanelling power points. [11/9/99]

If you are casting a spell of a realm different from yours, the spell retains it's realm (for RRs and such), but you have to meet the casting requirements for your realm (armor, equipment, and such). [3, 11/10/99]

Non-spell casters cast based on the realm they chose when they started learning spells. [1/8/00]

A hybrid spell user treats both of the realms as "own realm" for development point costs. [11/10/99]

Instantaneous spells go off in whatever phase you declared them in, not necessarily the snap action phase. [11/17/99]

A hybrid's base spells can be dispelled by spells affecting either realm. [R, 12/10/99]

A hybrid's PP progression is the lower of the two for his realms. [R, 1/8/00]

A hybrid's realm stat is the average of the two realm stats for his two realms [R, 1/8/00]

Hybrids get the own realm bonus to RRs against both of their realms. [1/13/00]

Arcanists only get the own realm bonus to RRs against Arcane. [1/13/00]

Hybrids get the own realm bonus against hybrid base spells that share one of their realms. [1/15/00]

Penalties for armor, equipment, and such apply to subconcious spells. Penalties for not speaking, waving hands, and such do not apply. [X, 12/17/99]

Subconcious spells will be prepared enough rounds to cast the spell automatically. [12/18/99]

When rolling on the spell failure chart, only apply the negative mods from the SCSM, not the positive ones. [3, 1/3/00] This means check each individual mod for positive/negative, not the total modification. [1/4/00]

You do get the +10 for casting a spell in the deliberate action phase. This really only affects SCSMs. [1/11/00]

The ranges on the SCSM chart in RMSS are correct. [3/9/00]

Injuries, hits taken, and exhaustion do not interfere with automatic spell casting, as long as the caster is concious. [2/22/00]

SCSMs are modified by the general static maneuver modifications in T-4.4, and by penalties from injuries. [2/22/00]

Preparation has no effect on the chance of casting an instantaneous spell. [3/12/00]

Penalties from criticals do apply to SCSM's, but not ESF rolls. [4/26/00]

You may cast a spell while concentrating on another spell. [4/27/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #49 on: January 06, 2011, 10:33:47 PM »
Concentration

Actions done outside of the combat round (when second by second reckoning does not matter) do not need to adhere to the percentage activity system, and do not get the -50 for concentration. [3/30/00]

Concentration takes 50% activity. [R, 3/30/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #50 on: January 07, 2011, 08:22:18 AM »
Continuous Items

For spells that affect targets, assume that each round the spell is cast once each round, and targets each new target in the area of effect. This means each target makes only one RR, unless it leaves the area of effect and returns. [11/23/99]

Casting a spell from an "at will" item can be done while stunned, and does not require an action, just speaking the command word. [4/25/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #51 on: January 07, 2011, 08:22:53 AM »
Deliberate Actions

Spells get +10 to the SCSM roll if done during the deliberate phase. [1/12/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #52 on: January 07, 2011, 08:23:16 AM »
Directed Spells

Does not apply to "ball" spells. [2/12/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #53 on: January 07, 2011, 08:23:55 AM »
EARs

Armor has the following affect on ball attacks: half of the quality bonus is applied against the EAR, a bonus for the helmet is applied against the EAR, and the armor type determines which column to roll on. [12/3/99]

You do not get a RR against EARs [2, R, 12/3/99]

The DB of a creature applies in full against Ball and Directed spells. [3/14/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #54 on: January 07, 2011, 08:24:39 AM »
Familiars

If you are awarding familiars experience, they advance at the same level intervals as characters. [4/17/00]

Familiars will stay near the caster and be loyal to him, but otherwise retain free will. [4/17/00]

Familiars do not gain increased intelligence by becoming familiars. [4/17/00]

True familiars are different from normal familiars, and do gain some intelligence when they become familiars. [R, 4/18/00]

Invested familiars only get the benefits listed in the Investiture spell, not those normally given to true familiars. [4/19/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #55 on: January 07, 2011, 08:25:22 AM »
Force Spells

You get a RR vs. force spells. [R, 12/3/99]

You get a RR vs. area affect force spells, including Vacuum. [X, 3/6/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #56 on: January 07, 2011, 08:25:45 AM »
Magical Items

An attunement roll can be made to tell if an item is magical or not. [3/9/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #57 on: January 07, 2011, 08:26:29 AM »
Mental Attack Spells

Mental attack spells do not affect created undead (excluding self motivating undead like vampires and liches), plants, slimes, constructs without a given mission, elementals (excluding elemental savants) and servants. [2/14/00]

Targets of Fm spells who fail their RR do not necessarily realize they have been the target of a spell. [3/10/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #58 on: January 07, 2011, 08:26:54 AM »
Power Perception

Illusions and Invisibility are active spells, and can be dected by Power Perception. [5/22/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #59 on: January 07, 2011, 08:27:30 AM »
Power Points

You do not have to have a rank in Power Point Development to use PPs, just a positive bonus. [2/3/00]

Penalties for having used more than 25% of your power points only affect SCSMs. [2/22/00]
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