The Rules
PC Turns
- Players' turns must be received no later than 6:30 pm on the Wednesday or Sunday immediately following the DM's posting of the result of the previous turn. For example, if the DM posts the result of the last turn on Monday, the players will have until 6:30 pm on the following Wednesday to send their next turn.
- Turns can be submitted to DM@xemik.com or to zfc@yahoogroups.com with the turn number in the subject line (i.e. Turn #).
- If a player's turn is received late, the turn may be included in the current round or ignored at the DM's discretion. If the turn is ignored, it will be treated as not being received.
- If no turn is received, the DM will attempt to extrapolate the PC's current actions from previous actions and the current situation or utilise the PC as he sees fit to progress the current story-line. Otherwise, it will be assumed that the PC is doing nothing of consequence. If attacked or in combat the PC will take defensive action only. Should a PC make a kill in these circumstances the XP gained will be awarded as group XP.
- If a turn is not received for three consecutive turns, the PC may (at the DM's discretion) be removed from the party.
- Where a player's turn includes actions which are contradictory to or the same as another PC's actions (where only one such action is deemed applicable by the DM), the player's turn which is dated earliest will take precedence. In such a situation the DM will make appropriate decisions as he deems necessary to progress the current story-line and/or resolve such conflicts.
- Once a turn has been received by the DM, it cannot be revoked. However, a player may submit supplementary turns, for example, to respond to other players' actions.
- Each round will normally be completed as soon as possible after 6:30 pm of the Wednesday / Sunday.
- If no players have submitted a turn, the DM may (as his discretion) delay completing the turn until at least one player has submitted a response.
- Often one (posted) turn might cover several days. Where this occurs, the DM will accept emailed requests for retrospective actions which the player wishes the PC to have taken in the intervening time. The DM will decide if these actions are reasonable and/or feasible.
Dice Rolls
- Initiative, THAC0 and damage rolls will be made by the players. See Combat.
- PC saving throws will be made by the players, except where a saving throw is necessary to complete the current turn.
- All other checks will be made by the DM.
- All ad hoc rolls, or 'missing' rolls will be made by the DM.
Combat
- Combat will be based on the standard AD&D rules.
- There will be two combat rounds per game turn.
- If you are attacking (or intend to attack) include with your turn, your initiative for two rounds, and a 1d20 roll (or the AC level you have hit) plus damage for each attack.
- Players may, if they wish, submit combat rolls in advance for situations where unforeseen combat may arise or where they have not submitted dice rolls when required.
- An NPC/PC will become unconscious if their HP reaches zero and, if untended, will lose one HP per round (up to two points per turn). When their HP have reached a total of negative injury points greater than their constitution attribute they will be dead.
- If an opponent/monster's HP reaches zero it will be dead.
Magic
- The casting time for spells will be applied. Therefore, initiative rolls will be modified by the spell's casting time.
- The spellcaster will be assumed to have the required material components for a spell, except for particularly potent spells, or where the DM expects them to discover the components.
- Although, technically, the PC should pray for or memorise their chosen spells each day, any spell in the PC's Travel Spellbook which the PC is capable of casting will be allowed, up to the PC's level limit for that day.
- The number of spells in the PC's Travel Spellbook will be restricted to the maximum number of spells that the PC's is capable of memorising per level.
- The PC may, if so desired, keep another spellbook which can contain all the spells known to the PC. Spells may be copied from this to the Travel Spellbook up to the above maximum. This can only be done when the PC is resting and the DM must be notified of the transcription before the PC commences travelling.
- Subject to the above, if a PC is physically prevented from memorising or praying for spells, the PC will not be able to cast spells until they are able to memorise/pray for them.
XP & Treasure
- Group XP will be awarded for group kills, DM-controlled PC kills, group treasure and achieving story goals.
- Individual XP will be awarded for individual kills, personal treasure, effective use of PC skills, effective role-playing and making the DM laugh (jokes don't count)!
- Unless declared as individual treasure in the turn immediately after discovery, all treasure will be assumed to be group treasure.
- XP will be awarded when the DM considers that the PCs have had suitable rest and opportunity to study/train.
- An XP bonus will be awarded for each turn submitted (10XP x PC level per turn).
Player Communication
- Players are allowed to post private emails (cc: to the DM) to pass confidential info to another PC (e.g. to whisper a message). They may also be be used to discuss a possible course of action provided that each player's turn is submitted within the time constraint, (although players are encouraged to use the maillist as a forum for discussion).
- Players may request clarification of any point if the information provided by the DM is confusing or inadequate. However, if the DM hints at something, the information will only be provided as part of a PC's next turn.
Player Absence
- If a player is expecting to be away from the game for any length of time, their PC can be played, at their request, as an NPC with the party. Otherwise, the PC will leave the party when it is feasible to do so.
- If the absence is expected to be short (say 1 or 2 days) the current round can be delayed until the player returns.
- If a player drops-out of the game, their PC may become an NPC, be passed to another player to run, be killed or 'disappear' at the DM's discretion.
Miscellaneous
- The DM will have the final say in any disputes.
- Major changes to the rules may be changed by majority vote of the participating players. In the event of a split vote, the DM's decision will be final.
- Minor changes to the rules may be made by the DM. Disagreements with any changes should be made to the DM@xemik.com within 14 days of them appearing to this site.
- Anyone following the rules to the letter, probably hasn't read them yet.
Last amendment: 03.04.01