Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Rules Clarifications

1462296810

Edited 1462297762
Stephen D
Elite
Marketplace Creator
We seem to be having endless debates about rules in game. In future, I will rule and we will move on quickly because our major issue in Maladon is not application of rules, it's truly TERRIBLE timekeeping; mostly on my part. For this I apologise profusely but also must let you know that it's likely to continue because my job requires me to be on call pretty much 24/7. I have had phone calls at 2 am in the morning from my workmates in the US or China many times and as long as I have that job there is a chance I will get a call 5 minutes into or 5 minutes before a session. Sadly, 6 pm my time seems to have become a favourite calling time recently.............. After the session, if my rules application was wrong with RAW or RAI please make me aware of it and I will correct for next time. When you do that, cite the text in the PHB or link me to it so that I can see exactly where I have gone wrong. One thing I want to avoid is inconsistent rulings; not always possible because 5e is JUST close enough to 3.5 to completely confuse the years of experience I have with the earlier edition and sometimes I end up, on the fly, reverting to 3.5 mode when I am having a bad day. Anyway; in the interests of clearing up issues with things, here are the rules we are adhering to, together with the quote from the PHB or Sage advice that supports them: 1) Perception; this is not radar and does not allow you to detect everything in your field of view just because you roll well. Here is what the PHB says about this; FINDING A HIDDEN OB)ECT When your character searches for a hidden object such as a secrel door or a trap, lhe DM typically asks you to make a Wisdom (Perceplion) check. Such a check can be used to find hidden detalls or other information and clues that you might otherwise overlook. In most cases, you need lo describe where you are looking in order for lhe DM to determine your chance of success. For example, a key is hidden benealh a set of folded clothes in lhe top drawer of a bureau. If you tell lhe DM that you pace around lhe room, looking at the walls and furniture for clues, you have no chance of finding lhe key, regardless of your Wisdom (Perceplion) check result. You would have to specify that you were opening lhe drawers or searching lhe bureau in order to have any chance of success. If you want to actively search for something, that is an ACTION; including if you are trying to find a monster you heard by passive peception but cannot see, or trying to find a monster who is hidden. Likewise, if you are searching for a secret door or other object, your Wisdom check does not apply if a monster creeps up on you (though you still get your passive Perception). Essentially you are distracted.......... So; my advice is when the party enters a room, you cover the doors or doorways and one person covers each entry and exit with active perception checks and another just stands with them with the benefit of passive perception. Meanwhile, other characters actively search specific walls and floor areas for hidden objects/doors/etc. As an addendum to this; if you want to search for a secret door, 30 seconds allows you to search a wall/floor section 10ft  x 10ft in area.
1465041880
Stephen D
Elite
Marketplace Creator
New Rule: If a feat grants an extra attribute point as part of it's benefits, henceforth it no longer does. Anyone who took such a feat before this rule was introduced is allowed to keep the extra point but henceforth, attribute rises from feats are disallowed in Maladon.
1466427710
Stephen D
Elite
Marketplace Creator
In 5e you can only have one feature that grants you AC of X + stat bonus active at one time. These never stack. But you can have as many features that grant + X to AC (as long as the rules say they stack or doesn't mention stacking). What I did that was wrong was I was looked at the flavour text for Unarmoured Defence, which says 'when you are unarmoured your AC is 10 +dex+con and assuming Leafweave would make this 14+Dex+con. It does not because one supercedes the other, even though leafweave is not armour. It does so because of the GAME rule that your AC can only ever benefit from one feature that grants you an AC of  X + stat It's the problem with 5e; you cannot relate a lot of things back to real world logic; you have to go by rules text.
1468417789
Stephen D
Elite
Marketplace Creator
After much cogitation I am disallowing the use of Leafweave in the game. All characters with it will now have to make other arrangements for protection. All characters who bought it are hereby refunded 150 gp for it. Now I'm off to sulk; since Raven also loses out because of this...........
:O
Yes... My protection based chars seem much for necessary :D
1468420399

Edited 1468425328
RIP leafweave, spiderweave and stuff indirect buff for heavy armor wearers... yay Argus rejoices while kroasi, and marokin cry :(
Uh oh...
Heya i was reading the perception and since you said you have a older edition feel are we able to do the take 10/20 actions? its basically where we just spend our time that would give us a roll 10 or 20 depending on how long we take to do something, good for things that dont have a bad effect if it fails, just helps to save time etc
Refer to the Virtual Roll section
1468667364
Stephen D
Elite
Marketplace Creator
There is no taking 20 in 5e but passive perception and other scores are effectively taking 10 anyway.
1469019553
Stephen D
Elite
Marketplace Creator
I am changing Maladon's encumbrance system to the variant system in the PHB with immediate effect. All character must note weight on their sheets now including armour. Armour must appear in the carried list even if worn; otherwise it's weight does not count in the automatic tot-up
1469020986

Edited 1469021009
Encumberence When you use this variant, ignore the Strength column of the Armor table in chapter 5. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvanlage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. Your maximum carrying capacity is 15 times your strength score. If you exceed your maximum carrying capacity you are Restrained.
1469032400
Stephen D
Elite
Marketplace Creator
The Mule feat is now active for those who wish to continue to ignore encumbrance.
1469643940

Edited 1469645710
Stephen has approved and sanctioned the following rules for use with oil flasks in Maladon: You use your Str modifier to hit with them (no proficiency bonus since it is an improvised weapon). The AC is the target's normal AC. Attacking a square is AC = 5 if the square is 5-20 feet away or AC 12 if 21-40 feet away. 1) Single oil flask made as a Molotov: If you hit a creature it takes 1d6 fire damage (no save) but does not set them on fire.. On a miss, it hits a random 5x5 foot square, and burns for 1d6 rounds (GM rolls in secret). Any creature passing through must make a DC12 Dex save to avoid damage; creatures that end their turn in the square get no saving throw and automatically take damage. 2) Waterskin filled with oil. If you hit a creature it does 2d6 fire damage (no save) but does not set them on fire. On miss: it ignites a random 10 x 10 foot square, and burns for 1d6 rounds. Creature passing through must make a DC12 Dex save to avoid 1d6 damage; creatures that end their turn in the square get no saving throw.
The rules regarding encumbrance have been updated in the following way: Dwarfs don't count armor to their weight limit. Heavy armor mastery reduces the effective weight of heavy armor by 1/2. Improved heavy armor mastery reduces the effective weight of heavy armor to 0. Medium armor mastery reduces the effective weight of medium armor to 0 Light armor mastery reduces the effective weight of light armor to 0