Talk:Jono Quickness and Slowness: Difference between revisions
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'''Ablative reduction of physical or magical damage'''<br> | '''Ablative reduction of physical or magical damage'''<br> | ||
Spells or items that have a "physical damage reduction" or "spell damage reduction" above a value of 3, that renew each pulse to full (or near full) value will not, but will instead reset at dawn. | Spells or items that have a "physical damage reduction" or "spell damage reduction" above a value of 3, that renew each pulse to full (or near full) value will not, but will instead reset at dawn. Items that come at a run time Fatigue cost may be exempt. | ||
'''Break 100'''<br> | '''Break 100'''<br> | ||
Revision as of 05:06, 6 April 2021
In an attempt to set expectations in advance of any game so players know what they are getting (in advance) -
Ablative reduction of physical or magical damage
Spells or items that have a "physical damage reduction" or "spell damage reduction" above a value of 3, that renew each pulse to full (or near full) value will not, but will instead reset at dawn. Items that come at a run time Fatigue cost may be exempt.
Break 100
I am trying to run an engaging DQ game and since Break 100 isn't a standard DQ term, I am declining the have these items or abilities in my game. If you do with do us them, feel free to get another GM (other than myself, as I don't get it and don't care to get it) to re-write the item/ability in to "our standard DQ rule system".
AD&D and other game system items
Likewise I don't want to be troubled with items which are ported from other game systems without the items being written in to "our standard DQ rule system".