Game Mechanics and Rules
of Aredel

Intergroup fighting and the such:

I will not be tolerating inter-party fights and bickering. I can understand a good debate or well roleplayed differences, but when it gets to the point of combat or the group not working together, the Gods will interfere somehow and put a stop to it right away.

If you claim to have equipment, magic, or what not and it's not on my copy of your character sheet, then you don't have it It's not my fault you didn't asked to update my copy when you made the changes.

I will not be designing adventures for the whole group, and then spend time roleplaying out just one or two peoples actions because they decided to go piss off somewhere that's not with the group, and are doing things that have NO benefit to the game, adventure or rest of the group. If you want to do that be prepared for "Yes, you do that" and playing Road Rash the rest of the night, or until you do something beneficial for the group, or atleast join them again.

Do nothing players will become invisible sooner or later. I will only try to work you into the game for so long, if you don't grab this hint after awhile our only exchange will become "Make a saving throw", "Take 28 from the volley of arrows", "Take 20 from the falling rocks", and so forth.

Just because Fate has chosen your destiny doesn't mean Fate has outlined your daily plans. Fate doesn't care how long you take or how you fulfill your destiny as long as you do it. I.E. I can only write adventures for so long without knowning what the players want to do. The players will know when I need to know their thoughts and plans on what they want to do next, when I just sit there and don't start the game.

The Gods and their interaction: Every creatures of Aredel holds a belief in the Gods, but always follows the Path of a certain God. The Gods are known to show themselves and interact with the people of Aredel, even bestow them with gifts. The Gods are what make all creatures of Aredel exist and they are paid homage at every chance. Law, Neutrality, and Chaos:

The spheres of Law, Neutrality, and Chaos rule in the World of Aredel. Good and evil are still present but are not what the balance of the world depends on. This will affect the game in a few ways. Chaotic-Good is the favorite alignment of the group since it gives us a leeway with our actions. In the World of Aredel a CG alignment is consider to be the "the bad guy". Lawful Neutral will take the place of "Leeway Alignment".

Lawful Good: People of the Lawful Good alignment are devoted followers of the Lords of Law, and use the powers of Law in everyway they can to help and protect the creatures of Aredel.

Lawful Evil: Lawful Evil are devoted followers of the Lord of Law, using the powers of Law to benefit themselves when ever they can.

Lawful Neutral: Lawful Neutral uses the powers of Law in anyway they can to keep the balance of Good and Evil within the Sphere of Law in check.

Neutral: Followers of Neutrality do what ever is in their power to keep the Balance of the World of Aredel.

Chaotic Good: Stern followers of Chaos, uses the powers of Chaos to proctect it's followers and people.

Chaotic Evil: Stern followers of Chaos, uses the power of Chaos to get what they want, when they want no matter what it takes.

Chaotic Neutral:Keeps the power of Good and Evil at an balance within the Sphere of Chaos.

Magic Use

Magic will be handled differently from the rules of D&D. The magic powers on the World of Aredel are stong, a wizard can just call upon spell he or she has learned.. The bond between a priest and his God works the same way. So instead of memorizing spells spellcasters will be granted a pool of Spell Points from which to cast their spells. Wizards still require a book, for that his how they channel thier power, and Priest still need their Holy Symbol to channel through.

How Spell Points Works
A first level Wizard or Priest starts with one 1st level spell, this would equal one spell point. All spellcasters will get a bonus 2 points per spellcasting level. So this way a first level Wizard or Priest (without any INT/WIS/Bonus spells) would have 3 spell points in their pool to cast any spell they know. Doesn't that beat memorizing just three spells? In addition to this, Bonus Spells for Specialization, Wisdom, and Abilites still work. You'll just gain spell points instead of a memorizing slot. PLUS! there are bonus spell points for high INT and WIS scores.

For example, A 1st level wizard, with an INT of 17, will have one first level spell, two if he is a specialist or bought the "Bonus Spell" power. Now using the Spell Points a 1st, with the INT of 17, will have a total of eight spell points! (1+1+2+4) Meaning he can cast eight spells from his spell book or the same spell eight times!.

Bonus Chart (PER LEVEL)
Wizards
INT Bonus

1 - 10   0 Points
11 - 13   1 Points
14 - 16   2 Points
17 - 19   4 Points
Priest
WIS Bonus

1 - 10   0 Points
11 - 13   1 Points
14 - 16   2 Points
17 - 19   4 Points

Gaining and Using Spell Points
The regaining and using of spell points is simple. To gain spell points just look at the needed chard in the PHB. Then multiply the number of spells for you level by it's self. So if you're allowed four 4th level spells at your level that would give you 16 spell points (4x4=16). The cost of the spell is it's level. So a 3rd level Fireball will cost you three spell points to cast. You can cast as many 3rd level and under spells you want as longs as you have the spells points. However, 4th and above are allowed the max listed in the memorizing chart in the PHB, So if you're only allowed four 4th leverl spells you can only cast a single 4th level spell four times. Players regain 1/8th of their spell points per hour of rest.

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