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January 2018 Rules Updates & Clarifications
Moderators: Lucas, dave, Curt R, davie, Taylor
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Lucas
Sat Jan 20 2018, 03:12p.m.

Registered Member #1
Joined: Sat Dec 09 2006, 11:54p.m.

Posts: 2746
The following is a summary of rules updates & clarifications for the 2018 season. The online database will be updated accordingly in the next few weeks. The PDFs have been uploaded to the Downloads section.


2018 Clarifications & Updates:

CHAPTER 1 – GENERAL INFO


1-4 Resisting Effects: Reduced to 'No Effect', 'Minimal', and 'Immune'

1-7 Quarterstaffs – require both hands to cause damage but can now be held with one hand to block; blocking bonus offset by restricted striking surfaces and one less point of damage

1-7 Parrying Weapons clarified

1-9 Searching and Theft clarified

1-10 Game Items: clarified Normal Weapons/Shields, Lockpicks, and Spell Packets may not be stolen; but the physical representations may be confiscated from a Character and must be kept nearby.

1-11 Magic Items may only be enchanted with one effect by PCs, but Relics may be found in game that hold multiple enchantments.

1-12 Traps: Damage increased to 10 points per level; increases danger of traps while SHOULD reduce ‘over-trapping’ of boxes with too many physical traps just to deal enough damage to make traps effective.

1-17 Energy Drain: Merged with Strength Drain; redefined as -1 weapon damage, -10 Slay, -10 Backstab, -1 Caster Level

'Massive' damage type added - Massive-type Effects always do full damage to a target that cannot be reduced or negated (unless otherwise noted). Damage is only avoided if the attack misses.

We found that several other LARPs including NERO, Shards, etc. use this damage type effectively, so we'll try it out as well starting with limited NPC creatures. It should work seamlessly with our current format, so be ready to keep moving!


CHAPTER 3 – CLASSES
3-3 Free Action: Does not protect from Web
3-4 Elemental Casters: Reminder that this caster type already exists


CHAPTER 4 – PROFESSIONS
Based on changes made to the following Professions, they may be dropped at no penalty (see changes noted in Chapter 4/5 notes):
Cleric, Defender, Necromancer/Death Weaver, Forest Reaver, Forest Warden

(Edit 2/13) Cleric - Split 'Turns' and 'Destroys' into two Abilities to clarify effect.

(Edit 2/13) Forest Reaver - Split 'Turns' and 'Destroys' into two Abilities to clarify effect.

Monk – Subduing Strike corrected to Stunning Strike, Half Damage from Falling corrected to 4 points (6 pts was typo, sheets have always had 4 pts, 0 cp spent)

(Clarification 1/22) Necromancer – Profession renamed to Death Weaver (Term: 'Necromancer' moved to NPC characters that can create undead, unlike PCs that can just control them.)

Sentinel – Free Action added as alternate skill to resist Slow, etc. while protecting their target; usable 3/day.

Subterranean Explorer –Half Damage from Falling corrected to 4 points (6 pts was typo, sheets have always had 4 pts, 0 cp spent)

Swashbucker – Seafaring Damage +1 added as additional skill

Creature Slayer – Added Sense Specialized Creature as alternate skill; add Affect Specialized Creature as alternate skill for applicable creatures (not all creatures take reduced damage from melee or missile weapons); clarified Drow NPC vs. Dark Elf PC distinction.


CHAPTER 5 - SKILLS
Resisting Effects: reduced to 'No Effect', 'Minimal', and 'Immune'

Affect Specialized Creatures added - as per Affect Undead but only versus the specialized creature.

Azeron’s Enchanted Mail – Clarified 3/day, 1/combat

Aura of Powers - This Skill makes the user immune to all Offensive or unwilling Level 1/2/3 Astral and Natural Spells. Beneficial Spells affect the user normally (Healing, etc.), as do Potions. The user must say “Immune” when an appropriate Spell is resisted.

(Clarification 1/27) Backstab 60 & 70 – added to increase the base primary damage type of Rogues, similar to the base +6/+7 weapon damage of Fighters.

(Update 1/27) Baneful Healing - This is a Healing-type effect and can be used in combination with Sanctuary-type effects. Unlike other effects that heal undead like Offensive Harming spells, if Baneful Healing hits another target than an Undead there is no harmful effect and the Sanctuary is not dispelled.

Control Elemental – revised to single target, 6/day, can be taken multiple times

(Edit 2/13) Control Lesser/Greater/Major Plants/Undead - Reduced from 10 foot radius to single targets to reduce Holds and to balance with similarly valued skills. Do not affect Turned Undead.

Control Lesser Undead – revised to single target, 6/day, can be taken multiple times

(Edit 2/13) Control Greater Undead – revised to single target, 3/day, can be taken multiple times

Control Major Undead – revised to single target, 3/day, can be taken multiple times

(2017 Reminder) if the Major Undead controls any Lesser or Greater Undead, the user cannot control the minions as that is not one of the 5 commands the user can give, and the minions are not considered non-hostile to the user.


Channel Ability – clarified only one ability is gained when the skill is taken only the Specific Familiar Ability or Totem ability is gained, not the General Ability. The PC can only learn this skill once.

Gypsy Curse – Vision Strain renamed Blurred Vision to represent inability to read; Nearsight curse added: Nearsight: The target is unable to use the Avian Sight or Darksight exceptional vision Abilities for one hour.

(Edit 1/22) Immune to Strength Drain - becomes Protection from Energy Drain; 7 points, protects for the whole combat. 3/day, and can be purchased multiple times.

Iron Will – call “No Effect”

Magic Damage – revised to 3/day, 1/combat

Nature’s Wrath – revised to 3/day, 1/combat; this skill has been an experiment for the last few years to determine if combat skills worked better in a per-combat use rather than the 3/day, 1/combat. The experiment is now over and we’ve decided to stay with the 3/day, 1/combat system. It also is not considered Edge or Blunt damage, so it is not reduced by target resistances but it has no effect on targets that are Immune to Normal Damage.

Read Area/Object – reveals past information only (omens reveal future visions)

Resist Push, Shatter & Wither – clarified 3/day, 1/combat

Sanctuary – Once this effect ends, the user cannot be affected by another Sanctuary-type effect within the same combat.

Sanctuary Other – Once this effect ends, the target cannot be affected by another Sanctuary-type effect within the same combat.

(Edit 1/27) Seafaring Damage +1 - 8 points (not 12), +1 damage while on a vessel on a large body of water, subject to marshal call.

Sense Specialized Creatures / Undead – revised to range determined by marshal; ability lasts for 5 minutes once enacted, allowing the user to sense if any Lesser, Greater, or Major Undead are within range and what direction each time the user pauses for 15 seconds of uninterrupted concentration.

(Edit 2/13) Turn Lesser/Greater/Major Plants/Undead - 'Turn' and 'Destroy' effects split to clarify gameplay effects. Reduced from 10 foot radius to single targets to reduce Holds and to balance with similarly valued skills.

(Edit 2/13) Turn Greater Plants/Undead – turns single target Greater and DOES NOT destroy single target Lesser; 3 times per day, can be taken multiple times. Reduced to 7 points.

(Edit /13) Turn Lesser Plants/Undead – turns single target Lesser; 6 times per day, can be taken multiple times. Reduced to 6 points.

(Edit 2/13) Turn Major Plants/Undead – turns single target Major and DOES NOT destroy single target Lesser or Greater; 3 times per day, can be taken multiple times.


CHAPTER 6 – SPELLS
Knowledge – Level 3 Detect Curse optional spell added; Spell allows caster to know the number of and what type of Curses affect a target.

(Update 1/27) Harming – Level 9 Pariah optional spell added, this is a Curse-type effect.

Healing – Restore Energy/Strength Drain – merged; spell now heals all levels lost as per the potion (as long as you can cast it before you lose level 4!)

Healing – Sanctuary – Once this effect ends, the caster cannot be affected by another Sanctuary-type effect within the same combat.

Healing – Level 2 Stabilize optional spell added


CHAPTER 7 – OCCUPATIONS
Alchemist – Restore Energy/Strength Drain potions merged; any Restore Strength Drain potions may be exchanged for Restore Energy Drain potions through production.

Craftsman – Greek Fire increased to 24 points to a single target

Craftsman – Grappling Hook added (Level 3, 5 pp, 5 cp)

Herbalist - Omens grant the user the ability to ask one Yes/No question about the future, subject to Marshal Call. Additional plot information may be given beyond Yes or No at the Marshal’s discretion. If the question is not answered, the Omen is not used.

Herbalist - Waking Dreams grant the user and one additional person per Poultice the ability to ask one Yes/No question per person about the future, subject to Marshal Call. Additional plot information may be given beyond Yes or No at the Marshal’s discretion. For each question that is answered, one poultice is used, even if the last question is not answered.

For example, two Waking Dream poultices would allow the user and two other targets to ask three questions in total from any of the three players. If only one question is answered, only one Poultice is used. If two or all three questions are answered, both Poultices are consumed.


CHAPTER 8 - UPKEEP
Removed, but any items with pending upkeep fees must be paid by 5/31/2018 or else will become worthless


CHAPTER 9 (now Chapter 8) – PRESTIGE
Unusual Land-Building Combinations clarified
SPECIAL LAND-BUILDINGS COMBINATIONS, Area Specific, Unusual Mobile Dwellings, Land 1 - Building 3

These encompass unusual smaller structures than typical Rank 3 Buildings that serve as unique mobile dwellings based in a certain Rank 1 Land Shire/area where the structure most likely frequents but that the character does not own, subject to Rules Committee approval.

Examples include a sturdy seafaring ship (Building 3) docked at a specific port (Land 1) in Quistoria, or a Gypsy wagon (Building 3) part of a caravan that roams the Shire of Whitehon (Land 1).

Archdruid Title added

Arbiter – Diplomat (full) prerequisite added

Arms Master Title added

Druid Title added

Guildleaders – Renowned Professions added to eligible list


APPENDIX A – MAGIC ITEMS
Magic Items may only be enchanted with one effect by PCs, but Relics may be found in-game that hold multiple enchantments.


APPENDIX B – FAMILIARS
Fungus may not be selected for Channel Ability (two Specific Abilities, no General)


APPENDIX C – WEAPON CONSTRUCTION
Weapon Pipe – 2pt weapons may now use 1/2” pipe

Camp Foam Weapons – one-handed weapons no longer require open cell foam on the blade striking surface or hilt; weapon tips still require open cell foam. Camp foam still may not be used for two-handed weapons.


TABLED TOPICS FOR ADDITIONAL CONSIDERATION:
Racial Region skills (concept but not splitting/changing existing racial kit structure)

Mentor system/professions


DECLINED REVISIONS:
Redefined PvP areas
Any changes of Immunities modified to Resists
All other additional Caster types
All other additional Skills
All other additional Spells
All other additional Occupation items
Defined Prestige adjectives (may be incorporated into detrimental Plot prestige/Infamy
All other additional Familiars


Special thanks to Rob Noel who provided a list of many 'clean-up' corrections that have built up over the years, and you the players that have asked for clarifications on the forums and provided input to better gameplay. Please continue to use the forums for questions or as you notice breakdowns in gameplay at events where the rules are concerned.



[ Edited Tue Feb 13 2018, 10:43p.m. ]
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Lucas
Sat Jan 20 2018, 03:14p.m.

Registered Member #1
Joined: Sat Dec 09 2006, 11:54p.m.

Posts: 2746
Combat Swings & Parrying Clarifications:

Melee Weapon Swings

Weapons and shields must be in hand to parry attacks. There is no full swinging of weapons or shields! Weapon swings must be kept to a 45 degree arc for both one-handed and two-handed weapons. Players may not thrust with latex weapons as it may degrade the foam.

Unsafe swings will be cause for a Hold to be called by marshals or players. Striking with excessive force, exaggerated arcs and hitting in prohibited areas are all grounds for disciplinary actions or ejection.

A player may not swing over another’s shoulders. If you are in front of a line of players, you cannot swing around them and hit them in the back.

Parrying Melee Weapons

Melee swings are considered parried if the attacking weapon is deflected with a properly held and wielded weapon or shield, or if the attacking swing strikes anything prior to striking the target (unless it hits another player of course).

If an attacking swing hits a holstered or improperly held weapon or shield, the attack is not parried and the user takes damage normally. Two-handed 4-pt weapons must be held with both hands to parry, while Quarterstaffs may be held with one hand to block.

Players should never attempt to parry or grab a melee weapon with their hands to block damage, cast a spell upon it, or similarly unsafe attempt in combat!

Swings that cause Massive damage cannot be parried or resisted. If you are hit with the swing, you take the full damage.

Missile Weapons

Missile weapons strike the target if it hits any part of their weapon, shield, or costume. Otherwise Bows and thrown weapons follow the same rules as melee weapons. To put a Spell or Skill on an arrow, it is placed on the Bow. Arrows do not have Enchantment Slots, but they carry the damage type and any effect on the Bow (i.e. Arrows fired from a Silver Bow do Silver damage, or a Bow with a Fire Edge adds 4 Fire to the next arrow attack).

Arrows, thrown weapons, and other missile weapons can only be used once per combat and cannot be retrieved until the end of the combat (unless the player has the Retrieve Missile Weapons Skill). At the end of the combat, the missile weapons can be recovered and are ready to be used in the next combat.


Parrying Missile Weapons

Missile weapons that carry no special effect that cause Normal damage may only be parried by the Deflect Normal Missiles Skill. Missiles that cause Silver, Magic, or Massive damage without any additional effects cannot be parried. Thrown Weapons or Arrows carrying an effect from a Bow, such as a Fire Blade Spell or a Slay, can be parried if the missile weapon is deflected with any properly wielded weapon or shield.

Missile weapons that cause Massive damage cannot be parried or resisted. If you are hit with the , you take the full damage.
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Lucas
Sat Jan 20 2018, 03:14p.m.

Registered Member #1
Joined: Sat Dec 09 2006, 11:54p.m.

Posts: 2746
Searching & Item Theft (In-Game) Clarifications:

SEARCHING

Bodies that are unconscious, dying, or dead can be searched for “In Game” items. Searching a body takes 5 minutes, unless the target has Resist Search. Only “In Game” items can be taken or confiscated after searching. Searching is not required to take or confiscate “In Game” items, weapons, or shields in the hands of a body. All other items are considered part of the costume and require the body to be searched.

"In game" items are usually tagged or provided by Quest. If you are not sure if an item is stealable, ask a Marshal. If it is a tagged Quest “In Game” item - keep and/or sell it through normal meals, but return it at check-out. Personal items are not stealable.

Item Theft

Intro Chapter: Page 5 outlines explicit guidelines of Theft & Rogue Skills at COS Quest. “In Game” items taken from another PC unwillingly through searching or other means must remain In-Game for 1 hour after being taken so the PC may attempt to recover them. If a stolen item changes hands, the new party must be notified that the item is stolen and the 1 hour begins anew. If game ends within that 1 hour, both parties must go to the Plot Shed for a Game Marshall to resolve.

Personal Items

If a Game Item is a stealable item but also a player’s personal item that they are using for a Physical Representation for a Magical Item, the player has the option to give up the tag or give up the item. If the player only gives up tag, the item will change and will not be recognizable to the former owner. If a player gives up the personal item, the player gains the benefit of recognizing it later but risks the chance of possibly losing the personal item. Any problems will be handled on a case by case basis by the Rules Committee.
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Lucas
Mon Jan 22 2018, 09:49p.m.

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Joined: Sat Dec 09 2006, 11:54p.m.

Posts: 2746
1/22 - Edits/correction made to main summary post
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Lucas
Sat Jan 27 2018, 10:26a.m.

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Joined: Sat Dec 09 2006, 11:54p.m.

Posts: 2746
1/27 - Edits/correction made to main summary post
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Lucas
Tue Feb 13 2018, 10:42p.m.

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Joined: Sat Dec 09 2006, 11:54p.m.

Posts: 2746
2/13 - Edits/corrections to Cleric, Death Weaver, and Forest Reaver.

Turn Lesser/Greater/Major Plants/Undead - 'Turn' and 'Destroy' effects split to clarify gameplay effects. Reduced from 10 foot radius to single targets to reduce Holds and to balance with similarly valued skills. Turns reduced in point cost, copper difference will be refunded.

Typos corrected to Greater and Major Controls/Turns per day to 3/day.

Controls do not affect Turned Undead in order to avoid 'ping pong' confusion on the part of NPC gameplay.
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