PC Rules

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layer Character Rules

This section will include rules and regulations for the players as well as myself to keep the excitement of the game and the flow going. In order to make a more fun experience for everyone i have gathered ideas and concerns from all players as well as my own and compiled them here. This is an evolving list and is always open to changes or additions upon character concerns.

If someone has a continuing problem with one of the rules i may enforce in game consequences to those actions, like coaching other players during combat more than is reasonable or out of turn may result in provoking attacks of opportunity, or possibly making a critical fumble for not paying attention, etc. Another example would be “puffing the magic dragon” in game may result in rolling to see if your character becomes dazed, as if effected by a euphoric gas.

Rule 1, No Combat Coaching
While in combat no coaching other players or collaborating outside of your initiative phase. Its a free action to speak but you may only do so on your turn. I am by no means saying that you can not speak! I am simply saying that what you say cant be used to help the player who is acting. Thus, if your character took a beating during the monsters turn and the cleric did not witness the attack you cant tell the cleric that you need healing unless its your turn. Another example would be if you want the earthbender to send a column up under the bridge to make it so the troops cant storm up to the wall, you need to wait until your turn and use a free action to yell over to him during combat but nothing beyond that, he cannot respond or act until his turn. Out of combat you can talk freely of course.

Rule 2, Choose Your Words
Whatever the player says while in combat or a roleplaying situation is said word for word by the character. This rule will keep players in character and into the game. It will also make some interesting situation if players make inappropriate comments in the presence of extremely powerful NPCs who decides to make the PC pay for such remarks.

Rule 3, In the Moment
While in combat or in a roleplaying situation try to stay focused on the game and stay in character. We all like to goof around and have fun but slapstick in the middle of a tense combat or during a meeting with a pivotal NPC can diminish the experience. I am probably as guilty as the next person of this. I plan to try and curb the goofing as much as possible. Of course not enough joking will diminish our game as well. Choose your moments ;D.

Rule 4, The Magic Dragon
“Puffing the Magic Dragon”, while fun can be a distraction during game-play and diminish the experience. To try and avoid this once game-play has started it will not be permitted unless you want your character to become dazed ;)

Rule 5, Character Realization
Require a character history for each PC. This is pivotal to the development of a character as well as for me in regards to side-quests and incorporating your characters background into the avatar world, as well as giving a free Prestige Point.

Rule 6, Play the Part
I may be beating a dead horse with this one but be sure to read the description of your alignment carefully. Remember that the characters alignment is a guideline for how he/she should act. Is a LG character LG ALL THE TIME? No, but they should be 95% of the time. Chaotic or evil acts should be rare exceptions but not impossible. For your benefit I will copy the alignment descriptions below:

Rule 7, Imagination Abound
This rule is one i want to put extraordinary stress on, as it has caused serious problems for me in DM’ing. When a character has a cool and inventive idea that we don’t know the rules on feel free to discuss it with me for a few seconds, but when we don’t know the rules and i have heard your side i will make a quick decision as the DM and it will be FINAL. You are welcome and encouraged to look it up after the game, not during, as it slows down game-play as well as my momentum and instead of looking stuff up you should be playing your character.


Rule 8, Know Your Stuff
Another important rule, when using a seed or ability you need to know exactly how it works and be able to tell me exactly what i need to do as the responding enemies. If you don’t know how your seed works then by all means you shouldn’t technically even “know it”. If you don’t know for sure, do something else and read up on it for next turn. An example would be asking me if the airbender can do something to increase arrow speed. That is not a question to ask me, that is an in-game question to ask the airbender who will respond accordingly in character, if he doesn’t know of anything that can then his character doesn’t know any seeds that can do that at that time, end of discussion. Even if you feel by all means there is something he should be able to do that would do that, if he doesn’t have any seeds that say they have that effect then the answer is NO. Any custom forms like that are “Bending Forms” which are completely ok and encouraged! However they are always to be created outside of the game and verified by me before the next session.

Rule 9, Bending Forms
As stated above Bending Forms or any custom techniques are to be discussed outside of the game and verified by me as ok. A form combines the DC’s of the seeds involved +4. So a DC10 seed ombined with a DC15 seed will be a DC29 form.

Rule 10, Feel the Flow
As a new DM I have thoroughly enjoyed this campaign so far and from your comments so have all of you. However, it will make my job so much easier and the game more fun for everyone if all players try to ensure that the flow is not interrupted. Perhaps you think you could do something crazy and cool but you know it will be really complicated to explain or you don’t know for sure, if you think it will slow the game much than save it for later and do something easier that time, there is always another session and you can bring up the question after the sesh or during a break =]
Some tips to keep the flow going:

  • If there is any kind of rule dispute mid-game, a temporary ruling will be made by the DM. The proper rule will be sought after the encounter or session.
  • Pay attention to other players turns to avoid having to repeat the same thing twice.
  • Know what your character is going to do before your turn. Yes, I know, sometimes the situation changes in the last minute, but it is combat, and critical decisions must be made in seconds.
  • Have your dice ready before your turn so you don’t have to scramble for them.
  • If you don’t know what to do, you can always delay your action for another player’s turn and figure it out :).

olden Rule, 11

Fun. The essential component of a D & D game is fun. Not the DM who has the job of entertaining the players and ensure that they are having fun. Any person who is responsible for playing the game fun . All contribute to the development of the game, share the drama, help grade the level of interpretation to suit the group, and give life to the game world with their imagination. Everyone should treat others with respect and consideration, the fights and arguments between the characters (and between the players themselves) hinder the fun. If all goes to the table prepared to contribute in the game, everyone will have fun.

Extract from the Dungeon Master’s Guide.

Rule 12
The most important rule of all:


PC Rules

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