Table+Rules

How to use the dice roller in IRC:
Fairly simple, actually. See the impostor apostrophe to the left of the 1 on your keyboard (same key as the tilde character). First type that, followed by the word "roll," and then what dice you want to use and what modifiers accompany it. We ask that for the sake of record-keeping, you preface your roll by a clear statement of what the check is for. As an example: Hanson is going to punch a tree, so he needs to make an attack roll against the tree and, if it hits, roll for damage against it.

 Attack Roll  `roll 1d20+15 <@GameServ> Hanson rolled 1d20: 11   Woo! Damage Roll! Take that, tree!  `roll 1d4+10 <@GameServ> Hanson rolled 1d4: 4 

**Table Rules:**

 * All of the following rules are optional per the DM in charge of the adventure/campaign.**

**Critical Rolls:**
Attack Rolls: On a critical threat, the usual roll to confirm is made. On a roll of "1" (on the dice, not total), the player will need to make a second roll to determine if he/she fumbles. If the character succeeds on the second roll to overcome their own flatfooted Armor Class. This represents the character being nimble enough to dodge the incoming blow that the character would otherwise be inflicting upon themselves. Your attack carries the same bonuses and penalties that the initial roll did. If your result on this second roll is beneath your flatfooted AC, you have hit yourself. If your result equals or exceeds your flatfooted AC, you have managed to dodge the attack. If on the highly unlikely (1/400) chance that you have rolled a second "1" for this check, you risk scoring a critical hit against yourself and must roll against your own flatfooted AC again. If you fail to overcome your own flatfooted AC on this roll, you have indeed scored a critical hit against yourself. If you did overcome your own flatfooted AC, you instead have only inflicted a normal hit. Finally, in the extraordinarily rare but not unheard of case of rolling a third "1" for this check (1/8000) you have managed to kill yourself. You have my sincerest apologies and letters will be sent out directly to inform your immediate family.

There are critical rolls on skill checks. The universe works in wondrous ways, and often times inexplicably. If you roll a natural 20 for a skill check, you automatically succeed the task before you. For example, you would ignore falling damage with a natural 20 on a tumble check. Consequently there are also critical fails on skill checks. No matter what your bonus is, if you roll a natural 1 on a skill check, you automatically fail. For example, a natural 1 on a jump check may result in you falling prone for having tripped.

There are critical rolls on saving throws as well, which function much in the same way as critical rolls do for skill checks. A natural 20 is an automatic success. A natural 1 is an automatic fail.

Of course, a DM has ultimate ruling on what you can and cannot do with a natural 20 on any of these. When in doubt, don't be silly. You can't eat a mountain.

Massive Damage:
Armeya RPG does not use the rules for death by massive damage.
 * **Message from Mars:** "It's a bad idea and the writers should feel bad. It gets to a point in high level where combat is one or two rounds at the most, where nearly every hit is a potential instant kill. Gritty and "realistic" as that may be, this is a fantasy game. C'mon."

Negative HP:
Let's say you got knocked down to -3hp. Ouch. Well, sorry to say but you might end up bleeding out. That is, if you don't pass a check. Each round, on your action, you may make a Fortitude Save DC15 to stop bleeding. If you fail you bleed one point and the play proceeds to the next player. You'll have another chance next round. If you passed, you may immediately make another save at the same DC to wake up. If you fail, you get another shot next round. If you pass, you wake up and may take your turn this round as normal. Remember, standing up from prone is a movement action that provokes attacks of opportunity. And, of course, you still die at -10hp.

Prone & Crouching
When prone, melee attacks against you receive a +4 bonus and ranged attacks against you receive a -4 penalty. It is more difficult to dodge out of the way of a sword swing when you are not standing, but there is far less surface area to be targeted by a ranged attack. When prone, you also have a -4 penalty to melee attacks, as it is difficult to wave your spear around effectively, but a +4 bonus to ranged attacks made with crossbows and similar weapons (not regular bows or thrown weapons) since you are much more stable. While prone, you can only move at 1/4 your speed, but can take a 5ft crawl that functions as a 5ft step, allowing you to avoid Attacks of Opportunity for movement. Standing up from prone is a move action that does provoke Attacks of Opportunity. Crouching functions much as the same as being prone, with the exception that the bonuses and penalties are halved (+2 on melee attacks against you, -2 on ranged attacks against you, -2 on your melee attacks, +2 on your ranged attacks with crossbows). You can only move at half speed while crouching. Standing up from crouching is a swift action that does provoke Attacks of Opportunity. Going from standing or crouching into prone is a free action that does not provoke Attacks of Opportunity. Going from standing to crouching is a swift action that does not provoke Attacks of Opportunity.

**Experience Points (XP):**
Experience Points are gained in the following manner.

It is the DM's responsibility to determine the overall encounter level for the adventure or encounter or campaign session that he/she is running. When the DM posts the written up summary of the session/adventure to the forum, he/she will also post the experience award that goes to all of the characters involved. The experience award is equal to the level of the adventure x 100xp. For example, a level 5 encounter merits a 500xp award.

This format means that for every ten adventures completed by a character of that character's same level, it would be enough experience to level up. A level 5 character needs 5000xp to level up (check the chart, it's true), and thus would need 10 awards of 500xp to level up.

This also means that a lower level character who takes on the challenge of the adventure may earn a level up more quickly than by taking on adventures of his/her own level. A level 3 character needs 3000xp to level up, and thus would need 10 awards of 300xp to level up. By taking on a level 6 adventure, he/she would earn 600xp, which is the equivalent of two normal adventures for that character, effectively cutting the time it takes to level up by half!

When you get enough Experience Points to "Level up", you may open your excel character sheet and make the appropriate changes to it as per the Player's Handbook, then rename it and upload it back to your character sheet. **IMPORTANT NOTE - Any time you make a change to your excel character sheet, you must rename it or else wikispaces will not recognize the file as "new" when you upload it.**

**The Gods / NPCs:**
The Gods are portrayed by certain members of the GM/PM Staff only. DMs may not portray a God or Demigod without prior approval.

Portraying NPCs without permission is not permitted. DMs are given creative license to create NPCs for their Adventures, even recurring ones, but they may not portray them in roleplay outside of an Adventure without prior permission (not hard to get, just talk to a PM/GM).