Difference between revisions of "Respawn"

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==Rules of Play==
 
==Rules of Play==
{{ruleblock-start}}'''Respawn:''' <onlyinclude>Where and when players return to life. This can be after a period of time, instantly, in groups of a minimum size, at base, where they died, in a central location or something else. Players who Respawn do so with all of their carried [[equipment]] intact, [[Wounds]] healed, non-[[Persistent]] [[Enchantments]] removed, and all [[States]] and Ongoing [[Effects]] removed. When designing a game keep in mind that dying should generally be the worst thing that can happen on the field. For instance when designing a Full-[[Class]] game your Respawn counts should not be shorter than the longest negative field effect (60 seconds because of [[Magic Balls]]). Alternatively dying can be penalized by having a finite life pool for the team as a whole.{{ruleblock-end|{{CurrentRulebookNumber}}}}
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{{ruleblock-start}}'''Respawn:''' <onlyinclude>Where and when players return to life. This can be after a period of time, instantly, in groups of a minimum size, at base, where they died, in a central location or something else. Players who Respawn do so with all of their carried [[equipment]] intact, [[Wounds]] healed, non-[[Persistent]] [[Enchantments]] removed, and all [[States]] and Ongoing [[Effects]] removed. When designing a game keep in mind that dying should generally be the worst thing that can happen on the field. For instance when designing a Full-[[Class]] game your Respawn counts should not be shorter than the longest negative field effect (60 seconds because of [[Magic Balls]]). Alternatively dying can be penalized by having a finite life pool for the team as a whole.</onlyinclude>{{ruleblock-end|{{CurrentRulebookNumber}}}}
 
{{Battlegame Components}}
 
{{Battlegame Components}}

Latest revision as of 03:24, 19 March 2025

Rules of Play

Respawn: Where and when players return to life. This can be after a period of time, instantly, in groups of a minimum size, at base, where they died, in a central location or something else. Players who Respawn do so with all of their carried equipment intact, Wounds healed, non-Persistent Enchantments removed, and all States and Ongoing Effects removed. When designing a game keep in mind that dying should generally be the worst thing that can happen on the field. For instance when designing a Full-Class game your Respawn counts should not be shorter than the longest negative field effect (60 seconds because of Magic Balls). Alternatively dying can be penalized by having a finite life pool for the team as a whole.
Battlegame Components
Lives · Respawn · Base · Game Type · Teams · Objectives · Refresh · Scenario Rules
Battlegames
Battlegame Components · Battlegame Examples · Quests
V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Magic Items · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure · Common Misconceptions