Raid Session Rules

== Raid Session Rules ==
# Must have two gms to run the session. One to play the monster and one to play the arena encounters. One of these gms must be a Game Master (Not trial).
# All raids must be approved by an administrator before it can be ran.
# A raid session can not kill a player. It can knock them out but they are “respawned” as soon as the event ends either by death or reset. This acts as if the player has rested for 8 hours.
# Players can knowledge check the monsters but not the raid itself until at least one other group has completed the raid. Then the player can do a gather information check to get information on what the raid mechanics do. The DC would start high then lower based on the number of times it had been successfully completed.
# The raid mechanics or arena actions will have two turns a round. One turn at the top of the round to show the start of the effect and one at the bottom of the round for the actual trigger of the effect. The triggering of the effect, even if it takes several rounds to go off, ALWAYS happens at the end of the round. Give your players a chance to react.
# If the monster or adds that spawn also have secondary actions, IE will enrage or dash across the map after it growls, then it two will need multiple turn orders. The turn order at the end of the round is ALWAYS when the action is triggered. Once again, give your players a chance to react.
# The boss and spawned enemies will not take attacks of opportunity.
# Gold and experience rewards are the same as normal except failure would only get half rewards.
'''
== Note to Players ==
Sessions will be longer than normal. They will have 5-10 players depending on the design of the raid or dungeon. COHORTS WILL NOT BE ALLOWED. You will need heals of some sort. You will need a “tank” of some sort. Some mechanics will just be unavoidable. 
Category:Rules