Laws

Laws Defined

Laws are optional rules that the GM can apply to drastically change the dynamic of Conflict Matches. Laws universally apply to all characters regardless of class, race, or team affiliation. Their application changes
the experience of the Match by limiting or expanding players’ options. Think of Laws as boundaries present in the world that characters cannot circumvent by any means.

Laws Usage

Prior to the start of the Match, the players should discuss and agree on which Laws to apply to the Match, if any. The GM must review and approve Laws before they are implemented. There is no limit on the number of Laws that a group can use in a Match, although some combinations will naturally contradict each other and thus should not be combined. Each Match Type will have a section with suggestions of Laws that work well with that particular Match.

Types of Laws

There are three types of Laws:
◆◆ Action Laws
◆◆ Character Generation Laws
◆◆ Player Laws

Action Laws: Action Laws directly affect the characters participating in the Match. These Laws are designed to tempt players to imagine creative new strategies to work within the restrictions of the Law.
For example, the Radiance Law basks all corners of the battlefield in bright light. The Stealth skill becomes ineffective and characters must rely on spells like invisibility and obscuring mist when attempting covert actions.

Character Generation Laws: Character Generation Laws affect the character creation process itself, modifying and limiting what classes or tools the players are allowed to utilize while building a character for a
given Conflict Match. By eliminating specific options or abilities from all characters, teams are driven to approach Match Types in new ways. For example, Shadow-Bound requires all players to create stealthy characters.
Players used to kick-down-a-door tactics now must rely on concealment and ambushing.

Player Laws: Player Laws take things one step further by modifying the behavior of the players themselves. While affecting the players sitting around the table, these Laws are usually light-hearted and are
designed to add to the fun. For example, Cantankerous Hallows limits the players to using hand gestures when their characters want to communicate.

Creating Your Own Laws

While a large number of Laws have been provided here, all of them designed to add new dimensions and tactics to the Matches, Conflict encourages all players to come up with their own ideas for Laws. Just as
most groups develop house rules to customize their game play, a group can develop custom Laws that work better for their group. However, when creating Laws, remember a few key guidelines:

1. Laws should be applicable to most Matches.
2. Laws must uniformly affect all characters on all teams.
3. A Law’s purpose is to change the strategies and tactics of a Match. Finally, remember that all players must agree to put a law into effect. Therefore, Laws need to be fair to everyone

Types of laws

Blade bound

(Character generation)
Effect: Blade Bound restricts all players to classes that rely on mundane weapons and skills. Players may only select classes without any spellcasting ability. Examples of acceptable classes are:
◆◆ Barbarian ◆◆ Monk
◆◆ Fighter ◆◆ Rogue

The Spirit of the Law: Blade Bound is intended to make the Match very low-magic and bloody. By denying the use of area damage through spells such as fireball, this Law encourages heavy ground tactics for a good ol’ fashioned hack-and-slash.

GM Notes:
◆◆ For multiclassed characters, all levels must be in classes that have
no spellcasting abilities.
◆◆ Races with spell-like abilities are allowed.
◆◆ Rogues may still take the minor or major magic rogue talents.
◆◆ GMs may wish to allow paladins and rangers but disallow spellcompletion
magic items (such as wands and scrolls).

Cries of the gods

Effect: An unnatural wind is wailing across the entire area. The windstorm hinders flight, hampers the movements of small creatures and greatly reduces the effectiveness of missile file. Should detect magic or a similar spell be cast, the wind emanates a faint hint of magic. The windstorm has no direct effect on characters, but all outdoor areas of the Battlemap will carry the following effects:

1. All Fly checks suffer a -4 penalty to success.
2. Creatures of Tiny size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check (if airborne).
3. Ranged weapon attacks are blown off course, suffering a –4 penalty to hit. (This penalty stacks with the penalty from Tears of the Gods if both Laws are in effect.)

The Spirit of the Law: The effects of the high winds will bring the fighting closer in, lessen the use of flight and flight-based summons and cause Tiny size and smaller creatures to be ineffective.
GM Notes:
◆◆ Matches with a high battlecap should have the above penalties doubled at the GM’s discretion.
◆◆ The wind will immediately blow any light material that is not tied down right of the battlemap – such as hats or dropped scrolls.
◆◆ All indoor squares are protected from the wind, even ones that are directly behind an open doorway.
◆◆ Ranged weapon attack used indoors suffer no penalties, but a ranged attack that begins indoors and crosses out into the winds suffers the same penalty as if it had been fired under the effects of the winds.
◆◆ Tiny or smaller creatures who are indoors do not have to make a Strength check to move. But if they begin their movement indoors and then move outdoors, they must make their Strength check as soon as they cross into a square affected by the winds, with a failed roll causing their movement to be halted in that square.
◆◆ When a Tiny creature under the effects of enlarge or a similar spell abruptly has that effect stripped from him (such as with a dispel magic spell) before he has taken his movement action, he will then lose his movement action for that round, as he will not be prepared for the force that the winds will suddenly exert on his abruptly smaller body. But he will be able to attempt to make a Strength check to move as normal on the very next round.

Dead lands

Effect: The Match occurs on grounds which are magic-dead. No magic of any kind functions during the Match including spells, magic items, spell-like abilities or supernatural abilities.

The Spirit of the Law: Without magic, the characters must engage in a gritty Match that grinds down to physical toughness, strategy and luck.

GM Notes:
◆◆ The Match becomes simpler to adjudicate without magic effects.
◆◆ Racial abilities that modify saving throws and skills are not affected by this Law.
◆◆ Extraordinary abilities (Ex) function normally.
◆◆ Racial abilities that confer a magical bonus or effect, such as a gnome’s ability to speak with animals, are lost
◆◆ The GM should check each character for spell-like abilities and supernatural abilities prior to the Match and make sure the player realizes how this Law will affect his character.

Deadly Force

Effect: For those times when a sword’s regular damage just isn’t enough. In a Match with Deadly Force active, all physical damage is enhanced, making for a much more physical conflict. All non-magical attacks do damage as if the weapon or character doing the damage were one size larger – Small size damage does Medium size damage, Medium size damage does Large size damage, etc. This effect applies to the weapon’s damage only. Extra damage from feats, precision damage or special ability do not gain the benefits of the Law.

The Spirit of the Law: This Law enhances all non-magical attacks, thus giving a notable advantage to non-casters.

Tiny Medium Large
1D2 1D3
1 1D3 1D4
1D2 1D4 1D6
1D3 1D6 1D8
1D4 1D8 2D6
1D6 1D10 2D8
1D8 1D12 3D6
1D4 2D4 2D6
1D8 2D6 3D6
1D10 2D8 3D8
2D6 2D10 4D8

◆◆ It is recommended that this Law be paired with the Blade Bound Law or the Dead Lands Law. That way, all characters involved in the Match receive the same benefits.
◆◆ Matches are decided quickly with this law in effect.
◆◆ To figure what a weapon’s damage will be when Deadly Force is active, you can take the weapon’s current damage and then move one place over on the above chart.

Face off

Effect: All characters begin the Match within 10 feet of an opposing character. The GM places the characters in a straight line without any physical dividers (walls, rivers, etc.) between them.

The Spirit of the Law: Face Off starts the Match fast and minimizes preparatory rounds. By providing immediate line of sight, characters face enemy attacks in the very first round.

GM Notes:
◆◆ This law is not intended for Matches with more than 2 teams or for Handicap Matches.
◆◆ Because warriors can close the distance in one round, spell-casters will be at a disadvantage.
◆◆ Spacing between teams can be adjusted based on the map. The key is to ensure line of sight and minimum distance between teams.

Fog of war

Effect: A misty vapor endlessly rises from the battlefield. The vapor obscures all sight, including darkvision, beyond 15 feet. A creature 20 feet away has concealment (attacks have a 20% miss chance). Creatures farther than 20 feet away have total concealment (attacks have a 50% miss chance and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in the area where the wind blows for 2 rounds. A strong wind (21+ mph) disperses the vapor instantly in the area where the wind blows. Area-based fire spells have no effect on the vapor.

The Spirit of the Law: Fog of War creates a Match of subterfuge and promotes creative ways to locate and battle opponents.

GM Notes:
◆◆ Despite the fog, all characters are familiar with the map’s layout. All characters know the locations of Hallows on the map.
◆◆ Once the Match begins, characters are not aware of changes to the map unless they directly perceive them or are made aware of them.
◆◆ If a character has concealment or total concealment, the miss chance to target him applies to gaze attacks as well. Campaign Integration: This Law provides the GM a ready resource to apply the effects of an obscuring mist to a combat situation. The most obvious application of Fog of War is with real fog, the kind of thing the characters might encounter while exploring a remote seacoast or while creeping through a spooky graveyard. The effects of this Law can also be applied to any number of obscuring effects caused by weather, magic, or events, including smoke from a burning building, noxious vapors in a swamp, or even encroaching darkness.

Hasted

Effect: Hasted causes the Match to begin with a flurry of movement. During the first two rounds of the Conflict, all characters are under the effects of a haste spell as if cast by a 7th level wizard. This effect can be
dispelled as normal. The spell ends at the end of the second round and cannot be extended beyond that through any means – powers, abilities, feats, or otherwise.

The Spirit of the Law: Hasted is all about getting a rush of movement during the early rounds of a Match. The Law encourages early action so that players can take advantage of the free extra movement before the
effect dissipates. With everyone rushing, the resulting conflict can play out very differently.

GM Notes:
◆◆ Characters under the effects of haste can cover a lot of the map in one round. With everyone hasted for free, a lot of different things can happen very quickly. Be prepared for Map Elements going off, battles to quickly be initiated and surprise encounters happening – all in the same round.
◆◆ Since this Law encourages rushing, it also encourages players not to take the first couple of rounds to buff their characters. This means characters who are ready-to-go at the start of the Match will have a distinct advantage.
◆◆ Hasted does not stack with haste spells, but other abilities and powers that stack with the haste spell do stack with this Law. Campaign Integration: When a location is blessed by the god of travel, combat or competition; all parties are affected by the Hasted Law equally. This temporary effect will change everyone’s tactics. It will cause decisive action, as all parties will want to take advantage of the hasted effect. Alternatively, what would happen if a magical item could very slightly affect the passage of time; giving every in an extremely large radius a sudden burst of speed?

Ley line

Effect: Ley lines are the flows of magic across the world. Any spell cast within a Ley line becomes slightly more powerful because of all of the surrounding magic. When this Law is active, the Battlemap sits at the
crossing of two ley lines, causing all magic cast by an item or a person to automatically be affected as by the Empower Spell and Heighten Spell metamagic feats.

The Spirit of the Law: Ley line increases the power of all spells cast during the Match, thus giving a notable advantage to all spellcasters.
GM Notes:
◆◆ This Law should be paired with the Spell Bound Law. That way, all characters involved in the Match will receive the same benefitThe effects of Ley Line do not stack with the metamagic feats of Empower Spell and Heighten Spell, but anything that stacks with those feats does stack with this Law.
◆◆ Ley Lines do emanate a magical aura everywhere they are, but that in no way obscures the magical auras of items carried within a Ley Line. Instead, a Ley Line slightly increases the magical auras of all magical items that are within it.
◆◆ Ley Line’s Heighten Spell effect, like the Heighten Spell metamagic eat, cannot raise the effective spell level of a spell above the 9th level. A 9th level spell cast when Ley Line is active remains a 9th level spell. However, a Bard’s 6th level spells are, for instance, raised to an effective level of 7.
◆◆ This Law has the added benefit of deciding Matches more quickly,
which can be a real boon for high-level Matches.

No Sidekicks

Effect: Characters cannot make use of bonded animals or summoned creatures. That includes (but is not limited to) a druid’s nature bond, a paladin’s divine bond, a ranger’s hunter’s bond, a wizard’s arcane
bond, or any summoned creatures that are summoned through spells or special abilities. During the Match, character may not have bonded animals (such as from a druid’s nature bond, a paladin’s divine bond, a
ranger’s hunter’s bond, or a wizard’s arcane bond) and may not summon creatures.

The Spirit of the Law: Removing animals denies teams the ability to augment their numbers, forcing them to rely only on themselves and their teammates. It also simplifies the Match for the GM by giving her fewer things to keep track of, which will speed up the Match.

GM Notes:
◆◆ No Sidekicks does not make classes with bond class features weaker. Druids can choose to gain two cleric domains rather than an animal companion, paladins can enhance their weapons with a celestial spirit rather than gain a mount, etc.
◆◆ Conjuration (summoning) spells that do not summon creatures, such as summon instrument, are still valid.
◆◆ Characters are allowed to change shape into animals, for instance through the polymorph spell.
◆◆ Illusions of sidekicks can be used; however, opponents are aware of the Law and will gain a +4 bonus to their saving throws as a result.

Radiance

Effect: Bright light illuminates every square on the map. All characters can see clearly at all times. A character or creature cannot hide in an area of bright light unless invisible or line of site is physically blocked.

The Spirit of the Law: This is the opposite of Fog of War. Radiance minimizes the effectiveness of hidden movement.

GM Notes:
◆◆ The source of light can be sunlight if the map is outside, or a permanent enchantment that cannot be dispelled for indoor maps.
◆◆ It is important to state the light’s source to all the players prior to the Match.
◆◆ Spells like deeper darkness create areas of dim light or darkness.

Shadow bound

Effect: Players are restricted to classes with stealth as a class skill.
The Spirit of the Law: When this Law is in play, the Match should have reduced magical effects and possess an emphasis on stealth.
GM Notes:
◆◆ Hidden movement is prevalent in these matches.
◆◆ Passcards will be a vital tool for communicating movement. Be prepared to see a lot of them

Spell Bound

Effect: Players may only select classes with 6 or more levels of spellcasting available to them. Examples of acceptable classes are:
◆◆ Bard ◆◆ Cleric ◆◆ Druid
◆◆ Sorcerer ◆◆ Wizard ◆◆ Witch

The Spirit of the Law: This Law is for those who enjoy throwing spells in a wizard’s duel. Spellbound makes for a magic-driven Match. GM Notes:
◆◆ For multiclasses characters, all levels must be in classes with 6 or more levels of spellcasting available to them.
◆◆ The GM can restrict the available classes to just wizard and sorcerer.

Stayed Hand

Effect: The Stayed Hand Law suspends the Hand of Banishment, which means that fallen characters cannot be removed from the Match with the Ritual of Banishment. Under Stayed Hand, the Ritual of Banishment
no longer has any effect.
The Spirit of the Law: Stayed Hand removes the possibility of Banishing a fallen character from the Match. Without that possibility, any fallen character can be revived at any time with the right spell, making healing magic far more advantageous.

GM Notes:
◆◆ Not only does the Ritual of Banishment have no effect, no one involved in a Match with Stayed Hand will even remember its existence. Thus, if a player accidentally attempts to use it, his action is not lost. Instead, the GM simply informs him that the ritual is not available.
◆◆ Matches without the Hand of Banishment tend to last a lot longer.

Steal the roll

Effect: Twice per Match, each team can “steal the roll” of an opposing team. When a team steals an opponent’s roll, they get to choose which player makes the roll and which die that player is going to use. The only things this Law changes is whose hand throws the die and which die is going to be thrown. The dice must be of the proper value for the roll in question. For example, Team A might “steal” Team B’s roll by rolling their “cursed blue d20” instead of Team B’s “lucky green d20.” Both dice are 20-sided. No other changes occur. A team must announce to the GM they wish to “steal the roll” prior to the roll of the dice.

The Spirit of the Law: This law is really about player superstitions. Most players believe a person or a set of dice are lucky or unlucky. This Law is an easy way to have a little fun with those superstitions.
GM Notes:
◆◆ The team “stealing the roll” is hoping the roll will be in their favor; however, there is an equal chance it won’t and will instead helps their opponents. This is expected and all results should be kept.
◆◆ Be sure that all dice are rolled in the sight of all players.

Team Faith

Effect: Each team is granted a single Lucky Break as described in All team members must unanimously agree to the use of the Lucky Break at that time by that player. Otherwise the faith point can not be used.

The Spirit of the Law: Team Faith is all about a test of the team’s faith in the individual. In some cases the team will reveal a distinct lack of faith. Or the opposite could happen, and they give the player a vote of confidence as they all agree to the use of the Lucky Break.
GM Notes:

◆◆ A Lucky Break is a +10 luck bonus that can be applied to any roll except for damage. Each Lucky Break only has one use before it is exhausted.
◆◆ If the discussion about the use of a Lucky Break becomes contentious in any way, the GM may settle the discussion by rolling randomly. The GM can use any dice and provide 50/50 odds on the character using the Lucky Break or not.
◆◆ The GM always holds the right to override the use of the Lucky Break if she feels it exploits the rules system.

Tears of the gods

Effect: An unnatural rain is pouring down across the entire area. The downpour reduces the range of sight, douses all fires (magical or otherwise) and hampers the effectiveness of missile file. Should detect magic or a similar spell be cast, every drop of rain emanates a faint hint of magic. The downpour has no direct effect on characters, but all
outdoor areas of the Battlemap will carry the following effects:

1. The range of all non-magical sight is reduced by 50%,
2. The DC of Perception checks is increased by 4.
3. All flames (magical or otherwise) are automatically extinguished before they have a chance to have any effect. (ex: A fireball spells fizzles in the hands of the caster before it is even cast, doused by the rain.)
4. Ranged weapon attacks are thrown off, suffering a –2 penalty to hit. (This penalty stacks with the penalty from Cries of the Gods if both Laws are active.)

The Spirit of the Law: Tears of the Gods is all about enduring the effects of a heavy and magical rainstorm. The rain forces the fighting closer in, while also increasing the effectiveness of sneaking and hiding.
On top of that, the use of fire is out, causing players to have to dig more deeply into their spellbooks than they may be used to.

GM Notes:
◆◆ Matches with a high battlecap should have the above penalties doubled at the GM’s discretion.
◆◆ There is enough of a wind that a large-brimmed hat or a heavy cloak and hunched shoulders in no way protects a fire-based casting from being doused.
◆◆ The only thing that protects a fire spell from dousing is entering into some kind of overhead cover. But, if a fire-based spell is then cast from protected cover out into the wet, any part of the spell that
enters into a square affected by the rain is instantly doused, thus having no effect on the rain-soaked square or anything in it.
◆◆ The penalty to vision is not from darkness, but from the obscuring effects of the rain. Darkvision and any other vision-based powers and abilities in no way reduce the vision penalties caused by the rain. A bond with the Water Element, though, at the GM’s discretion, may.

UNPANICKED

Effect: The Unpanicked Law suspends the Supplemental Rule “Panic.” Players now have as much time as they want to declare their actions each turn.
The Spirit of the Law: Conflict is normally about quick, decisive action. The suspension of the Panic Rule allows for a more studied Match.

GM Notes:
◆◆ Matches without the Panic Rule tend to include a lot of long pauses while players decide their characters’ actions.
◆◆ Even when the Panic Rule is suspended, GMs still may want to consider implementing an “Indecisive” rule in its place, putting a time limit of 5 or 10 minutes on each player’s turn which, if exceeded, causes the same penalty as the Panic Rule. That way no one character can permanently bog down gameplay.

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