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1
  • Not tying spell lists and professions to magical realms.
    This differentiates magical realms not by the spell lists they provide but as sources of magical powers (IN RM2, despite being described as sources of power, realms are nothing much more than spell partitioning).
  • Rewriting shield rules, so that using one gives a penalty to OB in exchange for a bigger DB bonus.
    This gives using "smaller" shields a balancing advantage over "bigger" shield (in RM2, it's always better to use the bigger shield possible, despite smaller shields historically more popular over time).
  • Adding accuracy to weapons.
    It's harder to hit a specific location with a two-handed sword than with a dagger.
2
I've tried
- the phased combat (original RM rules)
- the initiative + declaration and action % rules of RMSS
- the ranked initiative (roll d100 + combat awareness and modifiers, action in decreasing order

and none have really satisfied me.

Next in the pipeline are two options
- remove rounds entirely and use APs (continuous action), or
- abstract manoeuvering system similar to that of the first edition of Agôn (2nd edition is a bit too much for my tastes):
  * battlefield is an abstract ladder board (typically 8 steps). Initial positioning depends on visibility conditions (better visibility = opponents start farther away)
  * everyone rolls manoeuvering. Movement goes from lowest to highest result [+ tie breakers]
  * a protagonist can move either themselves or anyone who rolled lower than they did. You can move one step (forward or back) or decide to stay where you are.
  * when everyone has moved, attacks occur and are simultaneous - if they can occur at all. All weapons have a preferred range, and can also hit at slightly longer or shorter range (+/-1, or +/-2 steps) with negative modifier.

It would require a bit of tweaking (it was originally designed for thematic heroic bronze age combat without magic), but the main aspects are
- relative positioning is abstract - what each protagonist does is trying to get a positional advantage.
- manoeuvering is at least as important - and potentially more important - than actual combat prowess, especially if you can lock a powerful opponent out of their combat range.
- actual resolution is simultaneous - initiative is not about who strikes first, but about who gets the positional advantage.

I guess you can add some variety to that by introducing environmental factors (obstacles, cover...) and ruling that activating a factor counts as manoeuvering. You can also try and tweak it by increasing the number of steps in the board and giving two manoeuvering actions for each protagonist (action = move one step, move someone else of lower result one step, or trigger an environmental factor) to add options. To be playtested, obviously - the beauty of the original system is its simplicity and balance, and adding options messes with those aspects.

very interesting ideas here. it amazes me how varied each campaigns rules are.

Im all for a system that smooths out combat resolution. im still searching for a system that does that. I play a fair bit of D&D as a player and the DM of that game uses some of our rolemaster rules in his game eg. his own modified crit tables and fumble table. im green with envy at how fast combat in D&D is compared to combat in rolemaster.

I have developed my own hybrid system for combat. it works well enough but combat can still grind to a halt with all the number crunching required eg. parry mods that change between rounds, opponents that change within a round, movement actions and skill resolution during a combat round, variable combat mods for flanks/positional changes during combat etc etc.

Im considering using narrative combat blended with dice rolls. Something like this...
 :) PHASE ONE: (Start) 2-3 rounds of combat to set the stage, then
 :) PHASE TWO: (Middle) each side rolls a d20 to see how the next phase of the battle unfolds (this dice roll is modified by +1 for each advantage your side has gained in phase one such as superior positioning/tactics/leadership/greater numbers/superior weapons/greater average level. Note. if one side outnumbers the other 2:1 they get to roll with advantage (3:1 = double advantage etc)
 :) PHASE THREE: (End)
based on the roll from phase two the battle reaches its final resolution.
Compare the two d20 rolls
  • >>Difference 0-5, Too close to call - play out another 2 combat rounds and give the PCs a chance to rally/motivate/use inspiring leadership to gain the upper hand
    >>Difference of 6-10, A Clear winner and loser is imminent, morale checks must be made for NPCs on the 'losing side' and these checks have disadvantage. NPCs who fail their morale check surrender
    >>Difference of 11-15, Losing side surrenders/auto fail morale (NPCs drop their weapons and give up fighting). PCs on the losing side are cornered/surrounded/lose ground and are outclassed/overwhelmed by the other side
    >>Difference of 16+, Rout, losing side makes RR vs fear or runs for it if escape is possible (otherwise treat result as surrender/auto fail morale).
3
1 - open ended initiative: d100 +( Temp Me/Qu) with no phases, just fastest acts
2 - locked dev pts at 60 per lvl
3 - Free lists for casters (two for pure/hybrid, one for semi)

Nice! loving the open ended initiative with no phases.
4
Spacemaster / Re: Merging Spacemaster with the Traveller universe
« Last post by Hansuke on July 02, 2022, 09:42:30 AM »
Apparently there was some trouble with my attachment on the previous post. Here is the gist of it:

Character Generation
In order, roll the character's 10 temporary stats using 1D100.
    • Primary
        ◦ Strength (St)
        ◦ Quickness (Qu)
        ◦ Presence (Pr)
        ◦ Intuition (In)
        ◦ Empathy (Em)
    • Development
        ◦ Constitution (Co)
        ◦ Agility (Ag)
        ◦ Self Discipline (SD)
        ◦ Memory (Me)
        ◦ Reasoning(Re)
Total Hit Points
Constitution (Co) / 10 is your character’s base hit points total (BHPT) rounded. Each rank of Body Development adds 1D8 hits to this BHPT. 

Your character’s total hit points is equal to the BHPT + (BHPT x Constitution Bonus/100).

Careers
    • Human characters start at age 18. Pick a career and roll for Enlistment (a four year stint of duty). Characters start at experience level 0. Each completed stint of duty, after the first stint of duty, raises your character’s experience level by 1. After your character’s first stint of duty, your character is at experience level 2.
        ◦ If your character could not enlist, roll for the draft
    • Roll for Survival
    • Roll for Commission
        ◦ Roll for Promotion if your character is commissioned (even in this stint of duty)
    • Roll for Reenlistment (Maximum of seven stints of duty allowed)
    • Before moving to the next stint of duty, roll for your skill levels earned
        ◦ For your character’s first stint of duty
            ▪ Roll for 12 skills which you get at 2 levels each
                • If you roll a +8 stat increase, then add another +8 to that stat
        ◦ For each additional stint of duty, roll for 12 skills at 1 level each
                • If you roll a +8 stat increase, then the above line does not apply
        ◦ If your character receives a commission in the current stint of duty, then your character gets to add 1 level to each skill learned during that stint of duty
                • If you roll a +8 stat increase, then add another +8 to that stat
        ◦ If your character receives a promotion in the current stint of duty, then your character gets to add 1 level to each skill learned during that stint of duty
                • If you roll a +8 stat increase, then add another +8 to that stat
    • At the end of your character’s final stint of duty, roll for retirement benefits

STINT OF DUTY TABLE

Use 1D100NavyMarinesArmyScoutsMerchantsOther
Enlistment58+72+17+42+42+3+
DM of +8 ifRe 58+Re 58+Qu 28+Re 28+St 42+
DM of +16 ifMe 72+St 58+Co 17+St 58+Re 28+
Draft1-1617-3233-4849-6465-8081-100
Survival17+28+17+42+17+17+
DM of +8 ifRe 42+Co 58+Me 28+Co 72+Re 42+Re 72+
Commission83+72+17+8+
DM of +8 ifPr 72+Me 42+Co 42+Re 28+
Promotion58+72+28+83+
DM of +8 ifMe 58+Pr 58+Me 42+Re 72+
Reenlist28+28+42+3+8+17+

SKILLS TABLE

1D100NavyMarinesArmyScoutsMerchantOther
1-4+8 Qu+8 Qu+8 Qu+8 Qu+8 Qu-8 Pr
5-8+8 Me+8 Co+8 Me+8 Me+8 Co+8 Qu
9-12+8 Co+8 St+8 Co+8 Co+8 St+8 Co
13-16+8 ReAdministration (In/Em)+8 St+8 Re+8 St+8 St
17-20+8 PrChart 1Administration (In/Em)+8 StAdministration (In/Em)Chart 1
21-24+8 StChart 1Atmospheric Pilot (Ag/Qu)Computer Technics (Ag/Em/Re)Chart 1Chart 1
25-28Administration (In/Em)Chart 1Chart 1Electronics Technics (Ag/Em/Re)Bribery (Pr/Re) SMC1Brawling (Re/In) RMC2
29-32Chart 1Chart 1Chart 1Electronics Technics (Ag/Em/Re)Computer Technics (Ag/Em/Re)Brawling (Re/In) RMC2
33-36Computer Technics (Ag/Em/Re)Brawling (Re/In) RMC2Brawling (Re/In) RMC2Power Systems Theory (In/Re)Electronics Technics (Ag/Em/Re)Brawling (Re/In) RMC2
37-40Electronics Technics (Ag/Em/Re)Computer Technics (Ag/Em/Re)Computer Technics (Ag/Em/Re)Chart 3Electronics Technics (Ag/Em/Re)Bribery (Pr/Re) SMC1
41-44Power Systems Theory (In/Re)Electronics Technics (Ag/Em/Re)Electronics Technics (Ag/Em/Re)Chart 4Power Systems Theory (In/Re)Computer Technics (Ag/Em/Re)
45-48Power Systems Theory (In/Re)Gambling (Me/Pr)Chart 2Chart 5Chart 3Electronics Technics (Ag/Em/Re)
49-52Chart 2Chart 3Gambling (Me/Pr)Chart 5Chart 4Electronics Technics (Ag/Em/Re)
53-56Chart 3Chart 3Chart 3Chart 5Chart 5Forgery (Ag/Re)
57-60Chart 4Chart 3Chart 3Mechanical Technics (Ag/Em/Re)Mechanical Technics (Ag/Em/Re)Forgery (Ag/Re)
61-64Chart 4Leadership (Pr) SMC1Chart 3Mechanical Technics (Ag/Em/Re)Chart 6Gambling (Me/Pr)
65-68Chart 5Mechanical Technics (Ag/Em/Re)Leadership (Pr) SMC1Chart 6Chart 6Gambling (Me/Pr)
69-72Mechanical Technics (Ag/Em/Re)Chart 6Mechanical Technics (Ag/Em/Re)Chart 6Chart 7Chart 3
73-76Chart 6Tactics (Re/In) SMC1Chart 6Chart 7Chart 7Chart 5
77-80Chart 7Tactics (Re/In) SMC1Tactics (Re/In) SMC1Chart 7Chart 8Mechanical Technics (Ag/Em/Re)
81-84Chart 8Tactics (Re/In) SMC1Tactics (Re/In) SMC1Chart 8Chart 9Chart 6
85-88Orbital Pilot (Ag)Chart 10Tactics (Re/In) SMC1Chart 10Streetwise (Pr/In) RMC2Streetwise (Pr/In) RMC2
89-92Chart 10Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)Chart 10Streetwise (Pr/In) RMC2
93-96Chart 10Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)
97-100Body DevelopmentBody DevelopmentBody DevelopmentBody DevelopmentBody DevelopmentBody Development

When directed to a chart, pick one skill from the list on that row.

Speciality Picks123456
Chart 11-Handed Edged Weapons1-Handed Crushing Weapons2-Handed WeaponsThrown WeaponsBowsPole Arms
Chart 2Survival (Co/Re)-SPFirst Aid (Em/Re)-SPScanner Analysis (In/Em/Re)-SMAlien Environments (Ag/Sd)-SPDisarm Traps (In/Ag)-SMWeapon Technics (Ag/Em/Re)-SM
Chart 31-Handed Projectile2-Handed ProjectileSupport Projectile1-Handed Energy2-Handed EnergySupport Energy
Chart 4Missile Artillery (In/Ag)Heavy Energy Projectors (In/Ag)
Chart 5Sensor Analysis (In/Em/Re)-SMEW/Communications (In/Re)-SMLinguistics (-)-SPCombat Pilot (In/Ag)-MM/OBMarine Pilot (Ag/Qu)-MMRiding (Em/Ag)-MM
Chart 6Medicine [Xeno] (In/Em)-RMedical Practice (Ag/Em)-MM
Chart 7N-Space Astrogation (Re/Re/In)Jump-Space Astrogation (In/In/Re)
Chart 8N-Space Pilot (In/Re)Jump-Space Pilot (In/Re)
Chart 9BarberingBilletingClericalConnoisseurSeneschalValet
Chart 10Light Body ArmorCBA/Body SuitCBA/ExoskeletonPower Armor



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Rolemaster / Re: Combat Round Sequence, what rules do you play by in your game?
« Last post by MisterK on July 02, 2022, 12:31:42 AM »
I've tried
- the phased combat (original RM rules)
- the initiative + declaration and action % rules of RMSS
- the ranked initiative (roll d100 + combat awareness and modifiers, action in decreasing order

and none have really satisfied me.

Next in the pipeline are two options
- remove rounds entirely and use APs (continuous action), or
- abstract manoeuvering system similar to that of the first edition of Agôn (2nd edition is a bit too much for my tastes):
  * battlefield is an abstract ladder board (typically 8 steps). Initial positioning depends on visibility conditions (better visibility = opponents start farther away)
  * everyone rolls manoeuvering. Movement goes from lowest to highest result [+ tie breakers]
  * a protagonist can move either themselves or anyone who rolled lower than they did. You can move one step (forward or back) or decide to stay where you are.
  * when everyone has moved, attacks occur and are simultaneous - if they can occur at all. All weapons have a preferred range, and can also hit at slightly longer or shorter range (+/-1, or +/-2 steps) with negative modifier.

It would require a bit of tweaking (it was originally designed for thematic heroic bronze age combat without magic), but the main aspects are
- relative positioning is abstract - what each protagonist does is trying to get a positional advantage.
- manoeuvering is at least as important - and potentially more important - than actual combat prowess, especially if you can lock a powerful opponent out of their combat range.
- actual resolution is simultaneous - initiative is not about who strikes first, but about who gets the positional advantage.

I guess you can add some variety to that by introducing environmental factors (obstacles, cover...) and ruling that activating a factor counts as manoeuvering. You can also try and tweak it by increasing the number of steps in the board and giving two manoeuvering actions for each protagonist (action = move one step, move someone else of lower result one step, or trigger an environmental factor) to add options. To be playtested, obviously - the beauty of the original system is its simplicity and balance, and adding options messes with those aspects.
6
1 - open ended initiative: d100 +( Temp Me/Qu) with no phases, just fastest acts
2 - locked dev pts at 60 per lvl
3 - Free lists for casters (two for pure/hybrid, one for semi)
7
RMSS/FRP / Re: Bard's Controlling Songs List
« Last post by rdanhenry on July 01, 2022, 04:25:43 PM »
The range of those spells is only 50'. That means that the Bard needs to be well within range of, say, a dragon's breath weapon before he can even try. "Calm" effects are discussed in more detail under the "Calm Spirits" list where Calm I further details that "no aggressive/offensive action" means "will fight only if attacked". Those fighters can't do anything violent without freeing the dragon to wipe the floor with them. Also, "Actions that result in harm indirectly to individuals are not 'aggressive'." So, Calm doesn't prevent sounding an alarm, for example. Likewise, even while the spell is active, Sleep Song allows a fresh RR if someone attempts to wake the target. I'd say poking him with a pointed stick counts. The only one I see as possibly potentially overpowered is Stun Song, but only against lone opponents who can't have some buddy attack the Bard. (And remember, these aren't routine "concentration" spells, the Bard has to keep *performing*, which is going to be tough to do if engaged in combat.) Given how weak the Bard is otherwise, maybe just let him get to be the hero once in awhile when the big bad fails its RR. I mean, compare to the Mentalist, who can do potentially loads of stun with his 1st or especially 5th level spell and doesn't need to concentrate. And isn't obvious and painting a metaphorical target on himself (or literally painting a target on himself, if the Bard has a weird performance choice).
8
This is what I was previously using but am considering a revamp of combat round resolution. IM always looking for ways to streamline combat and speed it up or simplify it without losing too much of what makes combat fun.

At start of combat round:

DECLARE ACTION TYPE - prior to your initiative roll choose one of the 3 action types:
1) Fast Action (snap)
2) Normal Action
3) Slow Action (deliberate)

Individual initiative is used. Initiative Roll (2d10) + 1/5 of Agility/Quickness modifier.
Highest initiative acts first. You can hold your action and respond to someone with a lower initiative.

INITIATIVE MODIFIERS
Fast Action +2 initiative (-20 to one action)
Normal Action +0 (no mods)
Slow Action -2 Intitiative (+10 to one action)
Using two weapons -1
Using a two-handed weapon -2
Shields: wall shield -4, normal shield -2

I am especially interested in how GMs run movement during the combat round. I have seen systems that require all movement actions to be resolved first and then combat actions - this means none attacks until everyone has moved or had the opportunity to move on their initiative. The goal imo should always be to keep the action flowing and not over complicate combat where you dont need to. In practice though, moving combatants with multiple options and changing variables can make for a slow battle with too much down time trying to resolve individual players actions.
9
1) Weapon Specifications (graduated damage and combat abilities for each weapon category eg. free shield bash action)
2) 2d10 initiative (+ 1/5 Ag/Qu mod)
3) Player Reward Coins (XP bonuses and possible skill rank buffs for good roleplaying)
10
RMSS/FRP / Treasure Companion
« Last post by EltonJ on July 01, 2022, 02:53:54 PM »
Managed to pick it up yesterday, and now I'm reading through it.  Although it contains a lot of information (all of it useful), it's more balanced at first look than the Artificer rules in Eberron.  Wizards tried to simplify things for item creation by Artificers, but they missed the mark.  Artificers are potentially game breaking for a regular 3.x D&D game.

Maybe they should have taken a look at the Treasure Companion rules a bit closely.  Whats sad is that item creation rules are originally balanced for D&D.
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