Increase a character's Total Hits past racial maximum

Started by brole, February 24, 2024, 01:49:18 AM

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brole

Is there a skill that allows a character to develop their total concussion hits past the racial maximum?

Has anyone used this or similar?
e crits all round

Hurin

Hmm... not that I can remember.

There are spells of course (Unpain) but nothing mundane that I can remember.
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Spectre771

In RM2 we always use the total HP is Racial Max + CO bonus if that helps at all.
If discretion is the better valor and
cowardice the better part of judgment,
let's all be heroes and run away!

PiXeL01

Same as above. We saw the racial max as racial base hits, so if a character had a high con bonus the total hits would be higher.
PiXeL01 - RM2/RMC Fanboy

I think violence in games only causes violence in real life if the person in question has an insufficient mental capacity to deal with the real world in the first place. But, that's more the fault of poor genetics and poorer parenting than it is the fault of a videogame

Elrich Maltah

There's not a skill that directly modifies racial max HP, but you can use the Natural Physique background option or the Type B stat pick for Constitution as mentioned in RMC3 5.3 to boost it by 50%. Then there's the Calisthenics skill in Arms Companion that can boost your CO stat up to 10 points beyond its potential, though it's really only effective if you are of a favorable profession with a bonus already high enough that the extra points would make a difference.

rdanhenry

If you don't want racial maximums, just ignore them. Or double the DP cost when developing beyond those maximums. Creating a whole new skill to do what Body Development already does, but gets around maximums you don't want to be maximums, seems an overly complicated way to address the desire to allow for unlimited concussion hits.
Rolemaster: When you absolutely, positively need to have a chance of tripping over an imaginary dead turtle.

Cory Magel

Max hit point totals is something we ignored from the very start of Rolemaster (right after exhaustion points).
- Cory Magel

Game design priority: Fun > Balance > Realism (greater than > less than).
(Channeling Companion, RMQ 1 & 2, and various Guild Companion articles author).

"The only thing I know about adults is that they are obsolete children." - Dr Seuss

Spectre771

Quote from: Cory Magel on February 26, 2024, 11:25:31 PM
Max hit point totals is something we ignored from the very start of Rolemaster (right after exhaustion points).

"...exhaution points..."  <snicker>  :laugh1:
If discretion is the better valor and
cowardice the better part of judgment,
let's all be heroes and run away!

Laendra

This is how we calculate Total Hits.  I think it is fairly close to RAW, and if it isn't, it's how our RAW is set :)

Total Concussion Hits = Base Hits [CO/10 rounded up + hits rolled per rank (up to racial maximum)] * (1+CO Bonus/100) + (ProfLevelBonus * Ranks)

Example: 4th level Dwarven Fighter with 90 CO (+25 bonus) and 10 ranks in Body Development (with an average of 6 rolled per rank), would have: 90/100 (9) + 6*10 (60) => 69 Base Hits, 69 * (1 + 25/100) = 86.25 rounds down to 86  + 3*4 (12) => 98 total hits.

Example 2: Same Dwarven Fighter at 10th level and 22 ranks in Body Development (with an average of 6 rolled per rank), would have: 90/100 (9) + 6*22 (132) => 141 Base Hits (over max racial, so capped at 120), 120 * (1 + 25/100) = 150  + 3*22 (66) => 216 total hits.