Recent posts

#1
RMC/RM2 / Re: Is anyone still using Char...
Last post by mistamichal - July 18, 2026, 04:28:51 PM
It has: #VALUE!
#2
RMC/RM2 / Re: Is anyone still using Char...
Last post by pastaav - July 18, 2026, 08:23:29 AM
Have you tried to make the field wider so you can see the actual text?
#3
RMC/RM2 / Is anyone still using Chargen?...
Last post by mistamichal - July 18, 2026, 06:34:29 AM
I know this is a longshot but is there anyone who is still using Chargen or just knows how formulas work in spreadsheets who can help me out here.

I'm having an issue where hit points won't calculate.

I've searched the forum and found some posts from 2008 but the were never solved.

I'm using LibreOffice. and the most recent (as far as I know) version of the spreadsheet: Ver 1.0, August 11, 2008.

When I put ranks in Body development, the hit points show properly but as soon as I click on purchase, ### shows in the hit points field.

The formula is:

=IF(I95>0.5,R95,ROUND((SUM(K94:Q94)+H94+I94)*((Co+100)/100)))

and I've attached some screenshots.

You cannot view this attachment.
You cannot view this attachment.

Thanks
#4
RMC/RM2 / Re: New YouTube 20 part Series...
Last post by Horrors & Heroes - July 15, 2026, 03:03:48 PM
EP6 of How to Play Rolemaster Classic is up: Character Creation – Stats.
A look at rolling and understanding stats in RMC.
If useful, likes, subs, and shares are much appreciated.

https://youtu.be/vFSiMqoSox0
#5
Rolemaster / Re: [RMU] Realms of Magic limi...
Last post by pastaav - July 15, 2026, 04:44:51 AM
Quote from: Thot on July 14, 2026, 02:59:29 AMFor our example Magician from the OP, that would mean they learn foreign-realm spells as:

Base/Open................. 3/5

Closed .......................6/8

Restricted .................. 15/20

Not sure if I follow your math. It is correct that 15 lost aptitudes equals 5 increases of cost, but the costs templates already includes the initial realm so I don't understand why you would charge for those again.

Using the core rules single realm pure spell users pay 1/2 for Base/Open while the hybrid pure spell casters pay 1/3 for Base/Open (and have 2 aptitude changes that raises the cost of different things to handle the 5 aptitudes lost for hybrid access). When building a multirealm Magician with 10 lost aptitudes you have the option to raise the costs for all Base/Open to 2/3 and find a way to handle the remaining 4 lost aptitudes or raise the cost for Base/Open to 2/4 and have one remaining lost aptitude to deal with.

On the flip side the fighter pays 7/10 for Base/Open so if they get 3 increases for their spell cost they would max out at 15/20 for Open/Base and have to deal with assigning 1 extra aptitude cost increase. If you make them pay for the initial realm so they cost increases are 5 steps you out of steps to increase the price and it seems to me you force the fighter to pay twice for the initial realm access.

As for the idea to charge extra for foreign realm access you really need to benchmark the results. A hybrid caster that double buy 10 open lists will pay 10 * (1+3) = 40 DP while the single realm pay 10 *(1+2) = 30 DP. A three realm profession with 3 costs increases for spells would pay 10 * (2+4) = 60 DP. Your foreign cost of 3/5 would imply 80 DP so the magician with spells from all realms would pay 30 + 80 = 110 DP for 10 own lists and 10 foreign lists compared to 120 DP spent by true tripple realm spell caster. When building a true character the assumptions about always double buying spells are obviously faulty so you need to build a character to learn what happens.

At the end of the day my hunch is that foreign costs will be game breaking at high level due to diminishing returns, but you won't know for true until you make your benchmark.
#6
Rolemaster / Re: Help!
Last post by Hurin - July 15, 2026, 02:52:40 AM
Quote from: NosArtur on July 13, 2026, 11:32:21 PMThe only effect Culture had in MERP (at least 1st ed) was adolescent skill ranks.

That's the only effect they have in RMU too.
#7
Rolemaster / Re: Questions of perception
Last post by jdale - July 14, 2026, 03:41:27 PM
RMSS/RMFRP's Enchanter (Mentalism Companion) has Cloak Presence and Cloak Esoteric on their Seeming Defenses list. The latter will block any detection via special senses, examples listed of sonar, magnetic senses, life detection of undead, etc. Esoteric Seeming on Seeming Enhancement will deceive such senses (rather than merely evading them), and Supernatural Seeming on the same list allows such spells to affect creatures which would otherwise be immune to type Fm spells.
#8
Fantasy Grounds Rulesets for ICE / Spacemaster Privateers arrives...
Last post by Micael - July 14, 2026, 01:06:04 PM
Today I asked Ardem to upload SpaceMasterBlasterLaw V06.14.2.mod that includes
1. Spacemaster Privateers
2. Spacemaster Privateers Future Law
3. Spacemaster Privateers Blaster Law
4. Spacemaster Privateers Equipment Manual

Note, that you need the books to use this material- its similar as in ERA- you get Skills, NPCs, Psychic Powers, Attack tables, Crittables, items, Races and Professions but a lot of rules are needed to understand all of this especially the Techlevel, that differences all kind of weapons from each other in Blaster Law.

Because this package is huge, here you get a Video Tutorial part 1 all about Spacemaster Combat: link to Tutorial Video

Have fun!
Micael
#9
Spacemaster / Spacemaster Privateers finally...
Last post by Micael - July 14, 2026, 01:00:30 PM
Today I asked Ardem to upload SpaceMasterBlasterLaw V06.14.2.mod that includes
1. Spacemaster Privateers
2. Spacemaster Privateers Future Law
3. Spacemaster Privateers Blaster Law
4. Spacemaster Privateers Equipment Manual

Note, that you need the books to use this material- its similar as in ERA- you get Skills, NPCs, Psychic Powers, Attack tables, Crittables, items, Races and Professions but a lot of rules are needed to understand all of this especially the Techlevel, that differences all kind of weapons from each other in Blaster Law.

Because this package is huge, here you get a Video Tutorial part 1 all about Spacemaster Combat: link to Tutorial Video

Have fun!
Micael
#10
Rolemaster / Re: Questions of perception
Last post by jdale - July 14, 2026, 09:51:13 AM
I would generally assume that invisibility works against senses described as "vision." That said, in RMU Tetrachromatic Vision (which permits seeing UV) reduces the penalty to see invisible things by 30. So the assumption is that invisibility is working but not tuned as well to that part of the spectrum.

Undead in RMU use Life Sense, which is not vision and therefore I would say invisibility does not help against it. Invisibility also wouldn't help against other senses like echolocation or tremor sense.

I feel like there must be an Undead Cloak spell somewhere in some edition but I'm not sure offhand.