Author Topic: "Rolemaster Classic: Character Law" Options Poll  (Read 12853 times)

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Offline pastaav

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #20 on: November 30, 2006, 04:03:58 AM »
Ummm...isn't the critical exp subracted from the kill exp? If you allow kill exp for outwitting the enemy you only loose the exp from concussion hits (if you bother to track the concussion exp points at all...I didn't when I used the exp guidelines from the books)
« Last Edit: November 30, 2006, 09:34:58 AM by pastaav »
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Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #21 on: November 30, 2006, 06:30:08 AM »
6, 8, 9 and 25 definitely seem like the points of almost total agreement. . . .interesting that there are no longer any points of "0" votes.

Glad we didn't decide the RMC team was the be all, end all, and drop the ones that none of us voted for.
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Offline Ecthelion

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #22 on: November 30, 2006, 10:22:46 AM »
Criticals are their own reward.  Granting XP for crits is easy munchkin meat.  It reinforces combat as the best road to success in the game, and back-seats roleplaying.  It means that although your opponent gives up, you'll get more XP if you keep beating on him.  Additionally, even if you get full 'kill XP' for defeating a creature without combat, why would you ever do that when you can get triple or quadruple the XP for dumping crits into him?

Because a) the inflicted critical points are subtracted from the kill XP of the opponent and cannot exceed these, b) because continued combat also implies the risk of taking damage yourself and c) because your GM might give you negative XPs for your munchkin attitude when doing so.

Quote
Kill Points - I would like to see this renamed 'Victory Points', to remove the emphasis from killing to overcoming your challenges, reinforcing the concept of finding other solutions to your problems other than combat.

Good suggestion.

Offline smug

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #23 on: November 30, 2006, 04:20:34 PM »
Am I the only person that likes using some mental stats to increase or decrease experience earnt? I wouldn't say that it's all just down to reasoning; memory, self-discipline and intuition all seem to me to be of some use in accelerating learning. Of course, this duplicates the fact that 'development stats' include memory and reasoning, but it seems to me that the weighting there is wrong; Me and Re and SD should count for more than Co and Ag, surely? And In should also count.

Maybe the better solution is to remove Ag and Co from being development stats (certainly Ag) and adding In. Development Points per stat could be upped if both Co and Ag were removed and only Ag was added.

Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #24 on: November 30, 2006, 04:34:07 PM »
there was yea ancient option. All stats give DP. . .though that does present min/max problems akin to the flat DP method.

I'd say you could make a decent argument for any stat to give DP, if you put your mind to it.

(possible is not always a good idea though.)
« Last Edit: November 30, 2006, 04:49:06 PM by LordMiller »
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Offline Ecthelion

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #25 on: November 30, 2006, 04:36:52 PM »
I guess Ag is among the development stats as a high Ag also represents that a character quickly learns new movements, just as a high Re value represents that a character quickly grasps new complex theories. And just as a high Sd might make you keep learning when others are already bored and have quit, a high Co lets you continue you physical execises when others are already exhausted. A high Me value better keeps the newly learned stuff inside your brain.

High values is in these stats let a character learn more than other characters with lower stats and that is represented in higher DPs. So IMO the choice of the development stats is fine they way it is at the moment.

Offline smug

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #26 on: November 30, 2006, 06:53:54 PM »
I would think that a high agility means that they better execute learnt movements. And if the choice were Ag as a Development Stat versus In, I'd take the latter every time.

Also, I don't think that 'all stats as dev stats' is the answer. The answer is, at least, to drop Ag as a dev stat, maybe Co (I'd drop it), and add In.

Also, of course, get rid of Em (which is a crock) and move the Mentalism base stat to SD.

Along with the 'dev points from stat bonus' option, this would suit pretty much all of my concerns with stats (increase importance of mental stats, nuke Em, get Ag out of being a dev stat and screw the damn elves as an extra bonus).

Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #27 on: November 30, 2006, 07:09:10 PM »
all interesting possabilities, but somewhat off topic. . . .

Should start a "Share a house rule/ Suggest an option" thread now that I think about it.
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Offline Rasyr-Mjolnir

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #28 on: November 30, 2006, 09:31:10 PM »
all interesting possabilities, but somewhat off topic. . . .

Should start a "Share a house rule/ Suggest an option" thread now that I think about it.

Now that sounds like an interesting idea....


Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #29 on: December 03, 2006, 01:33:46 PM »
I knew this thread would be get more interesting as people replied into it. . .certainly seeing what's popular with fans, at least, fans on the boards. . ..interesting to note that ALL options have some votes, going to show that the minority opinions shouldn't be "cut". (unless you want to ignore 10% of the fans on any particular point.)

Started a discussion thread for anyone who wants to try their hand at creating RMC style options, and a display thread to showcase them. I'll add more organization to the display thread when we get enough items to warrent breaking them into categories.

Discussion thread:
http://www.ironcrown.com/ICEforums/index.php?topic=2776.0
Display thread:
http://www.ironcrown.com/ICEforums/index.php?topic=2783.0
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Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #30 on: January 30, 2007, 12:59:37 PM »
Has anyone changed their votes since getting the PDF?
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Offline kevinmccollum

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #31 on: February 23, 2007, 02:24:30 AM »
#7: does anyone read? it specifically says in Character Law a person chooses his own height and weight. the charts are mainly for NPC's and for the indicisive and as guidlines......

wait till I go over the others....

Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #32 on: April 12, 2007, 12:02:21 AM »
Hence, random being the option, select your height and weight is the core. . . . .I tend to use that chart more as a rough guide of what tall/short or fat/thin are for each race than anything else.
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Offline shnar

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #33 on: July 20, 2007, 06:47:29 PM »
Wow, I'm surprised that Background Points is an option. Always thought that was the core game, since I don't think I've ever even considered creating a character without background points. Maybe cause I think in MERP, it *is* part of the core game?

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Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #34 on: July 22, 2007, 03:08:57 PM »
The-game-that-shall-not-be-named was a long time ago for me. . .anyone recall the answer to that one?
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Offline Cormac Doyle

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #35 on: August 05, 2007, 07:19:59 PM »
AFAIK - it was core ... would have to check with my collection (all five versions are in storage at the moment ) ...

Offline Dax

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #36 on: August 08, 2007, 08:52:52 PM »
Xxxx Character generation included the Background Options as core:

Each player character has a certain number of "Background Points" based upon his race. These points must be allocated to the "Background Options" described in Section 2.51. The Gamemaster may decide to assign these options in his own manner, or he may allow the players to choose from or roll in the Background Option Tables.

I suppose it was the same in the other versions ( 5 indeed ? ups).
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Offline Marc R

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Re: "Rolemaster Classic: Character Law" Options Poll
« Reply #37 on: December 05, 2007, 10:12:25 AM »
Discussion was tangenting, so I severed it off into another topic.
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