Recent posts

#1
Rolemaster Software / 20 RPG Settlements
Last post by ScribblersEmporium - Today at 06:42:04 PM
#GMresources #ttrpg #ttrpgcommunity #rpg

Announcing the release of a 20x set of detailed RPG settlements (hamlets, villages and towns).
Free at https://ko-fi.com/s/1b9473f821

Tired of players asking whether the village has a blacksmith? Now you will know the answer, and their name, and the name of the pub, and why the players should talk to the cobbler.

Brought to you by Scribbler's Emporium
#2
Rolemaster Software / Re: RMU for Roll20
Last post by nash - Today at 09:55:35 AM
So I missed the 11th of February's update here; It was a bigger; so let me post that:

- Fix the stupid problem where buying Specialised skills
    caused them to be duplicated.  Was only with culture ranks!
    Big thanks for @rdanhenry for helping me nail it down, along with
    (in no particular order) @adsmalley, @dudimous, @ixs, @grim, @nefrekin,
    @bambo and probably some others I've forgottem
- Handle multiple criticals from the same attack.
    - F-J crits now handled.
    - This is a big set of changes through this parsing code
    - Designed to also support "addional crits"
- Injury
    - Now has tests.
    - Support for multiple H (hits) in the same string.
    - Adds a 'Z' on hits only attacks
    - Handle duplicate any attribute.
- Make the initiative button big and green (@everyone apparently)
- Added 'Class' to creatures;  can search for Class:III creatures now
- Don't set 'workpending' attribute - stops a lot of warnings
    and it did not work anyway
- Tests for fetching Criticals.
- Start on Training Packages
- Template for custom currencies.
- Remove some old cruft from the todo.

#3
Rolemaster Software / Re: RMU for Roll20
Last post by nash - Today at 09:54:15 AM
The next release is staged.  I expect that it will ready sometime today.   It's a Quality-of-Life release this week.

First is a partially implemented feature to count the number of times you use a skill.   So at level up time you can see what you have been using, and what you haven't.  I don't plan to put any mechanics around this, but I do imagine a lot of people will find it helpful.   It is not complete yet - doesn't work for all skills or spells - and I want to add some more useful reporting for it.

All the standard manuever tables in the core book are now shown.  Thanks to @Grim for typing that into an easily injestable format for that.

Similar skills bonus got a fix; so no more -25 on a skill you have no ranks in, and actually picks the highest, not a random skill,

Fate points... after a long and comprehensive search of all the 78 different fate points rules for rolemaster across numerous editions and a complicated evaluation of how to integrate into the system.... I've added a box you can put the number in.  Props to @Marcus Valrun for the suggestion.

Patch notes:
  • Add all the specific static manuever tables from Core Law.  Thanks to @Grim for the tables.
  • Add shield bash to known attacks
  • Start of Uses counting: Count use of normal skills.
  • Fix specialisation bonus - Use 0 ranks or highest - 25.
  • Reneable initiative buttons.  Actions buttons need to have type'action'.
  • Fix specified crits
  • Add F->J & X,Y specified crits too
  • Add Fate Points - Just a simple text box (@Marcus Valrun)
  • Fix for creating specialised skills during levelup.
  • (Creature Law) Update parsing of crit reduction and other resistances.
#4
Rolemaster Software / Re: ERA for Rolemaster - Creat...
Last post by Voriig Kye - February 17, 2025, 05:14:53 PM
ERA has been updated!
https://erahome.wordpress.com/2025/02/17/whats-new-on-era-for-rolemaster-15/

  • New features
    • Player rolls for initiative, maneuvers, spell casting and attacks can now be applied in the Adventuring module.
    • Added option to roll for initiative and combat skills in the Gaming Table module. These options have also been added to the filter on the top search bar.
    • Added suggested description for newly created characters.
    • Added generative description of adventure combatants.
    • Added interpreted verbal command for gaming table actions.
    • The new Summon button on the Adventuring module allows importing characters from another adventure into the current one, along with their status.
    • New character profiles added to an adventure can indicate the group size, to add several identical profiles at once.
  • Improvements/corrections
    • Added checkboxes next to the search in the Gaming Table module, to indicate all skills/developed only, and include/exclude skill descriptions when searching.
    • Added option to filter only table name (usually its category) of skills, or spell lists of spells, using the at sign @.
    • Results in the top search bar of the Gaming Table module are now grouped by category for skills, and by spell list for spells. Clicking on the group will use it for a new search.
    • Skill and spell tables in the Gaming Table module are now grouped by category for skills, and by spell list for spells.
    • The culture step in the Character Creation module will now group skills with specializations, and compact them by default.
    • RMU: Initiative can now be rolled at once for all combatants.
    • Fixed: critical severities below maximum will now suggest the minimum severity instead of the maximum.
    • Fixed: Map distance calculation in the Travel module is now working again in Chromium/Opera.
  • Package updates
    • Privateers Core has been updated to allow resolving laser criticals in attack tables from the Treasure module.
#5
Rolemaster / Re: RMU spell: Change professi...
Last post by pastaav - February 17, 2025, 03:17:40 PM
Quote from: Malim on February 12, 2025, 05:17:28 AMMost of the hero`s in both shadow world and middle earth are multi classing it.

Nothing prevents you in RMU from learning spell lists from other professions if you are ready to pay the DP price (provided the GM in game allow you access to learn the spell lists).

The "change profession option" does not add anything really new to the game excpect messing with the cost structure if you can take any skill you want. Lowering the cost for skills you have not bought yet and raising the cost for diminishing return skills is a no brainer if allowed. This is why multi classing is such bad idea in RM.
#6
ICE News and Discussion / Re: Director's Briefing - Febr...
Last post by Malim - February 17, 2025, 01:50:51 PM
I log into forum almost dayli, if you need help with removing spam, I can lend a few minutes a day!
#7
ICE News and Discussion / Re: Director's Briefing - Febr...
Last post by nash - February 17, 2025, 10:35:28 AM
Quote from: Lazvon on February 17, 2025, 09:31:05 AMI just cleaned up 6 spam moderation reports, (one of which was on-topic but just a multipost, so I decided to leave it and close the report). I need to see how to have the forums email me again for mod reports since the upgrade. That way I can take action right away like I had been doing. Thought it had gotten quiet there for a little while. :)

I wish I had time to actually play Rolemaster/HARP and participate in the forums, alas work and family have other ideas for my free time. Happy to still moderate the spam though.

As for the high number of simultaneous user counts slowing the forums down, I have some ideas around that if needed before requiring login to browse. Feel free to reach out to me if needed.

Appreciate the work as always!  Spammers and scammers are the plague of the open internet.

And if you are looking for a game, I'm sure the community can help you find one!
#8
ICE News and Discussion / Re: Director's Briefing - Febr...
Last post by Lazvon - February 17, 2025, 09:31:05 AM
I just cleaned up 6 spam moderation reports, (one of which was on-topic but just a multipost, so I decided to leave it and close the report). I need to see how to have the forums email me again for mod reports since the upgrade. That way I can take action right away like I had been doing. Thought it had gotten quiet there for a little while. :)

I wish I had time to actually play Rolemaster/HARP and participate in the forums, alas work and family have other ideas for my free time. Happy to still moderate the spam though.

As for the high number of simultaneous user counts slowing the forums down, I have some ideas around that if needed before requiring login to browse. Feel free to reach out to me if needed.
#9
ICE News and Discussion / Re: Director's Briefing - Febr...
Last post by Malim - February 16, 2025, 01:28:13 PM
Return of Shadow World sounds awesome!!!
Lining up all the cannon so it fits etc gonna be nice and maybe more about Jaiman and finishing up some of the kingdoms there!
Will the new stuff also be ready for RM2 and the older versions?
#10
Rolemaster / Re: RMU spell: Change professi...
Last post by OLF, i.e. Olf Le Fol - February 16, 2025, 01:10:16 PM
Let's mention, once again, that what RM calls a "profession" isn't related to one's actual profession, job or activity. In that matter, a RM's "profession" is closer to a "genetical predisposition template": it tells how one person is gifted or, on the contrary, inept at learning a skill.
Regardless of how clever one is, how good one's teachers are, and that one spends the rest of one's life learning magic in the best magic academy of the world, if one starts with the "Barbarian" profession, learning any magical skill always remains... expensive.