Official ICE Forums
Systems & Settings => Rolemaster => RMSS/FRP => Topic started by: Dreven1 on March 14, 2016, 10:27:41 PM
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Hi all, ran into an issue last game. Since Qu is the 'god' stat, I took it out. I now use In and Qu averaged. This gives a blend of caster and mêlée stats for initiative. One of my players now complains it gives an unfair advantage to rogues\thieves and channelers. I was thinking about adding an individual stat for JUST initiative that would have nothing to do with any of the other stats... that way, combat isn't weighted toward mêlée or casters. I tried using SD, but that affects all elves. Me and Re won't work because it gives unfair advantages to casters. Has anyone tried a completely separate stat for initiative?
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qu for melee, realm star for spell casting.
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I’ve moved to simultaneous actions. All actions in a phase (I play SM2) are simultaneous unless:
- You actually make the first move. “Action beats reaction”. If there is some sort of stand off before the action begins, the one who first makes the choice to move gains initiative that phase. This does not come into play very often.
- You are under the effects of some type of stun critical, causing you to loose the initiative
- You can gain some advantage with spells, quick draw etc.
-Terry
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Physical Initiative: Qu/Ag/In
Mental Initiative: (Realm)/Qu/Re
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I like to go with Cory's physical initiative model, only slightly altered: (Qu+Ag+In)/3 then add +2 per 5 (full) ranks in their highest weapon skill (yes, you can substitute ranks in highest spell list with combat spells, such as firebolt, lightning bolt, etc... for spellcasters). This represents the best, most realistic aspects. Quickness (duh), Agility for how well you move, Intuition for that "6th sense"/natural instinct aspect and the skill ranks because the more skilled/experienced one is, the faster they are to react in combat. Instead of the number of ranks, just go with +2 per 5 (full) levels if you don't want to count ranks.