Author Topic: RMU - What initiative system and action/activity sequence does it use?  (Read 980 times)

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Offline Druss_the_Legend

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Curious as to where RMU went with action/activity and initiative.
 Can anyone help enlighten me?

This to me was one of the most impactful areas of the game in earlier Rolemaster rule versions for combat and made the difference between smooth combat and a 3-4hr slugfest.

Offline jdale

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #1 on: December 09, 2022, 12:34:12 AM »
4 action points per round, spending one per phase (4 phases per round), plus one instantaneous action any time during the round. Initiation is 2d10+mods, and determines the order within a phase (so everyone goes in phase one before anyone goes in phase two, etc).

Or, optionally, run faster rounds with the round split into 2 phases (use 2 AP per phase) or just have characters perform their full actions on their initiative. Switch between the different types of rounds as convenient (when you need the detail, phases, when you don't, use the faster rounds).
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Offline Thot

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #2 on: December 09, 2022, 02:15:44 PM »
Personally, I see absolutely no issue with doing 4 AP at once for every character in each and every combat.

Offline jdale

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #3 on: December 09, 2022, 03:11:25 PM »
That's what I do and it's fine. But the option for a more granular round is there if you like that level of detail.
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Offline Druss_the_Legend

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #4 on: December 09, 2022, 07:58:24 PM »
4 action points per round, spending one per phase (4 phases per round), plus one instantaneous action any time during the round. Initiation is 2d10+mods, and determines the order within a phase (so everyone goes in phase one before anyone goes in phase two, etc).

Or, optionally, run faster rounds with the round split into 2 phases (use 2 AP per phase) or just have characters perform their full actions on their initiative. Switch between the different types of rounds as convenient (when you need the detail, phases, when you don't, use the faster rounds).

so how far can you move in a round and how does move and attack work exactly?

Offline jdale

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #5 on: December 09, 2022, 10:41:16 PM »
A round is 5 seconds, so the average BMR is 20'/rnd. That's a shorter round than previous editions, which means less movement per round.

You can move while taking any action, but the action incurs a pace penalty based on how fast you are going. Creep = 0.5xBMR, -0. Walk = 1xBMR, -25. Jog = 2xBMR, -50. Run = 3xBMR, -75. Sprint = 4xBMR, you can't take any other action except one instantaneous action. Dash = 5xBMR, you can't do anything else at all. Those penalties for walking, jogging, and running can be offset with the Footwork skill.

It's also possible to expend some of your AP to move, and then stand still while taking your action, in order to not suffer that pace penalty. But the numbers are such that the penalties for attacks are the same (e.g. spend 1 AP to move your BMR, then make a 3 AP attack which will be at -25, just like walking).
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Offline Druss_the_Legend

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #6 on: December 11, 2022, 10:22:32 PM »
A round is 5 seconds, so the average BMR is 20'/rnd. That's a shorter round than previous editions, which means less movement per round.

You can move while taking any action, but the action incurs a pace penalty based on how fast you are going. Creep = 0.5xBMR, -0. Walk = 1xBMR, -25. Jog = 2xBMR, -50. Run = 3xBMR, -75. Sprint = 4xBMR, you can't take any other action except one instantaneous action. Dash = 5xBMR, you can't do anything else at all. Those penalties for walking, jogging, and running can be offset with the Footwork skill.

It's also possible to expend some of your AP to move, and then stand still while taking your action, in order to not suffer that pace penalty. But the numbers are such that the penalties for attacks are the same (e.g. spend 1 AP to move your BMR, then make a 3 AP attack which will be at -25, just like walking).

do you use Opportunity Actions?
RMCI activity table says Opportunity actions take 25% activity of the round.

Offline jdale

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #7 on: December 11, 2022, 10:52:07 PM »
I don't remember what that means in RM2.

There are conditional actions -- you spend the AP for the action but hold it until the opportunity to act occurs (e.g. you prepare an attack for when a foe comes around the corner).

If you have started an attack and a foe tries to move through your space, or to move away, you can complete that attack immediately.
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Offline Druss_the_Legend

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #8 on: December 11, 2022, 11:29:45 PM »
A round is 5 seconds, so the average BMR is 20'/rnd. That's a shorter round than previous editions, which means less movement per round.

You can move while taking any action, but the action incurs a pace penalty based on how fast you are going. Creep = 0.5xBMR, -0. Walk = 1xBMR, -25. Jog = 2xBMR, -50. Run = 3xBMR, -75. Sprint = 4xBMR, you can't take any other action except one instantaneous action. Dash = 5xBMR, you can't do anything else at all. Those penalties for walking, jogging, and running can be offset with the Footwork skill.

It's also possible to expend some of your AP to move, and then stand still while taking your action, in order to not suffer that pace penalty. But the numbers are such that the penalties for attacks are the same (e.g. spend 1 AP to move your BMR, then make a 3 AP attack which will be at -25, just like walking).

Can you dodge as ur action instead of attack? if yes, how much DB do you get? +10DB? Double normal DB?


Offline Thot

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #9 on: December 12, 2022, 03:39:59 AM »
You can spend 4 AP on dodging, and this gives you a bonus on your DB, but the exact number depends on your movement skill.

Offline Druss_the_Legend

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #10 on: December 12, 2022, 03:50:06 AM »
You can spend 4 AP on dodging, and this gives you a bonus on your DB, but the exact number depends on your movement skill.

is movement skill AG/Qu modifier or is it a new skill used only in RMU?

also, why would you choose to Dodge instead of Full Parry?

Offline Thot

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Re: RMU - What initiative system and action/activity sequence does it use?
« Reply #11 on: December 12, 2022, 05:17:54 AM »
[...]
is movement skill AG/Qu modifier or is it a new skill used only in RMU?

It's a learnable skill. Depending on where you fight, you learn of of several, such as Flight, Swimming, Climbing, etc

If you don't spend any effort on dodging, you get DB of 1 per RANK of the appropriate skill.
If you concentrate on dodging (which doubles the AP cost for everything else you do, so it effectively costs you 2 AP in most cases), you get half your Movement skill as DB.
If you spend 4 AP on dodging, you get your full Movement skill as DB.

Armor reduction fully counts against all three types of dogging.

Quote
also, why would you choose to Dodge instead of Full Parry?

Maybe you don't have anything to parry with in a given situation. Or maybe your movement skill is much higher than your weapon skill.