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Systems & Settings => Rolemaster => RMC/RM2 => Topic started by: C.Tozer on October 01, 2021, 09:21:56 PM

Title: Spell Casting & Activity
Post by: C.Tozer on October 01, 2021, 09:21:56 PM
Hi all

A quick question please. in Rolemaster Classic page 29 it says the following:

"During spell preparation, a spell caster must concentrate and be relatively inactive (90% activity, leaving 10% of normal activity or movement allowed).
On the round of spell effect (i.e., when it is actually “cast” or “thrown”) a spell caster uses 75% activity, and so only has 25% left (which means they may not cast another spell). "


I've always taken this to mean that a character can use either their remaining 10% activity for preparation or 25% activity for spell casting AFTER they have either prepared or cast a spell.
One of my players has recently challenged me on this suggesting that it using either the phrase "leaving 10%" or "25% left" doesn't necessarily mean the prep or spell casting needs to have taken place first (ie a mage could move 25% and then cast).

How do you play it? What do you think?

Thanks.
Title: Re: Spell Casting & Activity
Post by: PiXeL01 on October 02, 2021, 02:44:24 AM
I’d only allow movement if it’s a class I spell
Title: Re: Spell Casting & Activity
Post by: Peter R on October 02, 2021, 05:31:09 AM
I would allow the movement, but I do not see the preparation as happening and then followed by the movement. I see the preparation taking the entire 10 seconds, but during that 10 seconds, the caster could also move up to 10% of their move, or whatever action they want. The concentration is just slowing them down as they are focused on the spell prep.
Title: Re: Spell Casting & Activity
Post by: C.Tozer on October 02, 2021, 05:46:27 AM
I would allow the movement, but I do not see the preparation as happening and then followed by the movement. I see the preparation taking the entire 10 seconds, but during that 10 seconds, the caster could also move up to 10% of their move, or whatever action they want. The concentration is just slowing them down as they are focused on the spell prep.

Thanks for the response Peter. So assume with you the same holds true for casting a spell too ... ie Casting takes the full 10 seconds but a character can move/act up to 25% over that time in addition to the casting?
Title: Re: Spell Casting & Activity
Post by: Peter R on October 02, 2021, 07:20:47 AM
Yes, that is how I would run it.
Title: Re: Spell Casting & Activity
Post by: Hurin on October 02, 2021, 11:24:20 AM
We've always just allowed casters to do things in whatever order they want (we were playing RM2 though so I am not sure if the Classic rules are different). In the cases above, I'd allow the prepper to do something for 10% before he finished his prep, and the caster to do something for 25% before she cast her spell. Maybe we're too lenient, but coming from DnD, we didn't worry to much about the specific order of actions.
Title: Re: Spell Casting & Activity
Post by: Peter R on October 02, 2021, 12:24:33 PM
I agree, that 10 seconds of the round is just an amorphous blob of time during which stuff happens.
Title: Re: Spell Casting & Activity
Post by: C.Tozer on October 02, 2021, 06:39:54 PM
I agree, that 10 seconds of the round is just an amorphous blob of time during which stuff happens.

Exellent - thanks Hurin and Peter. Very much appricated and your answers have helped confirm our home rule. Thank you.
Title: Re: Spell Casting & Activity
Post by: OLF, i.e. Olf Le Fol on October 03, 2021, 12:43:59 PM
Well, remember that original RAW RM2 has a very exact sequence of action —spell, missile, movement, melee— so in RAW RM2 a caster cannot move then cast his spells. Everything else, including the alternative initiative rules, are optional rules.
Title: Re: Spell Casting & Activity
Post by: Peter R on October 03, 2021, 01:27:57 PM
Well, remember that original RAW RM2 has a very exact sequence of action —spell, missile, movement, melee— so in RAW RM2 a caster cannot move then cast his spells. Everything else, including the alternative initiative rules, are optional rules.
In this case, the original question was about RMC, which has a percentage action round. Using the RM2 sequence would be an optional rule in RMC.
Title: Re: Spell Casting & Activity
Post by: Hurin on October 03, 2021, 02:25:18 PM
Well, remember that original RAW RM2 has a very exact sequence of action —spell, missile, movement, melee— so in RAW RM2 a caster cannot move then cast his spells. Everything else, including the alternative initiative rules, are optional rules.

True, although the caster could also declare an opportunity action (spell) and still move the reduced movement. The Opportunity Action rules indicate that this can be used to move first then cast ('For example, a combatant may wish to withhold casting a spell until he sees who is moving where, and then cast...' etc.).
Title: Re: Spell Casting & Activity
Post by: r0bperry on October 14, 2021, 05:10:10 AM

With some advanced casting, there is a risk so I make sure my players know the bad stuff if they want to do such a thing.

Title: Re: Spell Casting & Activity
Post by: C.Tozer on November 02, 2021, 03:24:37 AM
    I have used and allowed to use this rule to some effect. From the RMSS there is a table with a good breakdown of Casting and Activity requirements. Its actually in their DM Screen.

    The way I have done this in the past is that it takes 90% activity to cast a spell and 10% to hold the spell. As you have said.
    The rules do not say that you could not prep another spell behind the first. But in doing so I require my players to make a SD check to maintain the first spell and if they succeed, then they can prep another spell right behind the first.
    However, if they fail, one of three things can happen.

    The first spell is lost along with the PP.

    The second is the spell goes off prematurely. If the spell is a targeted spell then it will go off directly in front of the caster and engage the first target (friend or foe) along the path. Make attack at a modifier equal to the SD failure +/- whatever the DM wishes to tack on.

    The third and worst is that the spell internalizes and the caster must make a RR vs his own level (+ spell level if applicable) as if he were level 1. Failure to resist will cause an automatic magic fumble.[/li]
With some advanced casting, there is a risk so I make sure my players know the bad stuff if they want to do such a thing.
[/quote]

Hmmmmm ... nice one thanks. Some useful points to muse on there - I really like it as it balances a good risk/reward option for the player. Might well introduce it. thanks
Title: Re: Spell Casting & Activity
Post by: C.Tozer on November 03, 2021, 03:57:15 AM
FYI - When I originally posted this topic I had in the back of my head that I had read it somewhere that a PC could only move AFTER casting or preparing a spell but for the life of me I couldn't remember where.

Flicking through my MERP rule book this evening sure enough under both "Cast a Spell" and "Prepare a Spell" the additional info states that a PC "May take 10' movement later". I suspect like many here I gradulated from MERP to Rolemaster and hence old habits/rules kinda stuck.

From now on in my RM games you can either move/act with 10% for spell prep or 25% action for spell casting whenever you like during your round but ... (phew) good to know I hadn't been imagining it and its the old MERP rules that this came from.
Title: Re: Spell Casting & Activity
Post by: mrfantastic on November 17, 2021, 04:36:32 AM
if u play with battle round sequence  u can cast/prepare ur spell and after moving in maneuver phase with % left , thats how it work. If u using iniziative sistem  u can move either before or after casting/preparing a spell