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Systems & Settings => Rolemaster => RMC/RM2 => Topic started by: alloowishus on August 31, 2023, 02:15:46 PM

Title: "Enlarge" spell question
Post by: alloowishus on August 31, 2023, 02:15:46 PM
So the spell enlarges the character and increases size and mass but not strength. So what does it do exactly other than make them bigger? Seems kind of useless for a 10th level spell.
Title: Re: "Enlarge" spell question
Post by: Jengada on August 31, 2023, 02:53:34 PM
I had this question a while back. Check out this thread: https://ironcrown.co.uk/ICEforums/index.php?topic=20786.msg241753#msg241753 (https://ironcrown.co.uk/ICEforums/index.php?topic=20786.msg241753#msg241753)
Title: Re: "Enlarge" spell question
Post by: alloowishus on September 01, 2023, 05:11:59 PM
Thanks, I think I may just make the person have all the stat and crit mods of a humanoid of equivalent size (for instance a 6 foot tall human increased by 70% would be as tall as Hill Troll, so give them all the equivalent stats of a hill troll). That makes sense to me, I mean it's a 10th level spell and all that happens is that you can carry more? That seems kind of useless.
Title: Re: "Enlarge" spell question
Post by: Jengada on September 02, 2023, 12:08:01 PM
In that thread I posted, I didn't see anything about what I ended up doing in my own campaign. So for what it's worth, I ended up making a fairly significant change to the spell effect:
Size changes spells rely on the existing rules for giantism in Creatures and Treasures, affecting movement, OB, and DB. I decided that changing +/-30% does not modify any bonuses (really, no significant "size change"), +/-40-60% is a single size class change (+/-20'/rnd, +/-20 OB, and -/+10 DB), and +/-70-100% is two size class changes (+/-40'/rnd, +/-40 OB, and -/+20 DB). I also incorporated a rule from another system that says gear changes with the target, but if it leaves contact with their person, it immediately reverts to normal size.