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Systems & Settings => Rolemaster => RMC/RM2 => Topic started by: Neee-Wom on August 30, 2021, 08:24:55 AM

Title: Ambush modification
Post by: Neee-Wom on August 30, 2021, 08:24:55 AM
I was never happy with fighters in RM at higher levels as they become less interesting than magic users, but how we could make it more powerful without creating new rules?

At the end I have found a method that I like, the Ambush skill is becomes a combat skill and can be used in full attacks. that means a figher level 5 could have for example 5 ranks + 15 from level, that means when a critical is achieved the fighter can select  the critical in the range ±20. It the attack is stealthy (traditional ambush) you double the bonus.

I have not noticed big problems during play except that combat is slower when players have to decide which critical they want.

Feedback is appreciated.
Title: Re: Ambush modification
Post by: Ginger McMurray on August 30, 2021, 08:44:44 AM
At higher levels fighters should be getting E crits at pretty much any distance with a couple of swings per round (adrenal speed or haste from another PC or item). I'm not sure this rule is needed. But, if it fits your group then it's a good rule. 😊

Also, I don't think the per level bonuses affect static things like that. They're plusses to rolls, not ranks. Ambush, Adrenal Defense, etc. all specify ranks in their effects. But again, if it works for y'all then all is well.
Title: Re: Ambush modification
Post by: Neee-Wom on August 30, 2021, 11:10:53 AM
Thanks, for the feedback.

Adrenal Move requires 1 round of preparation, and Haste assumes you have a colleague or an item helping you. I'm not sure a high level fighter gets this E critical if fighting agains another good fighter or several enemies.

You're right, Ambush should not take the level bonuses but I use it also to make the skill more powerful. That can help also to make non-lethal attacks.
Title: Re: Ambush modification
Post by: MisterK on August 30, 2021, 11:47:07 AM
NSU suffer from two different issues
- lack of variety of capabilities (which, to be honest, is an issue with many fantasy RPGs because, apparently, it's much easier to design a hundred new spells than a hundred different new ways of useing a sword, who would've thunk ? :))
- asymptotic effectiveness, which is a bit more RM-specific : power increases linearly with level on spell lists, while skill bonus is not linear per level.

The second point actually has potential for NSUs : it means they can allocate more DPs elsewhere, while the efficiency of a spellcaster is more or less tied to their continued investment in spell list acquisition. However, fighters get the short end of the stick because their speciatly is combat and skilling up different weapons do not really makes a fighter more versatile, and their development for noncombat skills will always suffer when compared with other classes.
I'm not a fan of adding even more skills of very limited scope - if anything, RM has too many skills already IMHO. Allowing different uses of skills according to the number of ranks developed makes more sense, especially for combat skills (capability to perform a sweep attack with a large weapon, to trip an opponent with a pole arm, to perform combat manoeuvers to gain positional advantage or force the enemy to fall back, and so on). Of course, having said that, you will likely look at noncombat skills and wonder if they can also benefit from increased scope.

The first point is something you cannot really work around, because it is encoded in the way magic is defined in the game (some games have magic systems with a much narrower scope, which more or less cancels this issue, but RM - among others - suffers from it). The only way for Fighters to compete is... to acquire spells. Not combat spells (except possibly self buffs), because Fighters in combat have a well-defined role which is not that of a caster, but spells that provide them with an edge in non-combat situations. One way to do that is to reduce the cost of spell list acquisition for NSUs, especially for the lower level spells. Even a handful of Open Lists can make a world of difference.
The downside of this solution is that you basically acknowledge the fact that Magic is the be-all, end-all at higher level and just decide to roll with it. But the alternative - reining in magic at higher levels - requires a much more extensive redesign of the game.

Note that if the setting has a built-in limitation for casters (such as any serious late 3rd Age Middle Earth setting), then balance becomes much less of an issue because the casters have so many spells... they basically can't use except in life-or-death situations. In those settings, you will likely see spellcasters spend a great deal of their DPs on mundane skills... which solves the problem in a different way.
Title: Re: Ambush modification
Post by: pantsorama on August 30, 2021, 03:56:32 PM
Hmmm.  Not a fan of NSU's having to get spells to keep up.  Because honestly, they can't ever catch up that way.  SU's have so many ancillary skills to make them effective (much like NSU's do).  Transcendance, Trickery, PPdev, Mental Focus, etc.

BUT

What if we reskinned NSU's spells as martial maneuvers (or whatever you want to name them).  Then you can have a list of one time "spells" that a NSU can learn that give small boosts to specific things you might try in combat.  To keep it simple avoid requiring PPs (maybe exhaustion rolls? - anyway use something the fighter should already have if they are even mildly well rounded) and make the bonuses about half to a qaurter what a spellcaster might get.

EG (and this is just spitballing here, to stoke ideas, not to bog down in the minutia)

Martial maneuvers require a medium exhaustion check with a penalty of the level of the maneuver.  Maneuvers over your level add 20 time the maneuver level minus your level to the exhaustion roll. Instantaneous maneuvers use your free action for the round, if you still have it, or 1AP otherwise.

Defensive Training
1. Turn Missile * – User adds +5 (10?) to his DB versus one missile fired at the user. The user must be able to see
the attack.
2. Turn Blade * – User adds +5 (10?) to his DB versus one melee attack on the user. The user must be able to see
the attack.
3. Shield * – User can defend against one extra attacker this round at 1/2 their regular shield bonus.
4. Turn Spell * – User adds +5 (10?) to his DB versus one directed spell attack on the user. The user must be able to see
the attack.
5. Deflect I * – Deflects one missile fired at the user; that missile has 25 subtracted from its attack (missile must
be in user’s field of vision).

And so forth

And there might be one for stealthy characters, etc.
Title: Re: Ambush modification
Post by: Hurin on August 30, 2021, 04:11:06 PM
JDale might have a bit more to say on the subject of Fighting Styles or maneuvers...

For me, in addition to those, I also like the way RMU enables multiple attacks with the Multiple Attacks skill. This makes NSUs really deadly in combat.
Title: Re: Ambush modification
Post by: jdale on August 30, 2021, 04:23:50 PM
You posted that while I was writing a response! :)

For RMU, the Character Companion will add fighting styles that allow the character to gradually accumulate additional abilities. It won't work the same as spell lists, but it should serve the function of letting higher level Arms characters get more diverse abilities and try new things. Unlike fighting styles in RMSS and RMC, your OB is not limited by the style, which means you don't have to keep developing the same thing for the entire life of your character. That's also generally true for the combat expertise and battle expertise skills, which frees up DP at higher levels to learn new things.

Even if you are sticking with RM2/RMC, I'm sure you could adapt the material for your game.
Title: Re: Ambush modification
Post by: pantsorama on August 30, 2021, 05:35:36 PM
You posted that while I was writing a response! :)

For RMU, the Character Companion will add fighting styles that allow the character to gradually accumulate additional abilities. It won't work the same as spell lists, but it should serve the function of letting higher level Arms characters get more diverse abilities and try new things. Unlike fighting styles in RMSS and RMC, your OB is not limited by the style, which means you don't have to keep developing the same thing for the entire life of your character. That's also generally true for the combat expertise and battle expertise skills, which frees up DP at higher levels to learn new things.

Even if you are sticking with RM2/RMC, I'm sure you could adapt the material for your game.

Cool!

I'd really like to see fight styles that are effective for group fighting.  Weather it be building a phalanx, setting spears against a charge, or fighting back to back.  I have yet to see such formations modeled well by an RPG.
Title: Re: Ambush modification
Post by: jdale on August 30, 2021, 06:40:33 PM
I have abilities that lets a group all move on the same initiative (with a bonus/penalty depending on their leader's Leadership skill), negate penalties for pole arms attacking past allies, improving the use of the Protect skill to protect allies with shields, and resisting fear while alongside allies.
Title: Re: Ambush modification
Post by: MisterK on August 31, 2021, 02:55:42 AM
The problem with the above is that it does not solve the "out of combat" part. And I don't know about your games, but mine are less than 5% combat on the average. Casters can not do *everything*, but can do *anything* from instant-cleaning clothes to reading minds and tunnel through walls. Combat manoeuvers will not help for that - they will help for combat, which was my second point. But the first point  - out of combat versatility - will remain, and it is a built-in feature of the RM system.

As a side note, I have no problem with saying that magic is the end game of a magical world. As long as the players know it beforehand and build their characters accordingly, everything's fine - if they know at what level the campaign will begin and end, they have all the cards in hand. You will have more NSUs at low level, and more casters at high level. When you look at rosters of major NPC organisations (I'm looking at you Court of Ardor, Loremaster Council and Jerak Ahrenreth, among others), you see that kind of trend in magical worlds. Fighters are powerful at low level. At high level, they are the glorified guard captains and military advisors. The only way out of the niche is to get your hand on a crapton of high-powered magic items, which is another way of beign able to cast spells :P
Title: Re: Ambush modification
Post by: pantsorama on August 31, 2021, 09:24:29 AM
The problem with the above is that it does not solve the "out of combat" part. And I don't know about your games, but mine are less than 5% combat on the average. Casters can not do *everything*, but can do *anything* from instant-cleaning clothes to reading minds and tunnel through walls. Combat manoeuvers will not help for that - they will help for combat, which was my second point. But the first point  - out of combat versatility - will remain, and it is a built-in feature of the RM system.

As a side note, I have no problem with saying that magic is the end game of a magical world. As long as the players know it beforehand and build their characters accordingly, everything's fine - if they know at what level the campaign will begin and end, they have all the cards in hand. You will have more NSUs at low level, and more casters at high level. When you look at rosters of major NPC organisations (I'm looking at you Court of Ardor, Loremaster Council and Jerak Ahrenreth, among others), you see that kind of trend in magical worlds. Fighters are powerful at low level. At high level, they are the glorified guard captains and military advisors. The only way out of the niche is to get your hand on a crapton of high-powered magic items, which is another way of beign able to cast spells :P

NSU get scads of DP to put towards other skills.  I don't think that is an issue.  But beyond that, JDale talked about Leadership skills, and I'll bet that other out of combat situational skill bonuses can be added to fighting styles - if they aren't there already.  Crafting, metalurgy, weapon lore, riding, weight training, Perception, Vocational Skills, animal handling, stalking, trickery, piloting, running, mechanics, etc., etc. all seem like they can be seamlessly slotted into a fighting style.
Title: Re: Ambush modification
Post by: MisterK on August 31, 2021, 10:14:09 AM
At that point, you might simply rework the skill list completely and have "Fighter skill : everything a fighter should know; Mage skill : everything a mage should know", and so on.
It's not a joke - there are actually systems that are designed that way, and they work. I'm just not convinced it goes hand to hand with the dozens of different skills RM has - that's a radical change in game design.

I'm all for trimming the skill list (which is one of the reasons I'm not interested in RMU), but the consequences on the overall game balance are not trivial.
Title: Re: Ambush modification
Post by: jdale on August 31, 2021, 10:22:24 AM
There are abilities with bonuses to Intimidation, Disarm, Mounted Combat, Riding, Leadership, Fortitude (basically), Blindfighting, and Influence (in combat). But it's definitely true that fighting styles are for fighting. What improves the overall usefulness of Arms characters is their available DP, as Pantsorama said. In RMU (but less so in previous editions), there is a point where you have a high enough bonus in your combat-related skills and don't need to advance them anymore, for example because you have a high enough bonus to cancel out the entire penalty and additional ranks aren't going to gain you anything. That's quite different from how skills like Disarm, Subduing, two-weapon fighting, etc. worked in previous editions.

Having those DP available also gives you the option to get into talents, too.
Title: Re: Ambush modification
Post by: MisterK on August 31, 2021, 12:10:51 PM
That is RMU - this is RMC/RM2 :)

But then again, having ten skills to perform ten different combat manoeuvers seems counter-productive to me. I'd rather have combat style skills that include a bunch of things they do well (or less well), including which weapons proficiency they provide, which armor and shield proficiency they provide, and so on. I think there is an option for Combat Style skills in RMC, only not as developed as the one I have in mind, but the idea is fairly similar.

Because skill nit-picking (the herb lore / gathering herbs / preparing herb / apply herb kind of hair-splitting) is *really* not my style.
Title: Re: Ambush modification
Post by: jdale on August 31, 2021, 12:36:16 PM
The version in RMC replaces your weapon skill, if I remember correctly. That means you would normally pick it once and develop it for the lifetime of your character. And for the most part you get all the abilities initially, which means you aren't developing new ones later. (You can add new weapons to a style you have, and some bonuses go up, but that's it.)

We are getting a bit sidetracked here but what I suggested originally is that the RMU version would be something that could be adapted for RM2/RMC.
Title: Re: Ambush modification
Post by: Hurin on August 31, 2021, 01:47:51 PM

I'm all for trimming the skill list (which is one of the reasons I'm not interested in RMU)....

I'm not sure what you mean. RMU's skill list is leaner than any other edition; vastly leaner than either RMSS or RM2 in their current form.

Even JDale's combat styles for RMU follow the RMU philosophy of resisting the skill bloat that plagued all earlier editions of RM. There are only a few new skills. The actual abilities are not new skills per se -- they are essentially talents/feats that unlock at a certain level of an already existing style. So for example if you get sufficient skill in a particular axe-fighting stance, you unlock essentially a feat that gives you the ability to hook an opponent's shield to pull it out of the way. [Edit: Sorry JDale if I said to much!]

So if you dislike skill bloat, RMU should be very attractive to you, as it does better than any previous edition in avoiding it.

On the wider issue of caster vs NSU balance, one of the factors that helped even them up in DnD originally was that NSUs got better saves as they went up in level. Many spells are completely nullified if the target simply resists them. I do think there should be a skill for resisting spells.
          In discussing RMU, we did talk about allowing characters to use their ranks in say Channeling to resist Channeling spells, maybe Power Projection for Essence, and Mental Discipline vs. Mentalism. While cool, the problem with this is that again, this privileges casters because they have lower costs for these skills than NSUs. So maybe the best category for such skills would be Fortitude. You could make resisting each realm a specialization of the Fortitude skill.
Title: Re: Ambush modification
Post by: rdanhenry on August 31, 2021, 02:43:39 PM
On the wider issue of caster vs NSU balance, one of the factors that helped even them up in DnD originally was that NSUs got better saves as they went up in level. Many spells are completely nullified if the target simply resists them. I do think there should be a skill for resisting spells.

Skills for resists are almost impossible to balance between not-worth-it and must-have. And if they are must have, they might as well be baked in (as they currently are as a level factor). If you wanted to advantage NSUs here, it would IMO make more sense to rationalize that not using magic leaves your aura less open to its influence and offering a bonus to those without magical abilities (which would include ordinary beasts and a few monsters) a resistance roll bonus to all Realms of magic similar to (possibly even somewhat better than) what spell-casters get against their own Realm. I would, in this case, have this replace the Realm bonus for those who have not yet learned magic (leaving choice of Realm open until such learning takes place).
Title: Re: Ambush modification
Post by: Hurin on August 31, 2021, 11:44:07 PM

Skills for resists are almost impossible to balance between not-worth-it and must-have.

I'm not sure I entirely agree. Fortitude costs 1/3 for Fighters -- it definitely could be worth 1 DP per level to get +1 to RRs (if skill in Fortitude: Resistance granted characters a bonus to RRs equal to their ranks in the skill).

There seems to be enough granularity to calibrate it even more finely too, if necessary: if +1 to all RRs is deemed to be too strong, you could for example require specialization in each realm of Magic.

I'm not saying your idea of giving NSUs a flat bonus to RRs won't work... just that I think simply using the existing Fortitude skill and allowing it to have a specialization in Magical Resistance seems to me flexible enough to work.
Title: Re: Ambush modification
Post by: Cory Magel on September 01, 2021, 12:10:14 AM
A lot of the discussion of spell users vs non-spell users and how the balance plays out will vary over the levels.

In our experience pure arms users have the initial advantage. Some levels later (roughly 10) pure spell users will tend to surpass the pure arms users. Some levels later (upper teens or so) semi-spell users will tend to surpass them both. Then, eventually, there wouldn't be much difference (although we're talking pretty high levels at that point - likely well into the 20's if not 30's).

If you think about the costs for their various skills, how you'd spend them, and at what point you'd starting working on your non-profession oriented skills (like a caster learning a weapon) the evolution of balance is pretty obvious. At some point profession bonuses will be the main differing factor once everyone has hit the soft ceiling of diminishing returns.

So... the main balancing factor people might want to consider is at what level you start and stop your campaigns.
Title: Re: Ambush modification
Post by: Hurin on September 01, 2021, 08:53:29 AM
Yes, that's a good point Cory. I tend to play mostly lower level campaigns (rarely past 10), so my views are skewed by that.

It is true that the balance changes at different levels too. Note though that the level at which casters surpass NSUs is earlier in RMU than in other editions. RMU makes spellcasting much easier, especially compared to RM2: no prep rounds for spells at or below the caster's level; many more PP because PP Development is a skill;individual spell acquisition; and even things like characters having more starting HP due to racial bonuses. All of this helped convince me that having a skill to help resist spells, and making it a skill that is cheaper for Arms users than spell users, is a good idea.
Title: Re: Ambush modification
Post by: MisterK on September 02, 2021, 12:14:21 PM
My GMing experience in RM is more in the mid-to-high levels (from around 10 to 20+). In addition, though I did not pick RMU, my house rules had similar end effects - making spellcasting easier. The balancing came with easier access to spells for the non-casting professions - in the end, spell use was actually a gradient rather than a yes (PSU and HSU) / no (NSU) / some (SSU) and having NSUs with a handful of lists developed to level 5 or so is not rare.

About the magic-resisting skills, I don't know. I'd say that a mage should be able to affect a fighter with a spell about as often as the fighter is able to carve him up with his weapon in melee combat. For non-elemental spells, the RR is already deterrent enough, I think, especially if you adopt the "partial resist" option.

The issue is more on versatility of spells - body alteration, illusions, movement, sensory enhancement or supernatural detections, and so on. Being able to access even a limited set of magical options is a game changer for a non-caster profession - which means either spell lists or a boatload of (not necessarily very powerful) magic items. And the only thing you need to make it work is to lower the spell list acquisition price for NSU by any amount you are comfortable with.
Title: Re: Ambush modification
Post by: MisterK on September 02, 2021, 12:25:51 PM

I'm all for trimming the skill list (which is one of the reasons I'm not interested in RMU)....

I'm not sure what you mean. RMU's skill list is leaner than any other edition; vastly leaner than either RMSS or RM2 in their current form.

I'm not sure what you call "leaner" - the RMU character law I got has 96 skills listed in table 4-1 (including skills that must be specialised). RM Classic has 75 including listed secondary skills. I was hoping for a 40-something skill list, with a bunch of non-quantified talents and descriptors to bring variety and color where numbers were not needed.
Title: Re: Ambush modification
Post by: jdale on September 02, 2021, 01:08:16 PM
96 includes spell lists, which aren't exactly skills, and which you aren't counting for RMC, so they are closer than you are saying. And I think RMC sweeps a bunch of stuff under the rug with hodge-podge "skills" like Lore-Technical.

If you want a super lean list, you could just let them purchase the categories directly and not use the individual skills at all. That's 27. Getting down to 40 would mean most categories have been collapsed to that level, and a few will have 2-3 skills.
Title: Re: Ambush modification
Post by: Hurin on September 02, 2021, 02:09:53 PM

I'm not sure what you call "leaner" - the RMU character law I got has 96 skills listed in table 4-1 (including skills that must be specialised). RM Classic has 75 including listed secondary skills. I was hoping for a 40-something skill list, with a bunch of non-quantified talents and descriptors to bring variety and color where numbers were not needed.

Yes, fair point. However, RMU includes many skills in the core that needed to be added in Companions to RM2. RMCompanion I alone added things like Animal Training, Appraisal, Crafting, Diplomacy, Disarming, and Reverse Stroke, which are all in (in various forms) in the RMU core.
      Then Companion II added many more skills to RM2, such that by Companion II the skill list had bloated to 216. There's a lot of duplication here, as Crafting in RM2 is a separate skill from Fletching, Leather Working, etc. So the RM2 list quickly becomes longer and more redundant. True, it is not entirely fair to compare RMU Core to RM2 Core + Companions I and II. But I find the RMU core far more comprehensive than the RM2 core was, and less redundant. RMU also has a system of similar skills that means it will not have to expand to 216 skills.

Title: Re: Ambush modification
Post by: Neee-Wom on September 02, 2021, 05:24:02 PM
I GM a RM2/RMC quite customized, the main customization is keeping number of skills below 50, so I'm not interested in having more skills for characters to develop. I wanted a way to make NSU fighting more powerful and versatile in a combat without creating new rules/mechanics.

I agree that perceived power can be different depending of the level, but I like the journey and it's a pity for players to have the perception that their rogue is less relevant now that the mystic can do everything better, sometimes it's solved during the game using kregora, but powering up fighters, rogues and thieves is good for me.

Of course I will buy RMU but at 47 I do not have the push or time to learn a new system, but I will look at it.
Title: Re: Ambush modification
Post by: Hurin on September 02, 2021, 05:58:54 PM
One thing RMU does enable by default that helps NSUs is more attacks. RM2 had the Two Weapon combo and martial arts katas, but RMU makes it more of a system for everyone, and enables more attacks. RMU also enables all characters to make two quick attacks per round -- when you have a very high OB, you can consider doing that even though each attack is at -50. So, that definitely helps NSUs.
Title: Re: Ambush modification
Post by: Cory Magel on September 02, 2021, 08:56:54 PM
One thing RMU does enable by default that helps NSUs is more attacks. RM2 had the Two Weapon combo and martial arts katas, but RMU makes it more of a system for everyone, and enables more attacks. RMU also enables all characters to make two quick attacks per round -- when you have a very high OB, you can consider doing that even though each attack is at -50. So, that definitely helps NSUs.
I don't know as if I'd agree that really helps NSU's that much.  Unless you have some other kind of benefit adding to your attacks, if a -50 isn't causing difficulties to hit you're likely either very high level or fighting a pretty inferior foe.
Title: Re: Ambush modification
Post by: Hurin on September 02, 2021, 10:03:37 PM
One thing RMU does enable by default that helps NSUs is more attacks. RM2 had the Two Weapon combo and martial arts katas, but RMU makes it more of a system for everyone, and enables more attacks. RMU also enables all characters to make two quick attacks per round -- when you have a very high OB, you can consider doing that even though each attack is at -50. So, that definitely helps NSUs.
I don't know as if I'd agree that really helps NSU's that much.  Unless you have some other kind of benefit adding to your attacks, if a -50 isn't causing difficulties to hit you're likely either very high level or fighting a pretty inferior foe.

We are talking about how casters surpass NSUs at higher levels, so I thought mentioning higher levels is relevant.

Note also that the smoother decline of skill rank bonuses in RMU -- namely, +5 for the first 10 ranks, then +3 for the next 10, then +2, then +1 -- enables generally higher bonuses overall at higher levels than in RM2 (which had a steeper dropoff: 5, 2, 1, 1/2). The skill rank bonus for 30 ranks (not counting professional bonuses) would be 100 in RMU but only 80 in RM2.

That is achievable at level 15. Add in professional bonuses (as much as +30 in RMU), stats (max +45 plus racial bonuses), and items, and yes, you could be pushing OBs approaching 200 at level 15.
Title: Re: Ambush modification
Post by: RandalThor on September 03, 2021, 08:19:03 PM
We are talking about how casters surpass NSUs at higher levels, so I thought mentioning higher levels is relevant.
The issue isn't PC level, but level/capabilities of the enemy. As most games go the route of increasing the foes powers and abilities as the PCs gain in level, a -50 is still a big deal. The only time it wouldn't be would be the very - VERY - rare times they are fighting something so weak that it doesn't matter. Except it still does. Why bother with splitting your attack, lowering the number and then lowering it yet again, when you could use that big bonus and get a big hit/crit. (At least, the massively increased chance of a big crit.)

Using your example of a fighter with 200 OB we get 2 +50 attacks (200/2 = 100. 100-50 = 50.)* I say just let them divvy up their OB how they want.

But this should be its own thread.

*Unless their is an ability in RMU that allows them to ignore the -50. I don't know, I haven't looked at the rules in years.
Title: Re: Ambush modification
Post by: Hurin on September 04, 2021, 12:09:53 AM
Using your example of a fighter with 200 OB we get 2 +50 attacks (200/2 = 100. 100-50 = 50.)* I say just let them divvy up their OB how they want.

But this should be its own thread.

*Unless their is an ability in RMU that allows them to ignore the -50. I don't know, I haven't looked at the rules in years.

The RMU rules specify that characters can spend less Action Points on an action, at a penalty of -25 per action point less than the normal cost. What this means is that, since a normal melee attack is 4 AP, characters can make 2 quick attacks at 2 AP each, for a penalty of -50 to each attack.

So, it is not a case of deciding between one attack at 200 OB vs. 2 attacks at +50 OB, as you suggested above. Rather, it is a case of one attack at 200 OB vs. 2 attacks at 150 OB.

So yes, that is why -50 isn't as big a deal as you might think. A +150 OB attack is still very deadly... especially if you get two of them.

And I think that's a good thing. High level Arms Users in RMU are buzzsaws of death in a way they were not in previous editions. In RM2, they were limited to one effective attack per 10-second round (short of developing Two Weapon combo). In RMU, they can make two very effective attacks per 5-second round, and that's not even counting what they can do with the Multiple Attacks skill.

Yes, casters can reshape the fabric of reality, but there's something to be said for being able to kill multiple opponents per round, even when they have decent defenses.

The same rule (-25 per AP less than the normal cost) does not help Casters as much, because there is a hard limit of 1 spell/round.
Title: Re: Ambush modification
Post by: Cory Magel on September 04, 2021, 11:00:19 AM
Rand's point is that for attacks on foes of the attackers caliber a 50OB swing is a big deal and he's right. That was exactly my point. If a 50 point swing doesn't impact your characters ability to land a good blow then it's unlikely you're fighting an equal foe in the first place (not a good baseline to try and balance from).

Now, yes, at VERY high levels that gets more tricky, but how high are we talking and how high of level do you think the average RM user goes? From my experience around here people typically don't even see 10th level. I think I've known one or two people to comment that they've gotten into the 20's even.
Title: Re: Ambush modification
Post by: Hurin on September 04, 2021, 11:25:19 AM
Rand's point is that for attacks on foes of the attackers caliber a 50OB swing is a big deal and he's right. That was exactly my point. If a 50 point swing doesn't impact your characters ability to land a good blow then it's unlikely you're fighting an equal foe in the first place (not a good baseline to try and balance from).

Now, yes, at VERY high levels that gets more tricky, but how high are we talking and how high of level do you think the average RM user goes? From my experience around here people typically don't even see 10th level. I think I've known one or two people to comment that they've gotten into the 20's even.

Yes, I agree that few games get past level 10. By that point, I would say that semis and casters are starting to surpass NSUs in RM2, though the gap is not huge at that level either way you judge it.

In RMU, I think the level at which semis and casters start to surpass NSU's is lower, due to all the things that enhance casting in RMU. However, even by level 10, NSUs do now (in RMU) have the advantage of the quick attack I outlined above. A level 10 Fighter can be expected to have an OB in the vicinity of 150 (100 rank bonus in a professional skill; +30 for stats; +15 or 20 for Item). That means his choice is between a single +150 attack or two +100 attacks.

+100 attacks still have a very high chance of success, especially if you get two of them. These attacks are especially useful against casters who might cast things like Bladeturn I since that blocks only one attack. Some casters might cast Bladeturn II, to block II, but that's a level 11 spell, and of course we haven't even talked about the Fighter using multiattack here (which is the real key to boosting high level arms users). One or more of those attacks is very likely to get through.

You're right about comparing apples to apples, but remember that the core comparison here is between casters and NSUs. I don't think there are too many casters whose defenses could handle multiple +100 attacks per round. Casters tend to have lower defenses, which is why I brought up the point that even with a -50 penalty, an NSU has a good chance of injuring a caster.

In any case, the central point I am making is that NSUs in RMU have an additional tool that they did not (AFAIK) have in previous editions: the ability to make two quick melee attacks per round without having to develop any special skill for it. In some cases, this will mean NSUs being able to kill literally twice the number of opponents per round they would have in RM2. This I think gives a significant boost to NSUs.
Title: Re: Ambush modification
Post by: rdanhenry on September 04, 2021, 11:00:06 PM
I think the "who wins in a fight" approach isn't very useful for RPG balance. That's fine for an on-line shooter, but the PCs normally aren't competing to see who can kill the other, they are competing for a share of game focus. That's why spell-casters with a good range of abilities will shine compared to a pure combat wombat (with or without spells). But a Fighter that focuses purely on killing is making the choice to be one-dimensional. There's plenty of skills that can make the Fighter useful outside of combat. Making it easier to remember to pick up those skills is a large part of why I pushed to raise the DP/level up to sixty.
And as for combat spotlight share, I don't think equal-level matches is a good measure there, either. Generally, match-ups will be against lower-level opponents or against a higher-level monster where the PCs can have the advantage of numbers. Mirror-matches tend to be exceptions, unless the GM wants every other session to be rolling up new characters.
Title: Re: Ambush modification
Post by: Neee-Wom on September 06, 2021, 04:53:57 AM
Thanks for all the input, when I started this thread I wanted this kind of feedback but some comments are about making NSU more deadly and that was not my main objective.

I wanted to make NSU more versatile giving them control during combat, for example a swashbuckler can decide the critical that humiliates the oponent, or a fighter can knock out without killing. Please note that I only allow this on full attacks, so unless the NSU is hasted you cannot use it.
Title: Re: Ambush modification
Post by: Spectre771 on September 06, 2021, 06:27:03 AM
There is a Stun Critical Table in one of the Companions but I can't find the book at the moment.  Our players can declare a "non-lethal" attack on their opponent and any crits are resolved on the Stun table.  The attacker simply strikes at the opponent with the flat of their sword or with the pommel of their weapon.  Sometimes they don't want a lethal attack or they really need the uncooperative foe to be subdued.  There is also a Sparring Critical table in RMC-VII (pg. 125).  Keep in mind, sometimes accidents do happen and there are death results on those tables.  My PC did it one time in tourney as a young lad.  It was a great (or terrible) roll that resulted in a plot twist for the GM to deal with. LOL. 

The Ambush skill, as written, is difficult or tricky to say the least, to get to use.  The introduction of those tables was a very welcome feature.
Title: Re: Ambush modification
Post by: jdale on September 06, 2021, 11:06:30 AM
Gaining the ability to modify the critical but only on an alternative table that has fewer lethal results but more battlefield control results (stun, knockdown, pushback, disarm, demoralize, etc) would be interesting. It has the downside of needing time for the player to pick the result but that could be interesting. There's still some randomness involved which reflects the unpredictability of combat.

I generally went the other way, the combatant can choose -- before rolling the crit -- to downgrade the crit severity in exchange for specifying a particular additional effect (like knockback etc). In that case you get your desired outcome (assuming you land a crit at all), but still keep the flavor of the original crit table and the randomness for the rest of the result, and I think it will play faster.
Title: Re: Ambush modification
Post by: Spectre771 on September 07, 2021, 05:48:34 AM
Gaining the ability to modify the critical but only on an alternative table that has fewer lethal results but more battlefield control results (stun, knockdown, pushback, disarm, demoralize, etc) would be interesting. It has the downside of needing time for the player to pick the result but that could be interesting. There's still some randomness involved which reflects the unpredictability of combat.

For us, the player needs to declare which table he would like the attack resolved on should a crit occur.  Most choose the Stun table.  For the PCs who learned Wrestling or Tackling, the crits tend to be Grappling or Unbalance crits respectively.  The Sparring Crit table is rarely used, but yes, the unpredictability of combat exists and it's still possible for an "oops" moment and the target dies anyway.
Title: Re: Ambush modification
Post by: Vince on October 16, 2021, 04:32:04 AM
I was never happy with fighters in RM at higher levels as they become less interesting than magic users, but how we could make it more powerful without creating new rules?

At the end I have found a method that I like, the Ambush skill is becomes a combat skill and can be used in full attacks. that means a figher level 5 could have for example 5 ranks + 15 from level, that means when a critical is achieved the fighter can select  the critical in the range ±20. It the attack is stealthy (traditional ambush) you double the bonus.

I have not noticed big problems during play except that combat is slower when players have to decide which critical they want.

Feedback is appreciated.
Hi, i didn't realize who you are in this new avatar , I´ve been away too much time from the forums.

We have this "house rule" that each rank you have in your weapon add +1 to the critical roll. We created this rule apart your point about the fighters also to give more importance to put more points once each rank only add +1 to OB.  But the way we understand this kind of expertise where to hit , if the other fighter is aware and weapon-ready he can substract his own rank skill. For example, imagine one fighter has +25 ranks but he is old so he has been losing the temporary stats in STRENGHT and AGILITY , and his foe has +14 ranks but he has better stats (agi+str) so that stats give him a good OB but without some much skill . We understand with this rule that maybe OB is one thing but comparing each ranks, the oldest fighter will add +11 to the critical roll because he is more experienced altough maybe his criticals are C  and the other ones are E. So one thing is your power (OB) and another your critical placement (critical roll) .

In this "house rule" we also wanted to adjust some situations when a good fighter manages to make an surprise attack to a sleeper, unaware or similar situation and the critical is too random in a 1-100 hit in a defenceless fighter. So this defenceless fighter altough he may be an expertise with +20 ranks, if he is recieving attack unaware he will not able to substract his ranks to the critical roll. So in the same example that before the oldest fighter will add not +11, he will add his full +25 ranks to the critical roll so it´s impossible he will in the worst case more than 26 in the critical chart, but for us is logical that a expert fighter on a surprised foe will not land a critical hit apart from recieving an E critical.

We also have a limit  of 25 of maximun critical , but rarely is needed to aply . Hope is understandable in my english

Greetings