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91
RMSS/FRP / Re: RMSS - Resistance Rolls - Race - Hybrid's base spells
« Last post by Micael on September 24, 2024, 06:44:59 AM »
I would tie it to your choice on dispelling listed in Arcane Co 6.3.8. If Arcane/hybrid are more powerful as in option #1, use the lowest racial RR mod, if option #2, average them, and if Arcane/hybrid are fragile(option #3) add them as you did in the OP.
For Arcane I am on your side- for Hybrids though is not such a rule for race in RMSS/FRPG. And if Arcane is an own realm, (option 1) that does not automatically mean, that hybrid is also more powerful.
In addition the wording of 6.3.8 is as follows"

you could also argue, that arcane has no racial modifiers because its a new realm where nobody has inate RR bonus same as no dispelling from other 6.3.8 • DISPELLING ARCANE MAGIC
There are three different ways to view the cancelling and/or dispelling of Arcane magic (note that the same
arguments apply to cancelling and/or dispelling hybrid spells). The GM should choose the option below that best fits his view of his world.
Option 1: Arcane magic is inherently more powerful and different than any of the magics presented in Spell Law.
Thus, it can only be dispelled by an Arcane dispelling spell (found in the Arcane lists like Realm Law). If no option is specified by the GM, this option should be presumed to be in effect." So nothing about race modifiers is worded here...realms are functioning vs. arcane. You could use the least bonus (or penalty), an average of all or add all together, because in 6.3.5: "
RESISTANCE ROLLS
When resisting against Arcane spells, the RR is modified by the sum of the target’s Empathy, Intution, and Presence stat bonuses." Thats not the average. But RR for races are already tripled for one realm so I would advice to divide all RR racial boni trought 3 and then add them or use the average (mathematically the same).

92
General Discussion / Re: How does magic work in your world?
« Last post by Druss_the_Legend on September 24, 2024, 02:03:10 AM »
Some day I'll write all this up into more formal setting.

Essence is elemental power, the elemental essence of non-sentient material that makes up the universe/world.
Mentalism is the power of a creatures own mind.
Channeling is the power of a bunch of creatures minds (whose worship channels their power to who/what they worship then that thing channels it back to select individuals).

Technically I partially separate out something called 'Life' and 'Unlife' that's a bit of a hybrid of all the forms of magic.  Mindless or controlled undead (Skeletons, Zombies, etc) are typically the result of Essence.  But intelligent Undead (Vampires, Lich, etc) are the result of 'Unlife' (true evil) which is a little bit of all the forms of magic.  While non-evil undead (a stuck spirit or ghost for example) are an echo of 'Life' or the natural lifeforce of sentient beings, which isn't quite the same as Channeling.  Unlife and Life and kind of like Entropy and Negentropy.

Magic is largely believed to be rare, but in reality is fairly common. Just not on a very noticeable level.
Religious groups are the only ones that can freely display magic without much fear of unwanted notice.

About 1 in 100 people can use magic (akin to cantrips). This usually goes almost completely unnoticed.
About 1 in 10 of them will actually learn a 'spell list' as we know it. This might be a gifted crafter or healer in a village and goes mostly unnoticed. So 1 in 1,000 of the population.
About 1 in 10 of them will become a Semi-spell user. So 1 in 10,000 of the population. Menalists tend to fly under the radar, Channelers (Priests, Paladins, etc) are considered fairly normal, but Essence users are held in awe or feared. There are very prominent users (there are Elementalist guilds) and they clash with certain groups (often religions) regularly.
Less than 1 in 10 of them will become a Pure or Hybrid spell users.  So 1 in 100,000 of the population at most.

I use material from various RM1/2, RMSS/RMFPR and I've got lots of material I've created myself (some of which some of you have seen in various places).

Appreciate the input. Im considering a big changeup of magic in my world. An evil god will throw the rulebook out and magic as the players know it will be changed forever. Blood magic, Dark Rituals and Darkness spells will gain greater power. Sorcerors, Evil Clerics, Dark Paladins are going to be scary good.
93
Rolemaster Software / Re: RMU for Roll20
« Last post by nash on September 24, 2024, 01:08:15 AM »
A number of small updates this week.  Starting some work to fix a mumber of other wierd bugs; but nothing yet.
Thank you to all who have reported problems.  Please let me know if there are more.

- Dark mode tweaks for side panel, and the crit box.  Dark mode is still a long
  way from complete on the main sheet; but the side panel should be usual.
- Spell rank modifier when casting; missed that in the other massive improvements.
- Don't barf AP updates on New Combat.
- Fix for weight allowance (thanks spaturno80).  I totally misread those rules.  Like totally.
- Creature sheet improvements for skills and other items.
- Async: Recover is a few more wierd situations (thanks major__havoc).
- Spells: Show trickery and grace bonuses in spells.  This is the sort of
  feature you get when I play with the sheet, not just GM with the sheet.

[Compendium]
Add base lists by profession to the spell law list. Treasure Law data imported
for most non-magical items.  Chapter 1 complete.  Chapter 2 is 75% complete.
Monsters for other modules are getting ready too.
94
General Discussion / Re: How does magic work in your world?
« Last post by Druss_the_Legend on September 24, 2024, 12:27:28 AM »
Some day I'll write all this up into more formal setting.

Essence is elemental power, the elemental essence of non-sentient material that makes up the universe/world.
Mentalism is the power of a creatures own mind.
Channeling is the power of a bunch of creatures minds (whose worship channels their power to who/what they worship then that thing channels it back to select individuals).

Technically I partially separate out something called 'Life' and 'Unlife' that's a bit of a hybrid of all the forms of magic.  Mindless or controlled undead (Skeletons, Zombies, etc) are typically the result of Essence.  But intelligent Undead (Vampires, Lich, etc) are the result of 'Unlife' (true evil) which is a little bit of all the forms of magic.  While non-evil undead (a stuck spirit or ghost for example) are an echo of 'Life' or the natural lifeforce of sentient beings, which isn't quite the same as Channeling.  Unlife and Life and kind of like Entropy and Negentropy.

Magic is largely believed to be rare, but in reality is fairly common. Just not on a very noticeable level.
Religious groups are the only ones that can freely display magic without much fear of unwanted notice.

About 1 in 100 people can use magic (akin to cantrips). This usually goes almost completely unnoticed.
About 1 in 10 of them will actually learn a 'spell list' as we know it. This might be a gifted crafter or healer in a village and goes mostly unnoticed. So 1 in 1,000 of the population.
About 1 in 10 of them will become a Semi-spell user. So 1 in 10,000 of the population. Menalists tend to fly under the radar, Channelers (Priests, Paladins, etc) are considered fairly normal, but Essence users are held in awe or feared. There are very prominent users (there are Elementalist guilds) and they clash with certain groups (often religions) regularly.
Less than 1 in 10 of them will become a Pure or Hybrid spell users.  So 1 in 100,000 of the population at most.

I use material from various RM1/2, RMSS/RMFPR and I've got lots of material I've created myself (some of which some of you have seen in various places).

Appreciate the input. Im considering a big changeup of magic in my world. An evil god will throw the rulebook out and magic as the players know it will be changed forever. Blood magic, Dark Rituals and Darkness spells will gain greater power.
95
General Discussion / Re: How does magic work in your world?
« Last post by Cory Magel on September 23, 2024, 11:58:24 PM »
Some day I'll write all this up into more formal setting.

Essence is elemental power, the elemental essence of non-sentient material that makes up the universe/world.
Mentalism is the power of a creatures own mind.
Channeling is the power of a bunch of creatures minds (whose worship channels their power to who/what they worship then that thing channels it back to select individuals).

Technically I partially separate out something called 'Life' and 'Unlife' that's a bit of a hybrid of all the forms of magic.  Mindless or controlled undead (Skeletons, Zombies, etc) are typically the result of Essence.  But intelligent Undead (Vampires, Lich, etc) are the result of 'Unlife' (true evil) which is a little bit of all the forms of magic.  While non-evil undead (a stuck spirit or ghost for example) are an echo of 'Life' or the natural lifeforce of sentient beings, which isn't quite the same as Channeling.  Unlife and Life and kind of like Entropy and Negentropy.

Magic is largely believed to be rare, but in reality is fairly common. Just not on a very noticeable level.
Religious groups are the only ones that can freely display magic without much fear of unwanted notice.

About 1 in 100 people can use magic (akin to cantrips). This usually goes almost completely unnoticed.
About 1 in 10 of them will actually learn a 'spell list' as we know it. This might be a gifted crafter or healer in a village and goes mostly unnoticed. So 1 in 1,000 of the population.
About 1 in 10 of them will become a Semi-spell user. So 1 in 10,000 of the population. Menalists tend to fly under the radar, Channelers (Priests, Paladins, etc) are considered fairly normal, but Essence users are held in awe or feared. There are very prominent users (there are Elementalist guilds) and they clash with certain groups (often religions) regularly.
Less than 1 in 10 of them will become a Pure or Hybrid spell users.  So 1 in 100,000 of the population at most.

I use material from various RM1/2, RMSS/RMFPR and I've got lots of material I've created myself (some of which some of you have seen in various places).
96
ICE News and Discussion / Re: Director's Briefing - September 2024
« Last post by jdale on September 23, 2024, 10:32:13 PM »
Here's the link without any looking: https://discord.com/invite/7fYkMHZ

Creature Law I layout is underway, there isn't much to say except that it has started and is not yet finished. I think we will probably release the Character Companion before Creature Law II but we'll see. It's written but needs a final editing pass, and then art and layout. It will include expanded treatment of every skill (along the same lines as School of Hard Knocks, and reworking a fair bit of that material for the reduced skill list), fighting styles, more talents, more flaws, optional rules about training and training packages (but a much simpler take than RMSS/RMFRP), optional rules about how talents can be acquired (i.e., if you don't want everyone to be able to just take any talent), additional Arms professions. Also added some magic items that grant abilities based on things in this book, and random tables of character traits based on stats (similar to how they are assigned in the random NPC generator I did for IPP).
97
Rolemaster / Re: Cost of magic items created using Treasure Law confusion
« Last post by jdale on September 23, 2024, 10:14:31 PM »
For Resizing, it certainly doesn't create any balance issues, so I would probably just require a single spell mastery roll to tweak the spell intended for armor. Of course you could also create a new spell list for clothing, along the same lines as Shoe Enchantment. All Sizes is on that list as an 8th level spell.

It seems to me there are a number of unnecessarily complicated design constraints here. For example, if you provided a limited number of outfits you could use Multiform. If you don't need it to be a real physical change, there are various illusionary ways to change an outfit, and that also solves the fit problem. Putting the enchantment in a ring is more complicated than putting the enchantment in the outfit itself. Etc. So basically the general problem of having an outfit for every occasion is solvable in multiple ways, if you want to solve it in an extremely specific way that is different from all of them, maybe take one of those existing methods and use it as a general baseline for the item cost and level, and then use GM fiat and don't worry about the rest of the details.

Regarding pg 204 (table 6-1c) vs table 5-3c, they should give the same results. Using a level 1 essence effect as an example, the spells involved are Work Lesser Metals (5), Embed I (3), Constant III (17), and the spell to be embedded (1). Except... I think there is an error now that you mention it and they are actually calculated based on Work Mundane Wood (4). So the item level is 17, the total levels are 4+3+17+1 = 25, and the price is 17 sp materials + 2 sp labor = 19 sp per day for 25 days = 475 sp. So that Work spell might be throwing you off.
98
Gamers Seeking Gamers / Re: New RMSS/FRP Game set in Greyhawk
« Last post by Castinar@cox.net on September 23, 2024, 09:09:51 PM »
Saw on another post that this campaign hasn't started yet.  Any plans on doing so?  If so, will there be a way to follow along?
99
RMC/RM2 / Re: Stun and Initiative order
« Last post by rsarres on September 23, 2024, 03:38:17 PM »
It depends.
IF P2 has spent more than 50% of his activity in this round (i.e. used more than 50% of his OB to parry from attack of P1), P1 is not stunned but is at -25. P3 attack does not get any stun bonus. P1 cannot parry from P3 attack because it has already parried from P1.

IF P2 has not used more than 50% of his activity in this round, (i.e. did not parry with weapon or used less than 50% of his OB to parry from attack of P1), P1 is stunned and unable to parry immediately. P3 attack gains stunned bonus and P1 cannot parry because it is SUP.
100
RMC/RM2 / Re: Stun and Initiative order
« Last post by Hurin on September 23, 2024, 01:35:37 PM »
What happens in round 1 if P1 stuns (no parry) P2, and then later in that round, someone (let's say P3) attacks P2?

You are saying that P2's 'no parry' result is only in effect on round2, but that his stun is in effect in round1... and ends this round?

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