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#1
General Discussion / interfering starkes televizie ...
Last post by LetIrogy - Today at 03:29:36 PM
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#2
Rolemaster / Re: Human sexual dimorphism as...
Last post by Thot - Today at 03:27:30 PM
Well, done right, it could add some sense of diversity to a campaign. For game purposes, I'd propose it to result in the same overall bonus DP, but with different details. If you are ONLY using the strength/mass influence, it will always be better to play a human man, which doesn't look right to me.
#3
RMC/RM2 / Re: Question about summons
Last post by Jengada - Today at 02:59:21 PM
Quote from: Malim on June 24, 2026, 05:37:47 PMThe CLeric base list with summons is the most useless list :D
I have a player who has used it extremely effectively, much to my annoyance.
#4
RMC/RM2 / Re: Some ideas regarding vampi...
Last post by jdale - Today at 02:12:33 PM
What's the role of vampires in your campaign? If you want to find them in old abandoned dungeons and crypts, a need for blood is hard to explain. If they are out interacting with society ala Vampire: The Masquerade, it makes more sense to have such a requirement. For a PC, adding requirements helps balance the benefits.

RMU gives them the Eternal Hunger flaw, which accrues a -3 penalty per day without blood. After a month, they are shriveled and effectively in a coma.
#5
Rolemaster / Re: Human sexual dimorphism as...
Last post by jdale - Today at 02:03:57 PM
Early D&D did distinguish a difference in strength, but I think the main effect was making the game less appealing to women.

In RMU, encumbrance and feats of strength are based not only on strength but also on weight. Larger characters with the same strength can still carry and lift more (and also their armor weighs more). To the extent that male humans (and males of many but not all other races) are on average physically bigger, that already differentiates and I don't see any advantage in going further.
#6
RMC/RM2 / Re: Question about summons
Last post by Pit Ote - Today at 01:39:46 PM
This spell has subtly changed with each edition. I like the RMSS version, and the RMU version with its "appears somewhere" can be fun.

Since this is RM2/C, I'd allow instant summoning and the ability to control the animal. It's only 6 rounds and requires concentration. If you make it too difficult, no Cleric will want this list. Perhaps I wouldn't allow summoning an animal that isn't representative of the user's location.

If you use more than just basic abilities, since this is a spell that requires concentration, you could use Spell Mastery to modify its parameters (to make it last a couple more rounds, for example) or Summoning (CIV) to summon a specific animal. Keep in mind that the spell says "creature" and not "animal" like in the Animist's summoning. It also doesn't specify size or weight (in any version). A creative player could take advantage of this.
#7
RMC/RM2 / Re: Some ideas regarding vampi...
Last post by Pit Ote - Today at 12:31:20 PM
I recently read an old article from the now sadly defunct ezine The Guild Companion, with many notes on vampires, their powers, weaknesses, etc., and even included stats for dwarven, elven, and halfling vampires. It was called "Observations upon Vampires" (TGC, March 2006). It was originally written for RMSS/FRP, but it might be of some use to you.
#8
Rolemaster / Re: RMU Official Rulings
Last post by Hurin - Today at 11:52:50 AM
Bladeturn/Defections Timing and Use

This is just a general clarification of when and how to use Bladeturn/Deflections/Deflect defensively. (The rules for this were common questions in previous editions, and caused quite a bit of confusion; that's now cleaned up in RMU)

Clarified by JDale on Discord, 6 September 2026

[10:45 AM] jdale: When you cast bladeturn/deflection, normally* you need to use the defense that same turn; you don't need to declare the attack it will be used against until the attack is being resolved (i.e., the attacker has declared the attack and the attack roll is about to be made). As noted, whether you can use it vs attacks against an ally depends on the specific spell; for mentalism generally no and for other realms generally yes.

If you play by phases, attacks normally require 2+ phases so you will have the opportunity to cast before the attack is resolved (unless you are surprised, it's a 1 AP ranged attack, etc). So you don't need an interrupt to use the spell effectively, but the attacker might be able to attack a different target than you thought (especially for Deflections).

If you use the faster rounds option, it's appropriate to let the caster use the spell at the time the attack is resolved, if they still have the available AP/instantaneous action left and have not cast any other spells.

Normally but with this caveat: if you haven't applied the defense from the spell by the end of the round, you can choose to try to delay the rest of the spell so you can apply it in subsequent rounds. (SL p49, delaying a spells.) Make a Medium Spell Mastery maneuver; if successful it requires concentration until the spell is expended or you let it go. Concentration is not required in the round you cast the spell, only in subsequent rounds.
[italics added]
#9
RMC/RM2 / Re: Can spells heal partial bl...
Last post by Pit Ote - Today at 11:24:30 AM
It's true there's some ambiguity. I see it this way: each wound can only be affected by one spell at a time.
Flowstop and Clotting are spells to reduce blood loss, so if you cast Flowstop III or Clotting III on a 5/as wound, the woudn would lose 2/as. Flowstop and Clotting can be spread across multiple wounds and different targets; that is, a Flowstop III could reduce a 3/as wound on one target to 1/as and a 1/as wound on another target to 0/as. Neither spell closes the wound, but Clotting allows you to move at walking pace for 1 hour, while with Flowstop you'll have to remain immobile. Presumably, you'll need to use First Aid to bandage the wound or apply a tourniquet so the character can function, but in the meantime, you've saved them from bleeding to death.
Cut Repair is different because it closes the wound (heals it). Then you'll need a Cut Repair that can stop all bleeding; that is, for a 5/as wound you'll need a Cut Repair V or higher (although at higher levels you use Cut Repair True, which stops any amount of bleeding). Cut Repair has the advantage that it doesn't require recovery time, healing, or any extra skill; it simply closes the wound and stops the bleeding.
#10
Rolemaster / Re: Human sexual dimorphism as...
Last post by Thot - Today at 10:33:03 AM
Hm, Men also seem to habe a stronger Distinct Odor than women...