Official ICE Forums
Systems & Settings => Rolemaster => Topic started by: Druss_the_Legend on July 01, 2022, 03:57:58 PM
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1) Weapon Specifications (graduated damage and combat abilities for each weapon category eg. free shield bash action)
2) 2d10 initiative (+ 1/5 Ag/Qu mod)
3) Player Reward Coins (XP bonuses and possible skill rank buffs for good roleplaying)
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1 - open ended initiative: d100 +( Temp Me/Qu) with no phases, just fastest acts
2 - locked dev pts at 60 per lvl
3 - Free lists for casters (two for pure/hybrid, one for semi)
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1 - open ended initiative: d100 +( Temp Me/Qu) with no phases, just fastest acts
2 - locked dev pts at 60 per lvl
3 - Free lists for casters (two for pure/hybrid, one for semi)
Nice! loving the open ended initiative with no phases.
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- Not tying spell lists and professions to magical realms.
This differentiates magical realms not by the spell lists they provide but as sources of magical powers (IN RM2, despite being described as sources of power, realms are nothing much more than spell partitioning). - Rewriting shield rules, so that using one gives a penalty to OB in exchange for a bigger DB bonus.
This gives using "smaller" shields a balancing advantage over "bigger" shield (in RM2, it's always better to use the bigger shield possible, despite smaller shields historically more popular over time). - Adding accuracy to weapons.
It's harder to hit a specific location with a two-handed sword than with a dagger.
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Fate points. At PC creation GM rolls a D4. 1,2,3 = 1 Fate Point. 4 = 2 Fate Points.
So much time and effort is put into PC creation, a Fate Point was the most welcome addition to the game. The players love it.
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Restructuring the professions to fit my setting, including redoing many skill costs.
Creating "basic training" skill profiles that include culture-based skills. It made PCs more complete and survivable from the beginning.
Pruning the skill lists, including moving from skills from Secondary to Primary.
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Ahem, after I buy the rights to Eberron. I'm going to run an Eberron game using RMSS.
Here are my proposed House Rules:
1. Use of Fate points. We might rename them action points.
2. Changing the Alchemists names to Artificers. So now there are channeling artificers, essence artificers, and mentalism artificers.
3. Might add more skills. To reflect the Renaissance setting of Eberron.
4. Magewrights might be Laymen that use some of the Alchemist's baselists.
We might tweak the initiative rules to suit Eberron's tastes in fighting.
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-Luck(Fate) Points
Roll your level as a die type for how many you get.
Use one to reroll any d100 roll. Use three(original one plus two more) to completely negate the d100 result.
Replenish one by rolling a ‘100’ or for great RP or making the whole table belly chuckle(harder than it sounds).
-Init = d100OE(QU) for Physical Combat / d100OE(Magic Realm Stat = PR/IN/EM) for Spellcasting.
This allows slowpokes the ability to go first more often vs never at all with a 2d10 system.
Break ‘200’/‘300’ and get an extra 50%/100% of the round to act
(Otherwise CEATSII or Sec. By Sec. Init)
-wrapping the Attack Tables
Every thirty points over ‘150’ is a bump in the crit, kind of like the reverse of a Creature Critical Code I/II, etc.
Extra HP is result over ‘150’ divided by 5
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1) Getting rid of professions (too artificial for my taste), skill costs depend on stats, 5 skill specializations (RoCo V) to reflect profession.
2) Getting rid of levels (almost; too artificial), PCs earn 1-15 XP per session to develop skill ranks directly.
3) Luck rolls: a PC may re-roll any roll once (e.g. suffered crits) but loses 3 XP (subtracted from the rewarded ones), saves life but not always.
Despite these rather crude simplifications it still feels like Rolemaster ;)
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- CEATS II for initiative(currently trying to port it into maptool with some other tweaks)
- Combat styles for RMSS from Combat Companion with my own houserule additions in Guild Companion
- Combined skill progression for Channeling spell lists with lists by deity(BASiL lists are awesome!), HARP spells for Essence