RMU Conversion

Started by PhillipAEllis, November 28, 2012, 06:10:47 PM

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PhillipAEllis

G'day!

I know, at some point, the topic of a conversion to RMU will occur. What I was wondering is this: with the beta playtesting at the moment, how about I make some provisional notes so that -- when the conversion is ready to be undertaken -- there is an iota of groundwork already there to work upon?
Formerly: ghyle.

Rolemastery blog: http://rolemastery.blogspot.com.au/

John @ ICE

ERm...Conversion of what to what?
Heavy is the head that wears the Iron Crown

PhillipAEllis

G'day, John!

I meant the rules to RMU; just as the rules have a conversion to RMFRP.

I apologise for not making myself clear,

Phillip
Formerly: ghyle.

Rolemastery blog: http://rolemastery.blogspot.com.au/

John @ ICE

Ok so you want to show the "changes" in RMU versus RMFRP?  or to Classic?
Heavy is the head that wears the Iron Crown

John @ ICE

Quote from: John @ ICE on December 05, 2012, 02:04:32 PM
Ok so you want to show the "changes" in RMU versus RMFRP?  or to Classic?

sorry if i'm being thick!  :P
Heavy is the head that wears the Iron Crown

craggles

I think he's talking about making notes of how the current Rome setting can be best converted to use the RMU rules once the beta has finished.
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PhillipAEllis

Thank you, craggles: that way is to see it is is as adapting the setting to the RMU ruleset, so that someone using RMU can pick up the setting and find its details usable with the new rules.

In the same way the setting was originally for RMC, but adapted to cover RMFRP players. This is the same basic procedure.
Formerly: ghyle.

Rolemastery blog: http://rolemastery.blogspot.com.au/

KacyCrawford

How do you do the conversion

PhillipAEllis

G'day, Kacy!

That's a good question, and it relies on a combination of skills in the system, hand-waving and fudging. That is, a lot of it involves comparing the two systems and making analogies rather than direct correspondences. And a lot of it doesn't. Confused yet? :)
Formerly: ghyle.

Rolemastery blog: http://rolemastery.blogspot.com.au/

VladD

I don't think hand waving and fudging would do the trick. Better get your calculators out and start making sample NPCs! Stick to common development path (fighters go weapons, thieves go subterfuge skills) and make a list of NPC scores from 1 to lvl 20. Those should be your run of the mill NPCs and the usual outcomes for certain levels. Base the skill development off the costs, like a making a valid character, so a rogue will maybe develop 2 weapon types, while a thief should better stick with one. Fighters will develop their main weapon at full, while a rogue might switch the high cost skill rank to several other skills, once every 2 levels... Don't forget the professional bonuses and figure in items at +5 per 5 levels.

That way you get a ready pool of scores to be copy pasted in the NPC table.

Consider a talent as Adrenal defense and the skill Gymnastic: Acrobatics on DB and work out the maximum armor type from the maneuvering in armor.
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