Hi guys
A question I have been musing on for a while is how and when to apply penalties for not having a particular skill when it comes to Moving Manoeuvres. And also, how and when to use the penalty for moving in armor too.
QUESTIONS:
- How do you handle skills like Jumping and Climbing if a character is not skilled?
How do you deal with the somewhat tedious “you climb a bit more” type results for Moving Manoeuvres which aren’t “All or nothing”?
What are your thoughts in terms of characters falling and taking damage?
How do you handle your Moving Manoeuvre Failures and what do you think of how I run them?
What do you think of ICE example and how it applies (or doesn’t here)?
Look forward to any thoughts you may have.
Using an example from RM2/RM Classic p. 38 Arms Law the following is written:
“
Example: Suppose a combatant attempts to leap 15’ over a chasm 11’ wide. The GM assigns the leap a degree of difficulty of “Medium.” If the combatant does not cancel his maneuver, his roll will be modified by -10 for wearing a chain shirt (AT 13; see Table 02-01), by +25 for an excellent Agility, and by -10 for being wounded (over 25% of hits). He rolls a 91 for a net maneuver roll of 96 (91 -10 + 25 -10). Cross-indexing on the Maneuver/Movement Table, we get a result of “80”. This means that the combatant has leaped 12’ (15’ x 80%) and therefore has crossed the chasm safely.
If this maneuver had been to throw a rope around a rock on the other side of the chasm and the same result had been obtained, then a second dice roll would have been required. If the second roll (unmodified) was 80 or less, then the rope throw would be successful; otherwise, it would fail.”
So, the above all makes sense/is all fine (though as an aside I would rule the jump as an “All or nothing attempt” – ie the character would needed to have rolled 80% or under to succeed, but hey that’s just me).
What I am puzzled about is when skills like Jumping, tumbling etc (from RM Companion II) are include in the game as they are in mine.
If those skills were being used in the game with the chasm example above would the character be penalised (-25 for no skill ranks) for not having the Jumping skill “Jumping (RM Companion II p.31) “Bonus for jumping manoeuvres either running or from a standing position.”
I’d be curious as to what people think of the following scenario below as it applies to this question please:
Character A- No climbing or jumping skill
- +10 Agility Bonus
- Wearing Chain Hauberk Armor (AT16). Fulling trained with a -25 Minimum Manoeuvre Penalty
Character B- No Climbing skill
- +56 Jumping skill
- +15 Agility Bonus
- Wearing Rigid Leather Breastplate (AT9). Partially trained with a -10 Minimum Manoeuvre Penalty
The two characters are faced with firstly a 20-foot rough (Medium Manoeuvre) easy to climb wall and then 30 foot on from reaching the have to making a running jump over a 13-foot-wide broken bridge (Very Hard Manoeuvre) with a 40’ drop below it.
Am I correct in thinking that to climb the wall:
Character A would have -40 to this climbing attempt based on:
-25 for no Climbing skill
-+10 Agility Bonus
--25 for wearing Chain Hauberk Armor (AT16) (Fully trained)
Character A rolls a 91 (91-40 = 51, or 30% in the Medium Manoeuvre column) and climbs 3’ of the first 10’ (assuming 10’ a round as per RM climbing rules). After 6 more rolls (none of which resulted in a failure/fumble) Character A makes it to the top.
While this is realistic (someone in a Chain Hauberk is likely going to take a while to climb a 20’ wall) rolling around 6 times doesn’t make for particularly interesting roleplaying … Any thoughts/what do you do?
Character B would have -20 to this climbing attempt based on:
- -25 for no Climbing skill
- +15 Agility Bonus
- -10 for wearing Rigid Leather Breastplate (AT9) (Partially trained)
Character B rolls an 89 (89-20 = 69, or 50% in the Medium Manoeuvre column) and climbs 5’ of the first 10’ (assuming 10’ a round as per RM climbing rules). After 4 more rolls (none of which resulted in a failure/fumble) Character B also makes it to the top.
And am I correct in thinking that to jump over the broken bridge:
Character A would have -40 to this running jump attempt based on:
- -25 for no Jumping skill
- +10 Agility Bonus
- -25 for wearing Chain Hauberk Armor (AT16) (Fully trained)
Character A rolls a 28 (28-40 = -12, which results in the following “Fall Down +5 Hits. You are out of action for 3 rounds”).
How would other GMs read that result? Has Character A simply tripped in his/her run up to the jump? Should the GM check and see if there is a chance of Character A falling the 40’ off the broken bridge? If so, how would you handle this?
How I handle it is with Character B …
Also, in the ICE example above, with the combatant attempting to leap 15’ over a chasm 11’ wide, the no penalty for not having a Jumping/Acrobatic type skill was given. Rather just an Agility bonus. Are we to assume that the GM in that scenario didn’t use secondary skills like jump?
Character B would have +46 to this running jump attempt based on:
- +56 Jumping skill
- -10 for wearing Rigid Leather Breastplate (AT9) (Partially trained)
Character B’s +15 Agility Bonus wouldn’t be added to the jumping attempt as its already added into the Jumping skill correct?
Character B rolls a 61 (61+46 = 107, or 70% in the Very Hard Manoeuvre column). As mentioned above I make such attempts an “all or nothing” roll meaning that Character B would need to roll 70 or under to have succeed in leaping the 13-foot-wide gap in the broken bridge.
In this case Character B rolls an 82 which means a failure.
I then get the player to roll on the Moving Manoeuvre Failure Table (FT-4 From MERP if I recall).
If that table results in a fall I will typically see if they fall down the 40’ drop below the broken bridge (after one last desperate Manoeuvre to try to grab something)
QUESTIONS:
How do you handle skills like Jumping and Climbing if a character is not skilled?
How do you deal with the somewhat tedious “you climb a bit more” type results for Moving Manoeuvres which aren’t “All or nothing”?
What are your thoughts in terms of characters falling and taking damage?
How do you handle your Moving Manoeuvre Failures and what do you think of how I run them?
What do you think of ICE example and how it applies (or doesn’t here)?
What do you think?