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Shadow World / Re: Future Shadow World Material
« Last post by katastrophe on Today at 10:05:31 AM »
At the current pace, it won't be until 2024 or possibly 2025 that someone can sit down and purchase the RULES to play RMU. Since they "finished" the 1st book, RMU Core, it has been 5 or 6 months and there is not even a timeframe for the 2nd book, RMU Spell Law.  I dont imagine there will be a speedier process for release of the subsequent and necessary rule books.

Yes, having the rule books out should take precedence over putting out the source and setting material, BUT, sadly, with the glacial pace at which they put out any material, it could reasonably be 2026-2027 before they get anything out for their core setting. It could be hyperbole but it seems like it might be more likely that my dates are closer to the truth than what they will admit.

The guy that wrote this post is looking more and more like he was correct. Seeing as how there is still a creature book needed - hopefully will be out soon, we can still make that 2026-2027 timeframe for setting materials. If it come by mid 2025 I suppose I will be grateful.
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Rolemaster / Re: The problems with the "flesh golem"
« Last post by cdcooley on April 28, 2024, 08:16:05 PM »
Golem magic shouldn't be able to fuse a pile of bones together, at least according to the classic definition. The only arbitrary choice here is the idea of allowing a golem to be constructed out of pile of bones, sand, water, or a bunch of body parts sewn together. And that's the point of this topic.

Golem magic animates a single piece of a particular substance. That has always been the definition. The core idea is that the golem is an animated statue or figurine that has no "working" parts. All motion and movement is provided solely by the magic. You could mold a golem from clay, sculpt it from stone, carve it from wood, etc. You could even carve a golem from a bone. The key is that it will basically hold its shape but be inert and immobile. A pile of bones doesn't fit the definition and neither does a bunch of body parts stitched together. But D&D added the "flesh golem exception" along with a picture that resembles Frankenstein's monster and virtually everything that inherits from that tradition (including most modern videogames and even movies) continue that exception in some form and sometimes extends it further.

Animating piles of bones, mixtures of flesh with muscle and bones, and any other collection of things is some other type of magic. In RM the standard "animated things" groups are Golems, Constructs, and Undead. Golems are animated statues, Undead are reanimated corpses (and more spiritual variants), leaving Constructs as the type of magic for animating collections of bones, flesh, and any other type of material. Unfortunately, as written, constructs are assumed to be robots or machines that have the structure to be functional and are simply missing a power source. The idea of animating a collection of bones, a pile of sand, etc. really isn't addressed by any of those, so Construct Companion added the Amalgam.

Personally I would like for RMU to follow the Construct Companion model and add the Amalgam so that Golem can return to its core definition without needing the strange exceptions or extensions to cover animating body parts stitched together, a pile of bones, or even a pile of sand. I'm also not happy with the Water Golem for similar reasons. Basically, if you can't make a statue that holds its own shape from some substance, then it's not appropriate for golem magic.
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RMSS/FRP / Re: Q: Regeneration Talent for RMSS/RMFRP
« Last post by EltonJ on April 28, 2024, 02:13:43 PM »
Nevermind, found it in my pdf copy of Talent Law.
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RMSS/FRP / Q: Regeneration Talent for RMSS/RMFRP
« Last post by EltonJ on April 28, 2024, 02:05:32 PM »
Is there a regeneration talent for RMSS/RMFRP?  I don't remember if it's added to Character Law, or if Talent Law has it.  It's for the Troll race.
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Rolemaster / Re: The problems with the "flesh golem"
« Last post by pastaav on April 28, 2024, 01:33:03 PM »
Correct, I didn't recall the defintion on page 13. It is IMO an particulary weird deinition considering that the actual golem rules that I referred to in the same book does not follow the definition, but allows the golem magic to work on stuff like a pile of bones that are fused to together by the magic. It beats me why golem magic should be able to fuse bone together but not flesh.

To sum up, Creature & Monsters have actual Flesh golems, and my interpretations it is the pile of body parts that is animated by the golem magic. This is a classic fantasy horror trope that exists far beyond the area of roleplaying games (the Warcraft games and the flayed from Stranger Things are obvious examples that comes to mind).

In no way does the game get better if we enforce the arbitrary choice that golem magic must only work on certain substances like bone but not flesh. Adding a notice to the rules that says artifical men created from fresh body parts is a different kind of monster than golem would in IMHO sort any lasting issues. Changing the definition is a very simple solution that doesn't create any balance issues, so why not do it?
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Rolemaster / Re: In Search of Andraax. Episode 1
« Last post by PiXeL01 on April 28, 2024, 12:06:23 PM »
The apple link is much appreciated. Thank you.
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Rolemaster / Re: The problems with the "flesh golem"
« Last post by rdanhenry on April 28, 2024, 10:34:38 AM »
The same problem does not exist in RM, in Construct companion we have Golem creation on page 45 and Amalgam creation on page 89.
You didn't check Construct Companion very carefully.

Describing Amalgams on p. 14:
Quote
These Amalgams are sometimes erroneously called Flesh Golems.

Describing Golems on p. 13:
Quote
"Flesh Golems" are not in fact Golems as they are not composed of a single piece of material. Instead "flesh golems" are Amalgams

Construct Companion agrees with me that flesh golems were miscategorized.
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Rolemaster / Re: The problems with the "flesh golem"
« Last post by rdanhenry on April 28, 2024, 10:28:29 AM »
Flesh golem is like a clay golem; a mound of fleshy stuff collected, homogenized, and molded similar to clay.
This is contrary to the original flesh golem of the Monster Manual (before that, the Golem was a singular entity in a particular story, made of clay), the illustrations of which showed the seams where it was sewn together. C&T offers little on appearance, but says that the flesh golem can "appear as human", something not possible for a puree of the various tissues. The current Treasure Law text specifies that to make such a golem one needs "enough fresh body parts to create a whole form", strongly implying that these must be fit together as a normal body, since a puree would hardly care about such things.
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RMC/RM2 / Re: RM2 Rules RE Martial Arts - multiple attacks & multiple foes?
« Last post by Spectre771 on April 28, 2024, 04:49:11 AM »
Since that printing, ICE released the Oriental Companion and Arms Companion which introduced Martial Arts "stuff" geared for the RM system.  The points you refer to are from a time RM was like an "every man's system."  There are charts for converting D100 to other dice systems, references to Space Master and MERPS.  When I first started playing RM the GM was using some of the MERPS books because he liked the content better than some of the RM content.  Other GMs worked solely with RM and solely with MERPS when playing either.   Even in later Companions, there are crit tables included for use with Space Master (Shrapnel and Explosion, I believe are two that have footnotes stating as much.)

1) We did allow attacks to multiple targets in the same manner any other PC in the game could, with the same modifiers and restrictions.  We did allow weapon kata, but only if the player calculated all the stats for the attacks so the GM wouldn't be slowed down trying to do additional math.  As a result, hardly anyone ever bothered with weapon kata.

2) We allowed multiple attacks, again the same way any other PC could do them; Adrenal Speed, speed spell (or slow spell), magic item.

3) This is the same as item 1.

If possible, take a look at either of the Companions I mentioned, that may make MA a little more balanced for your game.  We've never run into an issue with Martial Artists being over or under powered in our games.  The smart players developed MA Strike and MA Sweeps and Throws for their PC.  It's more costly, but Sweeps and Throws on an armoured opponent produces crits at lower thresholds and Strikes does the same for lesser armoured foes... and it's the crits that kill in RM. ;)
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Rolemaster / Re: The problems with the "flesh golem"
« Last post by Spectre771 on April 28, 2024, 04:33:07 AM »
I brought this topic up as a sidebar at our last gaming session.  We all agreed (with nearly no debate) a "Frankenstein monster" is not a golem but closer to undead or animated dead.  Flesh golem is like a clay golem; a mound of fleshy stuff collected, homogenized, and molded similar to clay.  Then we went back to gaming.  One of our group is a lifelong D&D player who started RM with us a few years ago.  The other have been playing RM and D&D in equal parts, I am long time RM player who started playing D&D a few years ago.  There was a decent blend of experiences in gaming and with game systems present.

(For whatever this little blurb is worth...)
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