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Gamer's Corner => Fan Created Worlds => Topic started by: Wōdwulf Seaxaning on April 23, 2017, 04:29:54 AM
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Has anyone done a Eberron for both HARP & RM2/Classic? I thought Elton Robb had one (or was it for FR?) for RMSS or RMFRPG up here a while back but it seems the powers that be cleared the sub-forum of clutter.
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Has anyone done a Eberron for both HARP & RM2/Classic? I thought Elton Robb had one (or was it for FR?) for RMSS or RMFRPG up here a while back but it seems the powers that be cleared the sub-forum of clutter.
Hi there. I am Elton Robb. I worked on an Eberron conversion to RMSS/RMFRP. But now I have to start again with that. Bear in mind, though, it will be a work in progress on my spare time. ;D
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Interesting! I did not know about your conversion. How can I access it?
And how did you handle Warforged healing?
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Interesting! I did not know about your conversion. How can I access it?
And how did you handle Warforged healing?
Whoa, I'll get to the new races. Here's my wiki I started this morning: Rolemaster Eberron (https://rolemaster-eberron.fandom.com/wiki/Rolemaster_Eberron_Wiki). I only had six pages so far, and the Eberron Wiki is very helpful.
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This is a very cool project. I can write a little post about it on our RolemasterBlog if you want a little more publicity; it might entice more contributions.
I have thought about how to convert Warforged to Rolemaster, because I think the race is very cool (and loved playing one in Dungeons&DragonsOnline). The stats are easy enough to convert, but the healing is hard to figure out. In 3.5, iirc, they only got half the effect of healing spells, since they were essentially living constructs. But they could also be healed fully by repair spells. I've been trying to figure out a way to implement this in RMU. I actually looked through the Rolemaster Spell Law (RMU) but didn't really see anything that worked quite like a repair spell; the Lay Healer's Repair on his Prosthetics list was about the closest I could find, but that's level 16. There is also Mend Mechanism, Adept Base, in Treasure Law, though it would have to be adapted somewhat.
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This is a very cool project. I can write a little post about it on our RolemasterBlog if you want a little more publicity; it might entice more contributions.
I have thought about how to convert Warforged to Rolemaster, because I think the race is very cool (and loved playing one in Dungeons&DragonsOnline). The stats are easy enough to convert, but the healing is hard to figure out. In 3.5, iirc, they only got half the effect of healing spells, since they were essentially living constructs. But they could also be healed fully by repair spells. I've been trying to figure out a way to implement this in RMU. I actually looked through the Rolemaster Spell Law (RMU) but didn't really see anything that worked quite like a repair spell; the Lay Healer's Repair on his Prosthetics list was about the closest I could find, but that's level 16. There is also Mend Mechanism, Adept Base, in Treasure Law, though it would have to be adapted somewhat.
Yeah, go ahead show it up on the RolemasterBlog.
Warforged Healing -- I'll tackle that when it comes up. Warforged can be repaired by Artificer infusions (some of which have to be converted directly). And also the repair construct spells -- I think. I know Artificers get those as part of their infusions. But the class in 3.x is so unbalanced that some GMs have to disallow it. I figured that the various Alchemist professions will have to be considered for Artificers.
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Yes, though the Dabbler (in RMU at least) has a list specifically called 'Mechanisms' that could be adapted for Warforged. Spells such as Tune and Phantom Tools look right up the Warforged's alley. Tune might also be adjusted to actually heal.
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Yes, though the Dabbler (in RMU at least) has a list specifically called 'Mechanisms' that could be adapted for Warforged. Spells such as Tune and Phantom Tools look right up the Warforged's alley. Tune might also be adjusted to actually heal.
RMFRP has Mechanisms for the Dabbler as well.
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What about a closed Essence list for repairing Warforged?
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What about a closed Essence list for repairing Warforged?
Yes, that would be ideal, but I don't see anything that would work in the core rules. There would have to be a specific new spell -- though again, Eberron introduced one for DnD too (the Repair spells).
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What about a closed Essence list for repairing Warforged?
Yes, that would be ideal, but I don't see anything that would work in the core rules. There would have to be a specific new spell -- though again, Eberron introduced one for DnD too (the Repair spells).
A direct conversion is not impossible. Neither is a spiritual conversion. I had to alter the spell point progression of the Halfling, so they could be good lay healers.
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Oh, I got RMC (Character Law, Spell Law, and Arms Law) today.
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I think you can see the Nightblade in there, if you're interested (we were discussing the Nightblade in another thread IIRC).
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I think you can see the Nightblade in there, if you're interested (we were discussing the Nightblade in another thread IIRC).
Maybe. I read through the Character Law chapters on professions, and the nightblade is not there. I have to get the RoCoI to get the nightblade and the paladin. Which I have gotten today. Fortunately, my original RoCoI is still in good shape. The only books I need to get in hard copy is Arms Law and Creatures and Treasures. I still like RMSS/RMFRP (RoCoII - which my cousin still has -- with all the skills in it presented a problem.)
Still, I wish it were possible to buy RoCoII in pdf form, but they said they have some problems contacting the original authors. Would be great to have the Warrior Mage back in RMC.
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The Warrior Mage is always a fan favorite!
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The Warrior Mage is always a fan favorite!
Yep.
Changeling stats (https://rolemaster-eberron.fandom.com/wiki/Changeling#Rolemaster_Classic_Stats) for Rolemaster Classic is done.
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Changeling stats (https://rolemaster-eberron.fandom.com/wiki/Changeling#Rolemaster_Classic_Stats) for Rolemaster Classic is done.
Very cool!
Might be a typo in the Rolemaster (not Classic) stats for Changeling -- their RR mod for Essence is listed as +2, but I think it should be +5?
Either way, I'm glad to see the conversion is moving forward. The website is very slick.
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Changeling stats (https://rolemaster-eberron.fandom.com/wiki/Changeling#Rolemaster_Classic_Stats) for Rolemaster Classic is done.
Very cool!
Might be a typo in the Rolemaster (not Classic) stats for Changeling -- their RR mod for Essence is listed as +2, but I think it should be +5?
Either way, I'm glad to see the conversion is moving forward. The website is very slick.
Classic stats are easier to do than RMSS/RMFRP stats. This is mostly because RMFRP is very detailed. Something in common with other RPGs of the period. I know, because I got the Sengoku RPG. That uses a very detailed system. This is unofficial though. But I bet Wizards of the Coast doesn't care, as long as more people buy their products because of a conversion (it's free advertising).
The Shifter race is the last race I'll do next to orcs, goblins, hobgoblins, and bugbears.
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Suggested professions (https://rolemaster-eberron.fandom.com/wiki/Professions_of_Eberron) are complete. But remember, you can disallow or allow any profession depending on your game.
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I found a copy of RoCoII available for sale on Ebay, and I bought it. So I can adjust the professions allowed for RMC later on.
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I've added some weapon arts, and some unarmed martial arts are currently in development. Check here (https://rolemaster-eberron.fandom.com/wiki/Category:Martial_Arts) for more information.
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Got my copy of the Rolemaster Companion II. And I included the professions from Rolemaster Companion II. Still working on turning the wonderful Tactical Feats into Martial Arts.
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I'm doing up the Priests for the various religions of Eberron (https://rolemaster-eberron.fandom.com/wiki/Faiths_of_Eberron). I got as far as the Path of Light today. The conversions I'm doing first is for RMFRP/RMSS. Rolemaster Classic players can extrapolate the specialty clerics from the work I've done. :)
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I'm doing up the Priests for the various religions of Eberron (https://rolemaster-eberron.fandom.com/wiki/Faiths_of_Eberron). I got as far as the Path of Light today. The conversions I'm doing first is for RMFRP/RMSS. Rolemaster Classic players can extrapolate the specialty clerics from the work I've done. :)
Priests document complete. :)
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Here's the minor shapechange ability for Changelings:
Minor Change Shape (Su): Changelings have the super natural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
I'd like to convert this to Rolemaster's terms.
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The D&D disguise self spell is limited to +/-1 foot height difference, and remaining humanoid. That makes it reasonably close to the Change To Kind spell (e.g. on the Shifting mentalism list) or maybe Facade (Disguise Mastery). Disguise Self also affects your gear; Change To Kind is ambiguous (RMU makes it explicit that it does not). I'm not sure why True Seeing would see through it if it's an actual change and not an illusion, but I don't think we have that spell anyway. It's not going to fool a Detect or Type spell though. Also note none of these spells are going to grant AT, stat bonuses, etc, they are purely cosmetic.
I'm not sure how you balance races in RM2. Maybe there is not a system. In RMU you would assign a DP cost (probably 20 DP in this case). In RMSS/RMFRP, you'd assign a talent point cost and then use the rules in GM Law. RMFRP Character Law has a very limited Shapechanger talent (takes 1d10 minutes, only one form) for 25 points, so maybe 40-50?
I think there's something to be said for making it a racial spell list instead, so the characters start with a limited ability but can spend DP to get better at it. Thinking about the things we do as humans, there are very few that we are equal at and have no ability to improve. But that doesn't model the original as well.
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The D&D disguise self spell is limited to +/-1 foot height difference, and remaining humanoid. That makes it reasonably close to the Change To Kind spell (e.g. on the Shifting mentalism list) or maybe Facade (Disguise Mastery). Disguise Self also affects your gear; Change To Kind is ambiguous (RMU makes it explicit that it does not). I'm not sure why True Seeing would see through it if it's an actual change and not an illusion, but I don't think we have that spell anyway. It's not going to fool a Detect or Type spell though. Also note none of these spells are going to grant AT, stat bonuses, etc, they are purely cosmetic.
I'm not sure how you balance races in RM2. Maybe there is not a system. In RMU you would assign a DP cost (probably 20 DP in this case). In RMSS/RMFRP, you'd assign a talent point cost and then use the rules in GM Law. RMFRP Character Law has a very limited Shapechanger talent (takes 1d10 minutes, only one form) for 25 points, so maybe 40-50?
I think there's something to be said for making it a racial spell list instead, so the characters start with a limited ability but can spend DP to get better at it. Thinking about the things we do as humans, there are very few that we are equal at and have no ability to improve. But that doesn't model the original as well.
Well, it's a minor shape change ability. The closest was Change To Kind on the Shifting list and the Living Change list. But that didn't allow a perfect shape change. A changeling can perfectly mimic someone else. So, I'll do a one to one conversion. Someone suggested giving them access to the doppelganger list in RoCoVII. But that is currently out of my price range.
What page is that talent on in Character Law? I have GM Law, but I haven't bought the .pdf yet.
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I just got the Construct Companion for RMSS/FRP. Interesting that it has an artificer lifestyle package.
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Page 72.
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Started adding a page for Training Packages (https://rolemaster-eberron.fandom.com/wiki/Training_Packages_of_Eberron#New_Training_Packages) today. Check them out, some link to unfinished training packages. Planning on adding TPs from Essence Companion, Channeling Companion, and the Mentalism Companion. Even the Arcane Companion TPs will get a mention.
And thanks jdale, for giving me the Character Law page number.
Edit: Got it.
Shapechanger — You have the ability to change the shape of your body. It takes d10 minutes to transform. You may change shape to one specific form (subject to the GM’s approval). [Greater, 25]
This might also work not only for Changelings, but for Shifters too.
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Soulknife (https://rolemaster-eberron.fandom.com/wiki/Soulknife) training package complete. Sort of.
Like the TPs in the Construct Companion there are no skill costs. :)
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Shifter race (https://rolemaster-eberron.fandom.com/wiki/Shifter) nearly complete. Things need to do on the shifter race:
- Add Elvish Darkvision.
- Add racial bonus to certain skills (all athletic).
- Add conversion notes to each shifter trait (all ten of them).
Just chugging along. Eberron is way left field, and the conversion is taking some time. But it will get done. :D
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Added Dragonmarks (https://rolemaster-eberron.fandom.com/wiki/Dragonmarks) page, and Mark of Making page. Planning on using Alchemist base lists for the mark of making.
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Included the Mark of Sentinel (https://rolemaster-eberron.fandom.com/wiki/Mark_of_Sentinel) page. Conversion still going as planned.
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Added specialty priests (https://rolemaster-eberron.fandom.com/wiki/Faiths_of_Eberron) for each of the major religions in Eberron. Still have to add druids though. One person suggested that each druid sect is represented by a training package.