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GMs! What r the 3 best/most successful modified rules u have added to your game?

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intothatdarkness:
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.

EltonJ:
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.

Majyk:
-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

AshLands:
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 ;)

netbat:

* 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

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