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If a caster can utilize both Personal and Fixed mana, how does one figure the recovery times?

Obviously the power source is chosen at the time of casting, and this will control the casting times, but they differ in PP recovery times.

Assuming the caster uses both types before a rest, what is the PP recovery rate?
- Do the points spent have to be tracked separately (something I’m hoping to avoid)?
- If so, which points are recovered first?
- Could a caster draw from multiple sources fore a single spell?

It has been suggested by my players that I just average the recovery time, but this seems to nerf the ability, somewhat, and demands a cost reduction on buying sources past the first one to compensate.  On top of that I don’t think it makes logical sense, which is AS important to me as simplicity.

Anyone have experience or suggestions?

(And please don’t come at me with things like “I just don’t/won’t allow it”.  It’s a unique and fun addition to spell casting, and I’ve already decided I WANT to allow it.

Thanks!
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The Guild Companion e-zine / Re: Guild Companion Site Is Down
« Last post by chook on Today at 03:46:46 AM »
Any progress on this please?  Looking to start a campaign this year and wanting to use some of the Middle-earth stuff.
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RMC/RM2 / Re: Percentage Action
« Last post by MisterK on Today at 12:29:30 AM »
What system did you use in your session ?
When using RM2, I used the phased round system. When using RMSS, I used the RMSS action% system. Now, I am using my own RM hack which still looks like RM if you squint, are OK with using a d20 instead of a d100, with the GM never rolling, and with having a single "21+ succeeds, 20 or less fails" mechanism for *everything* (including combat) and removing attack and critical tables.
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RMC/RM2 / Re: Percentage Action
« Last post by MisterK on Today at 12:24:18 AM »
I would let someone carry over activity spent on reloading, since there is no maneuver roll for it. But splitting the attack action between rounds creates some unnecessary complications, I wouldn't split that.
The reloading activity was an explicit exception in RMSS (long-duration manoeuvers, such as lock picking, were another). I think the exception could be removed by stating that a reload action takes, say, 30% activity, and that all reloads require a certain number of reload actions (e.g. two for short bow, three for long bow, four for heavy crossbow...). Granted, you lose a bit of detail, but the action sequencing in combat becomes more straightforward.

That's what I did in my current iteration (it doesn't use action%, but uses AP with a similar economy). Reload action is 2 APs, and you need one or more to reload a missile weapon depending on the weapon.
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RMC/RM2 / Re: Percentage Action
« Last post by jdale on May 10, 2024, 08:06:07 PM »
I would let someone carry over activity spent on reloading, since there is no maneuver roll for it. But splitting the attack action between rounds creates some unnecessary complications, I wouldn't split that.
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RMC/RM2 / Re: Percentage Action
« Last post by Bigstef1975 on May 10, 2024, 03:08:53 PM »
I don't manage action cost % like that because there are values that are managed on a per-round basis, not on a per-action basis (such as ON/DB allocation). Carry-over break the round structure, so if you want to do that, you have to tweak the system so that everything aligns with the new sequence of actions. The per-second action cost in one of the RMC did just that, but I never used it, it was too much bother for my tastes.

In RMSS, the action cost % does not carry over : if you don't have enough action % to complete the action before the end of the round, you can't perform the action, simple as that (the leftover %, if any, is usually spent for movement or situational awareness, but Adrenals can also fill in quite nicely).
What system did you use in your session ?
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RMC/RM2 / Re: Percentage Action
« Last post by EltonJ on May 10, 2024, 03:03:23 PM »
MisterK is right about RMSS/RMFRP.  The action cost % does not carry over.
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RMC/RM2 / Re: Percentage Action
« Last post by MisterK on May 10, 2024, 03:01:47 PM »
I don't manage action cost % like that because there are values that are managed on a per-round basis, not on a per-action basis (such as ON/DB allocation). Carry-over break the round structure, so if you want to do that, you have to tweak the system so that everything aligns with the new sequence of actions. The per-second action cost in one of the RMC did just that, but I never used it, it was too much bother for my tastes.

In RMSS, the action cost % does not carry over : if you don't have enough action % to complete the action before the end of the round, you can't perform the action, simple as that (the leftover %, if any, is usually spent for movement or situational awareness, but Adrenals can also fill in quite nicely).
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RMC/RM2 / Percentage Action
« Last post by Bigstef1975 on May 10, 2024, 01:26:08 PM »
 I just wanted to ask you how you manage the percentages of actions that players must spend per round? Have you tried the technique of aligning the percentages continuously? Example: In the first round my character decides to charge his longbow 80%. He has 20% left and must wait for the GM to come back to him for his remaining 20%... given to him with 20% he decides to shoot (50%) but does not have enough percentage so it is postponed until 2nd round where he fires and he has 70% left in the second round considering the 20% remaining from the first... When the GM comes to him , he has 70% left. He decides to recharge his longbow 80%. Which pushes him back to the 3rd round and he remains 90% action in the 3rd round given the 10% difference. He decides in the 3rd round to draw his charged longbow but at -10. Etc Etc... With this system a player can only say one action at a time... Hope i am clear

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RMSS/FRP / Re: Stun Removal at -50?
« Last post by Micael on May 09, 2024, 07:32:33 PM »
I think the -50/-75 to movement was added because originally (RM2), movement was the only action (other than parrying at half OB) allowed when stunned. All other actions were forbidden.

It might also be helpful to note that the original description of the Stunned Maneuvering skill in RM Companion 2 specified a -10 penalty to the skill roll per cumulative round of stun. Companion 2 also (confusingly) had its ...
I understand the historical reference but in fact many skills and rules were changed from RM2 to FRPG because of balance reasons or design or whatever. A good example are the warriormage. So of course the -50 are not only to movement, but because most other actions are not possible it's mostly irrelevant (Casting spells for example ). Thanks Micael
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