Official ICE Forums
Systems & Settings => Rolemaster => RMSS/FRP => Topic started by: runequester on May 03, 2008, 09:22:51 PM
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1: This might be a dumb question but does Adrenal Defense require a maneuver roll to work ?
2: No preparation round required for adrenal defense ?
3: Is there any reason Im missing to take Tumbling Evasion instead of something like Adrenal Defense ?
4: Same question for Boxing versus Martial Arts striking degree 1
5: How many rounds would you say it'd take to stitch a wound with Second aid ?
6: Maybe another stupid question, but is powerstriking and power throwing static or moving maneuvers ?
7: Does Transcend Armour work like the Armour skills in that the skill total is just deducted from the penalty, or is a maneuver roll required ?
More later, Im sure :)
Thanks in advance!
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1: This might be a dumb question but does Adrenal Defense require a maneuver roll to work ?
2: No preparation round required for adrenal defense ?
3: Is there any reason Im missing to take Tumbling Evasion instead of something like Adrenal Defense ?
4: Same question for Boxing versus Martial Arts striking degree 1
5: How many rounds would you say it'd take to stitch a wound with Second aid ?
6: Maybe another stupid question, but is powerstriking and power throwing static or moving maneuvers ?
7: Does Transcend Armour work like the Armour skills in that the skill total is just deducted from the penalty, or is a maneuver roll required ?
More later, Im sure :)
Thanks in advance!
1) No roll is needed. Requires 40% activity, or 30% activity if not using MAC and wanting to be nicer.
2) No prep. Does require room to move and mnv, however.
3) Tumbling Evasion as written is a stupid skill. Apply skill bonus to DB versus avoided attack and skill rank BONUS versus all other attacks to make it useful.
4) Mostly a question of roleplaying I guess. As a rule, Boxing can make a degree 2 attack at -20 OB when PC has at least 10 ranks in the skill. I also advice finding the pummeling table from RM2 arms companion, allow boxing to make a degree 4 strike when PC has 10 ranks at -20, -30 and -40 OB mod. Advantage; train one skill. Same with Wrestling but using grappling table.
5) Stitching the wound closed would assume bleeding/hits per round had already been stopped by 1st or 2nd aid already, so time is not of the essense. Time would vary depending on size of the cut. a 1" gash on the arm versus a 14" gapping wound on belly will take different times to sew closed. The arm cut 1-2 minutes, the stomach 7-10 minutes plus a Co check to avoid barfing.
6) Static Mnvs. You can resolve them on the MM Table if you want to hand out partial bonuses over all or nothing...i.e, a hard mnv to gain a +20 OB rolls on the hard column and gets a 70%, resulting in 70% of 20, or a +14 to OB that round.
7) I have always used the skill bonus, though I have RARELY used this skill.
lynn
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In my game I seam to remember that to stich a wound bleeding more than 5 pts per round you needed 2nd aid, bu that may have been a house rule so I would look it up in SL,RMSS or SoHK. And I base the time on the severity of the would and materials present as well as the condition of the wounded. ie unconscous is better than in a berserk rage etc.
Everything else is as Yamma said above AFAIK. I also use the Martial Arts Comp and its rules for boxing, wrestling martial arts as it is a great suppliment if you can find it. If not I would take a look at the Combat Companion for RMC and RMSS/FRP and use its rules for martial characters.
Basicly in my game an un-styled atack is limited to rank 1, boxing/wrestling to rank 1 or 2 and other martial arts to higher ranks. But in some cases I have talekn the time to write out all the weapon and martial arts for a campaign.
MDC