Hi Rasyr,
Opps - I've counted the DBs for the different races as
Racial DBs but only applied the RR bonuses to the specific situations. I just read it really badly it appears and I assumed them to be 2 different statements - 'a Racial DB and also some RRs vs specific things' as opposed to 'both DB
AND RRs vs specific things'. Time to change the sheets again - The PCs were so happy when I added those extra DBs for the Halflings, Dwarves and Elves.
...and sorry for the 'hobbit'.
Thanks for the quick response guys!
Natural DB I'll be keeping the Qux3 DB for the characters at all times (and removing that
hot/cold Only DB from them except in the specific situations) unless they're physically unable to move.
Shield DB - One of the characters wants to use it as a Shield Bash attack. They've got the -20 being the off-hand and they've put DPs into the 2 Weapon Combat skill so I'll simply treat it as a standard weapon for this scenario (and I think I understand the rules for that - it was just the addition of the shield bash skill that I was unclear on).
In this case, if they parried with the shield, they could get a much higher parry bonus than they would have got if they used just a shield on it's own. Presumably, if they parried with 100% of their OB with the shield, they'll also get the extra +20 Shield Bonus?
This could give the PC a lower OB to attack (depending on the 2W combat bonus) but would be well worth it if they needed to block a tunnel against a more powerful opponent and go 100% OB to parry with both the weapon and shield gaining the extra +5/+20 Shield bonus for the weapon/shield respectively. With the LayHealer behind the PC providing healing should they the bad guy get lucky.
As there's no difference to how the First Aid and Magic works (discussed in a previous question of mine), I've ruled that being healed magically is instant and doesn't need the same rest and recouperation First Aid needs. That may actually be the only house rule (regarding the rules) that I have.
Hi MarkC
I like some of the optional house rules you have. I'm currently using the RMFRP rules (I have all the RMFRP companions as well as all the RMSS companions that were not reprinted (which includes the MA Companion - although I'm not using any of those rules in my current game)). I've read the core books many times (and there's still little bits of info that I find each time that I'd misread, misunderstood initially) but am half way though most of the companions. The more I get from the companions, I need to edit everyone's sheets to reflect my new understanding or new skills given or new uses for existing skills etc.
The Mentalism Companion seems to be a direct reprint of the RMSS version (I can only assume) as it still references RMSS throughout the book (and not RMFRP) and it even talks of 'Mental Combat' referring to section 7.2 which is Ritual Magic in this version RMFRP p212 says that "Even if a combatant parries with 100% of his OB, he must still make a +0 OB attack"
Enhanced DB - You've both mentioned that it 'depends on how the DB item works'. RMFRP p213 says that there may be special items that increase the wearer's DB so I've have just being giving out items that have an extra OB or DB bonus (sparingly though).
Should these bonuses be more specific magically wise? Like having a constant 'Blur' or 'Bladeturn' type spell in effect (or for a limited 'daily' item)?
I mostly have +Bonus (Magical) OB weapons around (which does fit as the OB is the reason the item is used) but I've left a few +Bonus OB rings around the place as well. The reason I did that initially is because when I was a PC last (15yrs ago using RM2) the GM gave out items of a similar nature. Looks like I'll have to re-think some of my random items.
How do you fit low level magical items into your worlds?
In the Treasure companion, it lists potent and artifacts as well as peoples submissions into the Vault, the Guild Companion and the RMQuartilies but these are specific high-level items.
I use
Inspiration Pad Pro 2 and I've created lots of variables that I use to generate random treasure for the PCs if the creature they've faced has Very Poor to Very Rich items. It's roughly based on the Treasure Companion's random item generation without the high end PP multipliers and Daily Items.
Thanks