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21
Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by pastaav on April 12, 2024, 06:13:05 AM »
My take on this is that in real life it is quite trivial to take a swing at somebody sprinting past you. Ranged attacks on somebody moving quickly is different ballpark, but melee attacks against a running target is not a big deal.

The runners movement mass mean it takes real effort for the runner to not be on spot where I am aiming. If the runner does a skill check that benefit from movement like acrobatics or jumping we can discuss if the penalty due to pace should apply, but for a dodge I really don't see why these should stack unless the runner has enough AP to pay for both things.
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Rolemaster / Re: Rolemaster Unified in Fantasy Grounds
« Last post by vivaldi0 on April 11, 2024, 09:28:09 PM »
Done, but let's get all the companions up and integrated into the Rolemaster that is already up.
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Rolemaster / Re: Sample RMU creature?
« Last post by OLF, i.e. Olf Le Fol on April 11, 2024, 05:28:02 PM »
My RMFRP C&M has it p10, under the "Habitat" section.
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Rolemaster / Re: Sample RMU creature?
« Last post by jdale on April 11, 2024, 05:08:39 PM »
Thanks, I was wondering. I guess they just forgot to include that information in RMFRP C&M.

As for number of books, maybe 12 is an exaggeration. But it's definitely more than 3. Maybe 6.
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Rolemaster / Re: Sample RMU creature?
« Last post by OLF, i.e. Olf Le Fol on April 11, 2024, 04:20:05 PM »
Deer: (f)-(—),(GIOZ),(—),(T)-2
A deer may be found in any climate but frigid ones, in any special location, in any water source location but glaciers/snowfields, tropical islets/reefs/atolls, oceans, or deserts, in any terrain, and locations with any kind of vegetation but tundras.
It's "easy" to meet one in any of the locations where it lives.
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Rolemaster / Re: Sample RMU creature?
« Last post by Hurin on April 11, 2024, 03:30:34 PM »

RMFRP also lists some codes next to the name of the creature in its individual listing. I... have no idea what those mean, and can't find any explanation in C&M.



What? You mean you can't easily parse out these simple codes like those for the Deer here:

Deer: (f)-(—),(GIOZ),(—),(T)-2;

/joking. Those were just ridiculous.

I think they might be copied from the Environment Codes in Creatures and Treasures I (RM2), p. 6.
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Rolemaster / Re: Sample RMU creature?
« Last post by nash on April 11, 2024, 03:16:57 PM »
Now that said, I would have loved to toss the big tables and just have a complete stat block for every creature. But that would have been a twelve volume set or would have required drastically cutting the number of creatures.

Not sure it would blow out to 12 volumes.   But I'd be happy with a 3 volume set with the monsters being standalone.

I may not speak for all here ;-)
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Rolemaster / Re: Sample RMU creature?
« Last post by jdale on April 11, 2024, 02:09:16 PM »
The current version has a table for creatures in that section that contains the following:
* Name/variety of creature
* Level, outlook, archetype
* Movement type, rate, and max pace
* Exhaustion/endurance modifier
* Size and crit modifiers
* Hits and death hits
* AT, DB
* Initiative modifier
* Attacks with OBs
* PP
* RR modifiers
* Skills with bonuses
* Biome
* # encountered
* Frequency

In comparison, RMFRP also used tables for creatures in a given section containing:
* Type of creature - same as RMU
* Level - as RMU, plus a random variation factor
* BMR - as RMU
* Max pace, maneuver bonus - RMU puts max pace in with movement type, while the maneuver bonus is listed as a skill
* Speed MS/AQ - this is used to vary the DB by posture and to look up the initiative, on a different table at the beginning of the book. RMU just lists the initiative mod directly, and any variance in the DB would be based on dodging etc just like a character.
* Size and crit modifiers - as RMU
* Hits - as RMU
* AT, DB - as RMU
* Attacks with OBs - as RMU
* # encountered - as RMU
* Treasure type
* Bonus experience - not relevant in RMU
* Outlook/IQ - outlook appears in the RMU column with level

So what the big table is missing is only treasure type and IQ.

RMFRP also lists some codes next to the name of the creature in its individual listing. I... have no idea what those mean, and can't find any explanation in C&M.

RMU also has a block next to the individual creature which includes:
* Category (e.g. Animal-Carnivore) which corresponds to which big table you should check
* Archetype (also appears on the big table)
* Variant types
* Size in numerical units (e.g. feet and inches)
* Armor description and AT (but the AT also appears on the big table)
* Treasure type
* Realm
* Miscellaneous notes
* Stat bonuses
* Talents and flaws

Of those, the only one that RMFRP put on the big tables in C&M that RMU doesn't is treasure type. All those other things either appeared in the text or they weren't provided at all.

Now that said, I would have loved to toss the big tables and just have a complete stat block for every creature. But that would have been a twelve volume set or would have required drastically cutting the number of creatures.
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Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by Hurin on April 11, 2024, 12:15:17 PM »
Yes, those issues as well as the issue of what exactly Footwork really represents (and why it can't also apply to other types of attacks) were some of the issues that led me to remove Footwork.

The other reason for me is that I have reduced the cost of melee and ranged attacks to 3 AP, thus allowing all characters 1 AP more in the turn for movement. So characters can move up to their BMR and still attack at full each turn. I have not needed Footwork after that.
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Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by nash on April 11, 2024, 11:30:56 AM »
That is an interesting idea for a houserule. Note that Footwork already applies to melee attacks, so in the current RAW I think a character could actually declare an attack and get a parry bonus even while moving up to 2x pace. But they couldn't Dodge or Shield block in the RAW because Footwork only applies to melee, which is why you'd have to houserule it for Dodge or Shield block.

Personally, I don't use Footwork at all, which is why I look to other solutions.

Footwork is kinda weird.  It looks innocuous, but then you realise that with 5 ranks a melee character can make a free move each round.  With 10 ranks it's a charge at no penalty.   

Of course a knack subtracts one from each of those ranks, and profession bonus means 3 ranks gets you a move at -2 (essentially nothing) and 7 for the -3 charge penalty.

Having said that - it's restriction to just melee seems a little too restricted.
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