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This is the problem with using PP as both mana and the bodies ability to use mana. I think the rules hint at only using one type of mana in most cases, but if you are going to use two I think you have to at least keep track of how many PP are spent of each type. I would recover the fixed first, since in theory you still have those "mana points" in your personal battery, you just can't use them since your body can't handle it.

I guess you could use multiple sources in a single spell, but I would require the longest casting time of the sources used. Not sure it would make sense to do so but it could work.

I will note that by adding the tap personal mana or granted mana you lose the advantage of not detecting as magic with the spell or sense.
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Rolemaster / The Forsaken: an Undead Race for Rolemaster (any edition)
« Last post by EltonJ on Today at 06:38:28 PM »
Hi,

My cousin Soulcleave wants to play an undead character in my home game. I thought I would ask for help on converting the Forsaken from the World of Warcraft Roleplaying Game, so he can. I'm just looking for guidance.  We will be using RMSS, but it can be for RMU and RM Classic as well.
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The Guild Companion e-zine / Re: Guild Companion Site Is Down
« Last post by jdale on Today at 04:51:03 PM »
Hey Colin.  I am looking for the update to the Bard lists.  Specifically Controlling Songs, Lores.  Apparently rdanhenry wrote the article(s).

Do you know when it was published? You can often find them through the internet archive.

I see some Bard spell lists Teaching Tales and Weave Tale by Cormac Doyle in 2000, and Lyric Ways by Phillip Ellis in 2010. Not sure about any from Dan (but I don't have a complete archive, so that doesn't mean it didn't exist).
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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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