Author Topic: Combat Companion overview?  (Read 8686 times)

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Offline Dax

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Re: Combat Companion overview?
« Reply #60 on: November 21, 2008, 05:48:41 AM »
..
Anybody who has ever written a critical table is usually not likely to want to write more (and the more that they have written, the less likely they are to want to write more... hehe).
...

We (will) have a mapping contest, why not a Crit-Table Contest ?

But back to Topic:


That sparked an interesting thought.....

1) Make Attack Roll -- determine hit or miss
2) Check to see how well you hit (i.e. each weapon has a threshold (TH) - for example, say Broad Sword has a TH of 20).
3) Using TH, determine severity of damage.
4) Roll Damage -- totaling from all appropriate columns

Comments?


once again I point the reader (I mean you !) to lorenen's thread:

Ideas about combat.. a radical change

Quote
The first roll to hit could (should) be arrange like the spell attack table;
with boni to the damage roll.
The super high results could also give additional attacks/damage rolls
(shield or body bash, pommel attack, MA attack, 2nd strike with damage bonus/2, etc).
R.I.P.    rpgrm.com

Offline shnar

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Re: Combat Companion overview?
« Reply #61 on: November 21, 2008, 11:11:43 AM »
For my players, they detest the "other system" method of rolling once to hit, then separately for damage.  Particularly when the attack roll is very well rolled.  We like the idea that the better the attack roll (and for that matter, the higher your skill), the more damage you will likely do. 

The crits are the delicious icing on an already moist and tasty cake.

Which gets back to the "over-maximum" arguement. In a system where the damage is tied in with an open-ended roll, then there should be a way to calculate open-ended damage. In "other" systems, the damage isn't open-ended, so no one thinks about "over maximum". Just like Crits, there is no such thing as over-maximum.

And doing it similar to spells isn't a bad idea. IMHO, I *love* trying to make everything in Rolemaster follow the Over-100=Success formula. I also like Way-Over-100=Massive-Success. An alternative to Arm's Law should incoporate those ideas.

-shnar

Offline thrud

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Re: Combat Companion overview?
« Reply #62 on: November 23, 2008, 04:21:34 AM »
I like the idea that was presented by Rasyr somewhere around here....
+1 to the crit roll for every 10pts passed 150.

Offline sunwolf

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Re: Combat Companion overview?
« Reply #63 on: January 05, 2009, 07:10:05 AM »
Maybe I missed it somewhere, but for the Combat system in the Combat Companion I couldn't find any tables or rules for Holy or Slaying criticals.
Anything that makes the GMs life easier without messing the game up will always get a vote from me.

Offline PiXeL01

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Re: Combat Companion overview?
« Reply #64 on: January 05, 2009, 07:31:11 AM »
There isnt any afaik, but Rasyr suggested something like +50 crits for slaying weapons and maybe +30 for Holy, but I am not sure about the last one ...
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Offline Rasyr-Mjolnir

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Re: Combat Companion overview?
« Reply #65 on: January 05, 2009, 08:29:07 AM »
Maybe I missed it somewhere, but for the Combat system in the Combat Companion I couldn't find any tables or rules for Holy or Slaying criticals.

Here is somebody else asking that same question and my response

http://www.ironcrown.com/ICEforums/index.php?topic=5954.msg90712#msg90712


Offline sunwolf

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Re: Combat Companion overview?
« Reply #66 on: January 05, 2009, 02:15:57 PM »
Thanks for the reference.
Anything that makes the GMs life easier without messing the game up will always get a vote from me.

Offline Wōdwulf Seaxaning

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Re: Combat Companion overview?
« Reply #67 on: August 22, 2009, 11:58:13 PM »
Sorry for the thread necromancy... but , is the Elemental-Warrior the RMC's version of Warrior-Mage ?  If so, how does it equate ? I want a Warrior-Mage but have issues buying a spendy used RMco2 if I can get an equivilant profession in a readily available new book such as CC.
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Offline Nders

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Re: Combat Companion overview?
« Reply #68 on: August 23, 2009, 09:07:38 AM »
Lucifer what books do you have access to? If you tell me I can cook you up a warrior mage.

Offline Mungo

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Re: Combat Companion overview?
« Reply #69 on: August 24, 2009, 01:32:34 AM »
I am playing with the diea of writing and submitting all "missing" combat and critical tables for a HB or RMQ. But couldn't get around it yet. Don't like the +50 rule for slaying weapons.

BR Juergen

Offline thrud

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Re: Combat Companion overview?
« Reply #70 on: August 25, 2009, 01:14:36 AM »
Lucifer> RoCoII is a good buy regardless. There's a lot of nice inspirational material in that book. My personal reflections are that the Elemental Warrior is a little nerfed compared to the Warrior mage but at the same time I never really liked the Warrior mage either?

Offline Nders

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Re: Combat Companion overview?
« Reply #71 on: August 25, 2009, 04:40:14 AM »
Well the elemental is something different entirely if you ask me. His spells work in a very different manner and hi is much more specialised than the warrior mage. The warrior mage being the most adverse user of essence very similar to what the venturer is regarding mentalism. That being said I used to consider the elemental warrior vastly nerfed and neigh useless in comparison but after I stopped allowing the skill stunned maneuver, which does not exist in RMC, I have slowly come around to considering it merely a weaker semi spell user of essence but one that has it own area of expertise and some merit after all.

Offline Rasyr-Mjolnir

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Re: Combat Companion overview?
« Reply #72 on: August 25, 2009, 07:39:16 AM »
Sorry for the thread necromancy... but , is the Elemental-Warrior the RMC's version of Warrior-Mage ?  If so, how does it equate ? I want a Warrior-Mage but have issues buying a spendy used RMco2 if I can get an equivilant profession in a readily available new book such as CC.

The Warrior Mage from RoCo II, IMO, was a bit over-powered in some respects and a bit under-powered in others.

His spell list were Combat Enhancement, Movement Enhancement, Sense Enhancement, Mind's Touch, Elemental Ways, HighRiding

The Elemental Ways list combined a lot of different elemental spells (almost all attack spells such as Bolts) into a single list .

In all, I think that the intention of the Warrior Mage was to make a Fighter who could cast many of the same spells as a Magician could.

Conversly, the concept behind the Elemental Warrior was to create a balanced Semi-Essence user who could function well in combat and be tuned into a single specific element.

The Elemental Warrior's spell lists are:

Warrior's Way - contains spells that increase the character's combat capabilities (i.e. bonuses to hits delivers, parrying, OB, and criticals; plus multiple strike capabilities without requiring two weapon combo)

Warrior's Shield - creates magical shields and armors, also includes attack deflection spells (even for deflecting elemental bolts)

Warrior's Bridge - This is a transport list, minor teleportation, leaping, landing, portals through solid substances, and magical platforms.

Warrior's Essence - This is a bit of a catch all for various Essence type spells. Includes cancel/dispel spells, along with size changing and holding spells.

Warrior's Element - This list allows the character to take upon himself aspects of his element, to cloak himself in his element, and fire elemental bolts and balls.

The Elemental Warrior is devoted to a single element, and while the Warrior's Element list is the most overt connection to that Element, his other spells should also have visual effects that match his element (just to make him look cooler....) :D

Additionally, the Combat Companion also contains the Venturer, which is essentially a Mentalism version of a "Warrior Mage" as well. (Personally, I think that is almost jedi-like in his abilities.)

Offline Wōdwulf Seaxaning

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Re: Combat Companion overview?
« Reply #73 on: August 28, 2009, 01:12:14 PM »
Sorry for the thread necromancy... but , is the Elemental-Warrior the RMC's version of Warrior-Mage ?  If so, how does it equate ? I want a Warrior-Mage but have issues buying a spendy used RMco2 if I can get an equivilant profession in a readily available new book such as CC.

The Warrior Mage from RoCo II, IMO, was a bit over-powered in some respects and a bit under-powered in others.

His spell list were Combat Enhancement, Movement Enhancement, Sense Enhancement, Mind's Touch, Elemental Ways, HighRiding

The Elemental Ways list combined a lot of different elemental spells (almost all attack spells such as Bolts) into a single list .

In all, I think that the intention of the Warrior Mage was to make a Fighter who could cast many of the same spells as a Magician could.

Conversly, the concept behind the Elemental Warrior was to create a balanced Semi-Essence user who could function well in combat and be tuned into a single specific element.

The Elemental Warrior's spell lists are:

Warrior's Way - contains spells that increase the character's combat capabilities (i.e. bonuses to hits delivers, parrying, OB, and criticals; plus multiple strike capabilities without requiring two weapon combo)

Warrior's Shield - creates magical shields and armors, also includes attack deflection spells (even for deflecting elemental bolts)

Warrior's Bridge - This is a transport list, minor teleportation, leaping, landing, portals through solid substances, and magical platforms.

Warrior's Essence - This is a bit of a catch all for various Essence type spells. Includes cancel/dispel spells, along with size changing and holding spells.

Warrior's Element - This list allows the character to take upon himself aspects of his element, to cloak himself in his element, and fire elemental bolts and balls.

The Elemental Warrior is devoted to a single element, and while the Warrior's Element list is the most overt connection to that Element, his other spells should also have visual effects that match his element (just to make him look cooler....) :D

Additionally, the Combat Companion also contains the Venturer, which is essentially a Mentalism version of a "Warrior Mage" as well. (Personally, I think that is almost jedi-like in his abilities.)


Thanx Rayser.. that was what I was looking for. The E-W sounds good to me. That & the Venturer would be enough to have me order CC.

Nders ( &THrud)~
I have access to RMco2 via my GM but it's nearly ready to fall apart. So I wouldn't be able to borrow it to use it. $28 is still pretty steap to buy a book used & marked over.I still may buy it but still not sure. I can write up my own Skills if need be, so I'd be buying it for the Warrior-Mage & Beastmaster professions mainly. If you want to write up a Warrior-Mage for me that's cool, but it's up to you. I have RM2 C&CL , RM2 SL , RMx & most of the core RMFRPG books (though I'd need to convert them to RM2/x/C).
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Offline Rasyr-Mjolnir

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Re: Combat Companion overview?
« Reply #74 on: August 28, 2009, 01:54:05 PM »
Quote
I'd be buying it for the Warrior-Mage & Beastmaster professions mainly

Have you checked out the Beastmaster in Express Additions #12?


Offline Nders

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Re: Combat Companion overview?
« Reply #75 on: August 28, 2009, 02:33:51 PM »
I have and I can say that it is well worth checking out