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#1
Rolemaster / Re: About movement
Last post by luzbel - January 20, 2026, 12:00:08 PM
Yes, thats was what I was trying to say with move while preparing an attack.

Thx a lot for your help Jdale.
#2
Rolemaster / Re: About movement
Last post by jdale - January 20, 2026, 11:36:12 AM
1) That's correct. We discussed having rules about acceleration and deceleration but ultimately decided it was unnecessary complexity, so the rule about dashing is the only such restriction. That means you can come to a complete stop after hitting a dash pace. And if you have 2 AP left, you could then make a 2 AP attack (at -50).

2) Also correct. Note however that if they want to actually attack when they reach each other, it would probably be more sensible to start the attack action at the beginning of the round. So, in each phase they move 1/2 their BMR (that's one quarter of their 2xBMR jog). If they do that every phase, at the end of the round they have each moved 2xBMR total and can make a 4 AP attack with the Jog pace penalty (-50), which can be offset by using the Footwork skill.

If they just spend 4 AP on movement and not on attacking, they won't attack this round, so there is no charge attack.
#3
Rolemaster / About movement
Last post by luzbel - January 20, 2026, 11:08:33 AM
Hello. I need confirmation on a couple of things to be absolutely sure. Movement is the hardest thing for new players to understand, and I want to make sure I don't mess things up.

Please tell me where I'm going wrong in the following.

1) Character with BMR 20. In phase 1, he spend 1 AP and move their BMR (20). In phase 2, he spend 1 AP, and since he spent at least half of their BMR in the previous phase, he can use a dash to move BMR x 1.25 (25). Since he haven't moved more than their BMR x4, he still have 2 AP and his instant actions to use a quick spell and attack with -50.

If said character use an instant spell before phase 2, he can still dash in phase 2 but the moment he is going to break the BMR x4 barrier he must stop moving unless he have 5+ AP.

2) Two characters with the same movement ability move towards each other while preparing an attack. They jog for 4 AP. At the moment of impact, they moved their BMR x2. Since both move towards each other, their speeds are added together to calculate the size of the attack, so it would count as BMR x4 and the size of the attack of both would increase by two sizes.
#4
Website and Forum Feedback / Front page banner
Last post by Elrich Maltah - January 20, 2026, 10:26:39 AM
Has anyone considered updating the rotating banner on the front page of the site? It still mentions Treasure Law as "Out Now" for RMU even though Creature Law I has come out since.
#5
Rolemaster / Re: And another one, Monks + K...
Last post by jdale - January 19, 2026, 11:52:13 PM
The subject appears to equate multiple attacks with katas, so that implies RMU, since katas meant something different in previous editions. (RMU will call that other concept "weapon forms" since we're already using the term katas.)

If the question is about RMSS, I agree you ought to just use the rules in the MAC and it becomes moot.
#6
Rolemaster / Re: And another one, Monks + K...
Last post by Cory Magel - January 19, 2026, 11:21:53 PM
I'd just use existing rules for multiple attacks. Real world Martial Arts are so versitile I don't think I'd concern myself specifically with having a second hand free. Just treat it like a kata where both the 'weapon' and your off hand attacks use the Martial Arts skill. No need to complicate it further.
#7
Rolemaster / Re: And another one, Monks + K...
Last post by Hurin - January 19, 2026, 11:08:52 PM
RM2 had both multiple attacks and katas. Katas were when you combined a weapon with bare-handed strikes or sweeps. These worked differently than multiple attacks (what RMU calls katas).

The rules for these are in for example the Red Band edition, pp. 28-9, in the section on extra rules for Martial Arts if you are using RM as a bolt-on to other systems.
#8
General Discussion / Fur Fever: How Turkish fur coa...
Last post by HelenTum - January 19, 2026, 01:32:45 PM
Well said! And if you suddenly want something warm and fashionable, Turkey makes fur coats conscientiously.
#9
Rolemaster Software / Re: RMU for Foundry Date?
Last post by jdale - January 19, 2026, 12:02:41 PM
Here's the bundle with all of the RMU Foundry content: https://www.drivethrurpg.com/en/product/553495/rmu-4corefoundry-bundle

You can also get Foundry support for the books individually.
#10
Rolemaster / Re: And another one, Monks + K...
Last post by Cory Magel - January 19, 2026, 12:01:42 PM
OP doesn't mention a specific version of RM and I think Kata's are only in RMSS. Although I suspect what I'm thinking of is in the Martial Arts Companion. It was a REALLY good companion. Had a lot of great ideas that applied to more than just Monks.

This is what I was thinking of...

Additional Unarmed Attack—This weapon style specializes in using strikes, kicks, and other unarmed fighting techniques while in melee combat. The unarmed attack skill must be developed separately. The cost for this additional attack is 10 points for a Degree 1 damage threshold and 15 points for a Degree 2 damage threshold (damage thresholds cannot be taken higher than Degree 2). When this style is created, the type of unarmed attack (either Striking or Sweeping) must be chosen. When a character, takes an attack action, the restrictions shown below must also be observed. [10 or 15 points]

# 1) The OB for the unarmed attack is the lesser of the Weapon Style skill bonus or the skill bonus for the unarmed attacking skill.

#2) Any OB penalty for parrying or special attacks must modify both attacks equally. If the character is attacking two separate foes, the amount of OB dedicated the parry or special attack may be split between them.

#3) The character can strike one opponent with both attacks at no penalty.

#4) The character can attack two separate opponents as long as neither opponent has a positional bonus
against him. In addition, he must take a -20 modifier to both his weapon OB and unarmed attack OB.