https://www.dropbox.com/s/r4hdzx2qxtc5al6/Rolemaster%20Encounters.xlsx?dl=0First I would like to point out I'm not an Excel master. This is a very basic spreadsheet (the last calculator I saw for RMFRP had each table in a separate file, for example).
Instructions There are 6 tabs in this document:
PCs is to input your PCs information
Monster Short displays the main things in a monster statistic
Documentation is where the magic happens, and to fill in your session log.
Monster Main is where you fill your foe stats, all of them.
Treasure is a blank sheet I'm writing the treasure in.
Constant Tables is where all the tables for calculation live.
Colored cells are calculations that you
CANT change. If you change any of those you'll break the tables.
Before you start you need to feed it some PCs and some Monsters. you have up to 20 PCs and 300 Monsters you can use. If you have more than 1 monster of the same type you'll need an entry for each. PCs are fed in
PCs tab, monsters are fed in at the
Monster Main tab.
The most important stats are Shorthand and Level. Each PC an Monster need a shorthand name of only two characters (XX,XY,R3,G9...). Level need to be from 1-10. Higher levels will need some work.
The magic happens in the Documentation tab. Under the Code row you input codes that represent what your PCs done in the session.
The codes appear on the Constant Tables tab.
The codes are:
XX>DDNNCTKK = Combat input
XX- Attacker, marked by his shorthand name
> - code ID (has to be ">")
DD- Defender, marked by his shorthand name
NN- Concussion hits dealt as a two digit number (08=8,04=4...) If an Attacker dues more than 99 hits, split it to two entries.
C- Crit value (from A to L). If no crit is generated right X.
T- Crit type for completeness (isn't actually used but is still needed). if no crit then right X
KK- Combatant Condition special codes denoting multipliers based on the situation. UC- Unconscious, ST- Stunned, DU- in single combat, NO- Normal.
XX&SP- Spell casting
XX- PC casting Spell, marked by his shorthand name
&- Code ID (has to be "&")
SP- spell level as a two digit # (spells above 10 need more work).
XX^SD- Skill test
XX- Player doing the test, marked by his shorthand name
^- Code ID (has to be "^")
SD- Skill difficulty= RU- Routine, ES- Easy, LI- Light, MD- Medium, HD- Hard, VH- Very Hard, EX- Extremely Hard, SF- Sheer Folly, AB- Absurd.
XX_DDDDT- Traveling
XX- Player doing the Traveling, marked by his shorthand name
_ - Code ID (has to be “_”)
DDDD- Distance travled as a 4 digit number. (2496=2496ml, 0302=302ml, 0042=42ml…)
T- Road conditions coe : S- Sea, A- Air, L- Land, R- Rugged, D- Extremely Dangerous.
XX$SSSS - Bonus Exp
XX- Player receiving the Exp, marked by his shorthand name
$ - Code ID (has to be "$")
SSSS- Exp gained as a 4 digit number (2346=2346xp, 0467=467xp, 0032=32xp)
XX#DD - Kill points
XX- Attacker receiving the kill , marked by his shorthand name
# - Code ID (has to be “#”)
DD- Defender being killed, marked by his shorthand name
* Write the attack code that performed the kill as well as this code.
At the end of the session, the total exp for each player will appear in the
Exp/Session column on the
PCs tab. Add manually this to the
Running Total of each player.
Delete all codes from this session in
Documentation tab.
Save the file and you are ready for next session.
So that's that, it’s really rough and works only for PCs under level 10 and monsters and spells under level 10. But it does accurately track kill points for each foe, so if anyone is willing to go through and feed tables up to max level, that would be awesome.