Author Topic: Marth Ice World for Rolemaster?  (Read 5929 times)

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Offline markc

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Re: Marth Ice World for Rolemaster?
« Reply #20 on: July 30, 2008, 12:07:00 AM »
SamwiseSeven,
 If you hapen to have RMSS Talent Law it is great for race creation. I also think there are some tables in RMFRP GM's Law that have most of the stuff in RMSS:TL.

But no matter what you as the Gm are going to have to make some calls on ratcial balnce as you cannot have them all come out to the same point number.

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Offline Nejira

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Re: Marth Ice World for Rolemaster?
« Reply #21 on: July 30, 2008, 02:09:10 AM »
Quote
But no matter what you as the Gm are going to have to make some calls on ratcial balnce as you cannot have them all come out to the same point number.

Heh, thats what I did for my setting. Figured it was artificial anyways so might as well make it fair gamewise ;D
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Offline Kalu

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Re: Marth Ice World for Rolemaster?
« Reply #22 on: July 30, 2008, 05:12:50 AM »
Re: Channeling. I had a campaign which took place after the last war of the gods where the gods were either killed (or as close as such being can be) or forced to leave the world. I had channeling users, saying that the energy they used for their spells came from the echoes of the gods. Kinda a residue left behind after a material world had been touched by divine beings. I had plans that it would eventually fade out as the energy were spend.
In fact, unless interaction with the gods is "real" there is no way of knowing that the gods are dead or banished. The gods can merely have turned indifferent or oblivious to the world, possibly feigning their own deaths/banishments.

Also, and more imporantly, the lack of gods - or more precisely: the lack of signs that the gods exist - does not mean that religions can evolve; they will just have to be based on belief and faith. Real life religions are good examples of this... ;)

Apart from this, in my experience Rolemaster works well with only a subset of the defined realms (there's no Mentalism in my setting), and it would even be possible to completely reorganise realms without wrecking the balance. I guess, the only trouble with this is that nobody has presented such a change so there is no precedence to work from, and no guidelines for it exist in the rule books. But ultimately, the concept of realms is an aspect of the game setting, not the game system.

//K
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Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #23 on: July 30, 2008, 08:54:08 AM »
My brother and I always wanted to get the Talent Law when we were kids, but alas, we didn't have that much money in our piggy banks, hehe.  If the races are over powered, I guess its good that the setting is tough (freezing to death is a real threat).

Quote
But no matter what you as the Gm are going to have to make some calls on ratcial balnce as you cannot have them all come out to the same point number.

I guess I like things to be even and fair, even if it doesn't really make sense that it should be that way.  I guess that's the game portion that I focus on.  I like the choices players make to be all roughly equal in power.  I don't want everyone choosing Race X and Profession Y because they are broken and overpowered.  But I guess only the powergamers do that, hehe.

I'll keep my eye open at the used book stores for Talent Law.  Thanks.

I'm going to try to balance things as much as possible, my concern is that it won't fit the system though.  I guess I'll find out when I get more work done.

I never really liked the fact that in some settings there are 12 pantheons, and all of them grant spells and magic to Clerics.  In my setting the truth is that there is one panetheon, and it just so happens that they are all dead (or at least that is the assumption).  They once were involved in the lives of people, but now Clerics (in the congregations that still worship them) have no magic granted from on high. 

I had kicked around a campaign where new gods do show up, but that really has more to do with a particular campaign, than the base setting. 

The more I think about it, the more I want to just ban all Channeling, or at least switch what realm of magic that certain professions uses (switching Chan for Ess for example).  I have to think on it, and look at the Professions.  I think using a different Stat may be in order too for the Professions that will now be using Ess.

I've had hold out religions, wishing for the gods to awaken that are just a religion with out any magic or miraculous signs.  I've had cults and sects devoted to powerful monsters and Elementals, or very passionate humanoids that claim a divine ancestry.  Religions are still in play, they aren't backed by anything divine anymore is all.  There are lots of religious ruins as well, so having a knowledge of the gods and religion is still helpful.

No precedent for this kind of thing, that's good then.  :)  It's unique. Yay!

The more I think No Channeling professions, the more I like it.
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Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #24 on: July 30, 2008, 09:43:27 PM »
What would you use for a "Fort Save Vs. Cold" (using D&D lingo)?

In HARP it is a Stamina RR, but what would it be in Rolemaster?  Should I make a new column for RR Cold?
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Offline Arioch

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Re: Marth Ice World for Rolemaster?
« Reply #25 on: July 31, 2008, 02:49:46 AM »
I think you should use Co*3 bonus for RMSS (and Co bonus for RM2), note that many races get a RR bonus against cold. IIRC in Gamemaster law you should be able to find more rules against extreme temperatures. Or you could just use HARP rules, changing the TN of th RR into a level...
I suppose a magician might, he admitted, but a gentleman never could.

Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #26 on: July 31, 2008, 09:24:24 PM »
Quote
Or you could just use HARP rules, changing the TN of th RR into a level...

Can you explain that sentence?  It went right over my head for some reason.
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Offline Arioch

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Re: Marth Ice World for Rolemaster?
« Reply #27 on: August 01, 2008, 02:23:13 AM »
Yes, I didn't explain it very well...
What I meant is that you could use the rules given in HARP for handling cold: characters must make a RR (in HARP a Stamina RR, in RM that would be a RR based on Co bonus) every hour or get a -5 modifier (worse if temperature is very low). Usually the Target Number of that RR is 80 (or 100), but in RM RRs are based on level so you should give the cold "attack" a level at which characters must resist (for example 10th level instead of 80 and 20th level instead of 100).
I suppose a magician might, he admitted, but a gentleman never could.

Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #28 on: August 01, 2008, 12:54:02 PM »
Much better, thanks for the explanation.   ;D
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Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #29 on: October 04, 2008, 10:09:54 AM »
I'm kind of bad at starting things, and never finishing them.  I have a bunch of convention stuff to plan, but after both of them, I should have more time to devote to this sort of thing.  I was having some problems fleshing the races out, but I will delve back into it when I get time.
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Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #30 on: January 31, 2009, 07:03:09 PM »
I might get Right Wing Wacko to help me translate some Marth stuff over to Rolemaster.  I'm not familiar enough with the rules to do it justice.
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Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #31 on: February 02, 2009, 05:21:57 PM »
Any other Rolemaster fans out there have too much time on their hands, and want to convert my free setting for me?  hehe.
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Offline jolt

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Re: Marth Ice World for Rolemaster?
« Reply #32 on: February 10, 2009, 03:03:43 PM »
Any other Rolemaster fans out there have too much time on their hands, and want to convert my free setting for me?  hehe.

Pff.  A Rolemaster fan with too much time on his hands isn't a real fan.  One meal a day and some warm water is all a real RM fan needs!  ;D

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Offline SamwiseSeven

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Re: Marth Ice World for Rolemaster?
« Reply #33 on: February 17, 2009, 12:55:18 PM »
hehe. nice one.
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