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Adding extra weapon skills
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Topic: Adding extra weapon skills (Read 2548 times)
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Nejira
Adept
Posts: 403
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Adding extra weapon skills
«
on:
July 18, 2008, 12:54:46 PM »
How do I go about adding extra weapon groups/skills to the selection?
The standard selection are One-Handed Edged,One-Handed Crushing, Two-Handed, Bows, Thrown, and PoleArms.
I want to add: Blackpowder Pistols and Black-powder Rifles.
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"I'd Rather Be a Rising Ape Than a Fallen Angel"
Arioch
Navigator
Posts: 1,903
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Blood & Souls for Arioch!
Re: Adding extra weapon skills
«
Reply #1 on:
July 18, 2008, 01:16:30 PM »
Just add the two categories (standard progression) and handle distribution of weapon costs normally, with the exception that weapon cat #8 and #9 now have the same cost as #7 (you forgot siege weapons).
For example a fighter would have the following costs:
1: 1/5
2: 2/5
3: 2/7
4: 2/7
5: 2/7
6: 5
7: 5
8: 5
9: 5
I would use Ag/Ag/Re or Ag/Ag/SD for blackpowder weapons
Another solution would be just using the Missile category for pistols and rifles. Or buying Combat Companion and using the styles presented there
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I suppose a magician might, he admitted, but a gentleman never could.
rafmeister
Initiate
Posts: 161
OIC Points +0/-0
Re: Adding extra weapon skills
«
Reply #2 on:
July 18, 2008, 05:04:11 PM »
Echoing Arioch, you just add another category with the highest cost repeated. You could also add energy weapons, modern artillery, and smokeless firearms the same way. I understand that is how Space Master handled its 12-14 categories.
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markc
Elder Loremaster
Posts: 10,697
OIC Points +0/-0
Re: Adding extra weapon skills
«
Reply #3 on:
July 18, 2008, 10:36:09 PM »
In my game I add one with the middle cost as one with the ending cost. That way it was not too unbalancing but gave a fare rate of exchange for the players. It also has been a while but I think I have added all the SM weapon categories as well as keeping all the fantasy categories so I am up to about 10 or 11 I think. And with games in the past it has worked out very well with few complaints.
But besides that in game terms how easy is it to get the firearms? If it is more easy you might want to add the two categories with the middle DP cost instead of the ending DP cost. The biggest problem I can see is with the pure spell users who could lose a lot by not having access to the black powder weapons at good DP costs. But IMO after a few games you can see how the balance is working out and change it.
MDC
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Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.
Nejira
Adept
Posts: 403
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Re: Adding extra weapon skills
«
Reply #4 on:
July 19, 2008, 05:26:09 AM »
Thanks, its relatively easy to get the firearms. They are expensive and "early firearms types" so not terrible effective.
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"I'd Rather Be a Rising Ape Than a Fallen Angel"
markc
Elder Loremaster
Posts: 10,697
OIC Points +0/-0
Re: Adding extra weapon skills
«
Reply #5 on:
July 19, 2008, 11:19:45 AM »
I also know that there are specific charts in AL:Firearms for blackpowder weapons. I also do not remember if they have special ranges for the black powder weapons but if they do not I think some basic net info gathering could help you out.
MDC
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Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.
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Official ICE Forums
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Topic:
Adding extra weapon skills