Fantasy Grounds

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RMSS/FRP / Re: Reverse Stroke
« Last post by craggles on Today at 01:26:53 PM »
Ah, thank you - lots of good tips  :)
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RMC/RM2 / Re: The sound of a lightning bolt
« Last post by Spectre771 on Today at 11:31:48 AM »
This is the sort of thing where I, as a meteorologist ne physicist, have to rein in my reality.

Very cool!

I think this was not an issue for us as we used only the Elemental Companion and treated the elements/elementals as defined in EC, not as a spell that causes lightning the we would experience in the "real life world."  The lightning is summoned from the elemental plane and makes the attacks.  It wasn't conjured from the surrounding real life world causing heat, sound, vacuum, and subsequent thunder-clap, all other real world physics one would experience.  Having worked on rescue for victims of a lightning strike, I can say it is a horrifying sight.  Absolutely horrifying.  The person standing next to the victim did suffer heart palpitations and was thrown a good distance either from heat/shock wave or "Oh crap!" response.

Yes, the sound and heat and surrounding damage are physically real. But Magic. And Balance.


I would side with Magic and balance too.  As much as I love RM for the realism and simulation feel to the game, we can hold back from the real-world physics just enough to have fun and to keep it "mostly" real.  One could simply argue that the lightning attack (assuming not using EC rules) is "just powerful enough" for the attack without roasting everyone in the nearby area.  I would definitely incorporate these added effects for a spell failure and especially for an extraordinary spell failure.



Rolemaster classic, spell law, page 75:

"Lightning is always associated with thunder, and can be heard from miles away outdoors, indoors the noise alone will be enough to temporarily deafen people and break delicate objects and glass windows."

A Shock bolt will "sizzle and crack... inaudible beyond normal doors or walls".

I really love these rules and it looks to me that they aren't intended to be optional.

This is an excellent point, thank you for posting that info.  I've never played RMC, but if the rule is worded specifically like that, then my idea of "lightning sizzling and crackling like a taser" would be defined as a Shock Bolt and the Lightning Bolt is far more devastating.  With the D&D group I game with, the DM doesn't allow "atmospheric" attacks indoors/underground.  Meteor Strike, Lightning attacks can't be used as the meteor can't be pulled from the sky and the lightning can't be drawn from the heavens.  We've argued our side plenty of times, but we inevitably end up in a dungeon crawl and the mages are hamstrung with their attack spells.
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The idea for this thread sprung up from the other thread:
How powerful are your PC's? (http://www.ironcrown.com/ICEforums/index.php?topic=18343.0)

Members are posting their favorite/best/strongest PC's and stats and there are some great builds.  I'd love to see more stats for your favorite/best PCs.  Please try to explain the high stats or bonuses the PC has.  I know a lot of these PC's have been "alive" since the 80's but I think it would be great to see them.  Please feel free to repost the PC stats even if you posted in the other thread.

Here's my oldest/best/highest ranked PC and some stats:
This was the first PC I ever made for RM and the person who helped me roll him up was a huge spell caster fan.  Sadly, my stats are in all the wrong categories.  I should have had far more DP at each level and lower stats in the "magical" stats.  I may make up another version with the same stat values, but in the stats that would be better suited to a fighter type, not a mage.


Cavalier - lvl 8 - MAX HP: 263 - x4 Concussion hits delivered for first five rounds of melee, x2 concussion hits normally

IN: 96
EM: 93
PR: 90
QU: 91
SD: 64
AG: 91
ME: 72
RE: 67

Potion awarded to the PC after major campaign (two college semesters of gaming twice a week) +6 to Prime req's Temp and Potential

CO: 102 (Innate stat abilities: Tolerance - Character may take 150% total hit points before becoming unconscious)
ST: 108  (Innate stat abilities: Shocking Blows - all melee strikes yield double concussion points)
 
Arm Greaves of Power - double concussion hits for first 5 rounds of melee
                                 - 30% chance to nullify arm crits

DB w/o shield: 45
DB vs. melee: 90
DB vs. missile: 100
  +10 Wall Shield can wield 1-handed due to ST
  +10 Ring of Presence - Bright aura surrounds caster granting +10 DB due to attackers looking at the bright aura (+10 to Social Skills as well)
  +10 Mithril Armour (AT 16) non-encumbering

Battle Totem - Nullifies Fear, Stun, Depression

Battle Axe: 168  Shieldbreaker (RMC-I pg. 58: Shieldbreaker - non-magical armour treated as AT1, magical armour RR vs. level 30, destroys weapons)
Ranks 64, Stat 55, level 24, item 25 Holy

Broadsword: 163 Blade of Quickness  (+20 to initiative, two attacks per round)
Ranks 64, Stat 55, level 24, item 20

Heavy Crossbow: 138 (Repeating crossbow, 2 bolts per round for 5 rounds)
Ranks 64, Stat 40, level 24, item 10

Dealing x4 concussion hits with a battle axe vs. AT1 is awesome!  The GM's countered this by making him a human pin cushion and AT16 is terrible vs. small pointy objects. <sigh>  This forced me to take tons of arrow damage with a battle axe or use the sword and board and not deal heinous amounts of damage.  It balanced out.
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RMC/RM2 / Re: The sound of a lightning bolt
« Last post by Jengada on Today at 10:31:30 AM »
This is the sort of thing where I, as a meteorologist ne physicist, have to rein in my reality. If you're going to put in the real sound effects of lightning, then you're implying the real thermal effects, and more. If someone unleashes a lightning bolt in a 10' corridor, they're going to superheat the air and anyone in the corridor for some time to come is going to suffer serious burns. Lightning also kills more people by indirect voltage difference, than direct strike. Theoretically, everyone within about 10' or maybe even 100' of the target will be at risk of heart-stopping currents running through their bodies. Anyone in metal footwear is at higher risk.

Bottom line for me, the spell isn't powerful enough to drag these real-physics consequences with it. If you choose to include them, be ready for players to actually use them to their advantage. "Hmm, I can deafen all the orcs with one bolt..." or "If I target the knight in full plate, he's got the worst RR but I can also affect everyone else around him." And "If the wizard we're chasing threw that lightning bolt, we would've heard and seen it across the prairie, and could've figured where he was."
Yes, the sound and heat and surrounding damage are physically real. But Magic. And Balance.

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Rolemaster / Re: Shielding with Magic
« Last post by Spectre771 on Today at 10:00:31 AM »
Sorry for the delay.  Life got in the way and prepping for gaming weekend ate up a lot of time.

RMC-V Force Mage - Pure Spell User - Essence
Base Lists:
 - Force Law
 - Force Master
 - Gravity Law
 - Magnetic Lore
 - Shockwaves

I'll highlight the spells that seem to address the questions of the OP, paraphrasing to save time.

Force Law (Durations for listed spells are 1 min/lvl)
2 - Force Field I : field of force around caster's skin +10 DB vs. physical and elemental
5- Armor: shimmering suit of armor of pure force.  AT = Caster's level (max AT20) Unencumbering, does not impede spell casting or maneuvers
11 - Force Field II: +20 DB
19 - Force Field III: +30 DB
50 - Sphere of Force: Sphere of force absolutely impassable by anyone or anything, moves with caster

Magnetic Law (Duration is C)
6 - Shield I: shield of magnetic force attracts metal weapons, metal weapons are -20 to attack, if attack does not hit the weapon is stuck to the shield
13 - Shield II: wall shield +30 DB vs. melee, +40 DB vs. missile, missile attacks -30
(Duration of Globe spells 1min/lvl)
30 - Lesser Globe: field of force surrounds caster, +50 DB vs. elemental attacks, +75 DB vs. melee and missile attacks, globe moves with target
50 - Greater Globe:  field of force surrounds caster, +75 DB vs. elemental attacks, +100 DB vs. melee and missile attacks, globe moves with target

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With a little help from CoM, I've come up with the racial talents for Alteans.

* Blood Magic Changing Ways (Self, Gain Racial Abilities of Form Taken)
* Combat Awareness
* Instinctive Defense

I had originally planned on having the spend one round to change forms scaling option.
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Aecyr-Grene / Captcha Sniper
« Last post by StephenHok on Today at 06:37:19 AM »
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RMC/RM2 / Re: How powerful are you're pc's?
« Last post by OLF, i.e. Olf Le Fol on Today at 05:22:17 AM »
Can you break down the OB for your 11th lvl warrior? I'm doing a lot of work on skill bonuses for high level NPCs and wondering how you got to 189.
Sure (so I'm surprised you're impressed by the OB of the warrior-class character and not of the semi-spell user but...)
* Level 0 + 11 levels: 24 skill ranks -> +74,
* ST/ST/AG bonus: +32,
* Level bonus: +22,
* Weapon bonus: +25,
* Soulbound weapon bonus: +11,
* Background special bonus for primary skill: +10,
* Magical item: +15.

I'm thinking the +3 level bonus is a bit much.
None of the characters I mentioned has a +3 level bonus. :p
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RMC/RM2 / Re: How powerful are you're pc's?
« Last post by Ecthelion on Today at 03:37:37 AM »
How much OB and DB would your players have in 10th lvl? How powerful multipliers and spell adders would they have? How big are the bonuses on magic weapons? etc
Our front-line fighters would typically have ab OB around 150 at 10th level. Bonus for weapons, armor and shields would be around +20 at that level. And with such gear the DB would usually be around 80-90 + spells like Blur.
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