Castles and Ruins

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Rolemaster / Re: Most enjoyable power level to GM or to play?
« Last post by B Hanson on Today at 07:11:37 PM »
We just ran through our third iteration of Legends of Shadow World. 50th lvl adventures work! Im pleasantly surprised and rolemaster holds up where other systems dont.
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Rolemaster / Re: Most enjoyable power level to GM or to play?
« Last post by intothatdarkness on Today at 06:47:37 PM »
I tend to prefer games below about level 15 on the fantasy side. More options in my view. I'd say my favorite is between level one (I always start my games there) and ten, because that's when you really see characters 'grow' and develop into capable adventurers. Non fantasy it doesn't matter all that much. Sure they've got more skills and they're better with those skills, but one bullet can still end things in a heartbeat and there's no magic healing. I'll run high or low level games there. It's mostly a matter of balancing challenges and adversaries.
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Shadow World / Re: Misc SW material
« Last post by B Hanson on Today at 11:57:14 AM »
Some more Shadow World fun over at the RMBlog:

Xiosians:
http://www.rolemasterblog.com/shadow-world-exploration-xiosian-xio-warriors/

Review of 1st ed. Parchment The Iron Wind.
http://www.rolemasterblog.com/iron-crown-loremaster-series-review-iron-wind/
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Shadow World / Re: Random Updates from Terry Amthor
« Last post by Terry K. Amthor on Today at 09:34:16 AM »
In other news, Shadow World Player Guide - The World is now Gold on RPGNow.

Eidolon is very very close to going Electrum.
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RMC/RM2 / Re: The Alchemey Companion
« Last post by providence13 on February 18, 2018, 11:44:37 PM »
Definitely.
It shouldn't be much to switch from one to the other.  Nearly identical to that older work. Treasure Co is good. I hope it works out. Some of the newer book is just better defined, rule wise. Occasionally, there are bits that are less powerful than the original. Most of these have good reasons. :)
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Rolemaster / Re: Is there a missing poison type?
« Last post by providence13 on February 18, 2018, 11:09:35 PM »
A few days late to the conversation, but I am pretty allergic to poison ivy (Urushiol oils) and Benadryl (a practically magic antihistamine commonly used to treat it and 20 other ailments).

Oils cling to your skin, penetrate and turn into quinone. This chemical hops on white blood cells (that are there because of the foreign chemicals) and ride through the blood. Once in the blood, it can pop up any where the skin is thin, but generally close to  the initial site. The more it spreads, the more white blood cells are sent, which means it can spread further. It's not contagious and not spread by scratching, but you could surely get infected if you turn a small rash into a bloody wound. I think the initial RR is just for exposure.

Once you fail that initial RR, there is a short time to use cold water surfactant soaps to wash away the oils. Wash your clothes and gear, too. That might buy you another RR, maybe with a bonus. Most people will be fine after that. A few red bumps; gone in a few days.

But once you fail your roll by enough, penalties will build up for that area. Poison ivy on your arms/hands might give you -5 or -10 on OB, drawing, Picking Locks, etc.
People scratch to remove the penalties for that area. Like an unconscious healing spell, we even do it asleep. But relief only lasts for a little while. The more you scratch, the more it itches, later.
 
So, after you're addicted to a substance in RM, you accrue penalties until your next fix. But that fix only lasts a while. It's like the itching/scratching associated with poison ivy.
I don't think the penalties should get too extreme.. unless it gets in your eyes, ears, groin.. Ok, the penalties could get extreme. But that could be handled by the initial exposure RR. And maybe those extreme effects could be for a serious Moving Maneuver/ Foraging/Herb Lore Fumble.

I say, roll an RR for exposure. About 85% of people are allergic. "00" your roll and you are immune! :)
Whatever you fail that by is the number of days it will last.
Every day it lasts, roll another RR with SD as a bonus. Fail this roll and increase the penalty to that area OR it could spread to another area (random roll, grapple chart..?). If you want to be a mean ninny GM, have their Co bonus be a penalty. But that's just goofy-and maybe not medically accurate.
Penalties accrue and it spreads until it runs it's course or you've clawed out your eyes in an attempt to reduce the penalties (because we're treating it like an addiction).
Doesn't affect animals, probably not orcs.. Probably not elves either. Never liked elves.

I have to have a steroid shot, which reduces the immune system, slowing down white blood cells, so that the quinone doesn't spread as far, so that my now weakened immune system can take care of it. But that's only been a few times. I get pretty good at noticing that stuff while hiking, now. Great health, otherwise.
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Rolemaster / Re: Most enjoyable power level to GM or to play?
« Last post by Hurin on February 18, 2018, 09:18:52 PM »
I don't use levels or professions out of choice but when characters reach about +80 to +120 in their core skills is my favourite point.

That's the sweet spot for me too.
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Shadow World / Re: Random Updates from Terry Amthor
« Last post by brandivil on February 18, 2018, 06:31:05 PM »
Hi Terry, what's your latest on rough target dates for new/revised Shadow World content release that you're currently working on?


We are currently waiting on art and RMSS stats for the Jaiman sourcebook, otherwise besides very minor edits, it is ready to go.

The Haalkitaine revision also is awaiting stats, art, and final adventures and drawing the catacombs from me. I hope to have it done by GenCon.

Next is Emer IV; which is largely written but needs art and layouts. Hopefully 2018!


That's great! Many thanks for the update.

Any news on your 2nd shadow world novel? :)
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Rolemaster / Re: Most enjoyable power level to GM or to play?
« Last post by Peter R on February 18, 2018, 03:14:57 PM »
I don't use levels or professions out of choice but when characters reach about +80 to +120 in their core skills is my favourite point. As GM I can use the full range of difficulties in skill challenges, OBs are big enough to parry and attack and still expect a critical. My spell users would probably have access to 14th to 16th level spells in their absolute favourite lists (much lower in lesser used lists).
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RMSS/FRP / Re: Arcane Spell lists in RMFRP
« Last post by craggles on February 18, 2018, 12:59:42 PM »
It's the RMSS (5600) Arcane Companion you need.
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