Author Topic: Misc SW material  (Read 80763 times)

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Offline egdcltd

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Re: Misc SW material
« Reply #200 on: March 28, 2017, 03:42:04 AM »
Exactly! Basically this is a chart of "Priceless" objects that I attempt to value. A fools errand. But more importantly, it was an attempt to categorize some basic objects that are just more interesting than "3,240 gold pieces, 2,345 gp of jewelry and 533 gps in gems".

Ah yes, the old incredibly boring treasure list. Plus lists like that don't help when players are told they find "3,240 gold pieces, 2,345 gp of jewelry, 533 gps in gems and a beautiful hammered silver hand mirror with inlaid gold runes on the handle." Something like that really suggests that the item described fully is important.
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Offline B Hanson

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Re: Misc SW material
« Reply #201 on: March 29, 2017, 07:02:04 PM »
While Peter is buying ponies in the Netherlands, I'm trying to post a "blog a day". Hurin and other's that post on Rolemasterblog.com feel free to jump in!

Urumi anyone?
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Offline Hurin

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Re: Misc SW material
« Reply #202 on: March 29, 2017, 10:10:53 PM »
Looks as dangerous to the wielder as to the opponent!

'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

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Offline B Hanson

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Re: Misc SW material
« Reply #203 on: March 29, 2017, 10:24:32 PM »
Looks as dangerous to the wielder as to the opponent!



Right? Isnt that crazy?  So, what would you propose for weapon specific mods?  In our house rules (SWARM) # of skill ranks reduces combat mods (instead of contra skills) AND reduces fumble. Im thinking this has to be a fumble of 30-40! A novice picking it up would be toast.
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Offline Hurin

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Re: Misc SW material
« Reply #204 on: March 30, 2017, 11:06:35 AM »
Can you explain what you mean by 'reduces combat mods'?

I think a high fumble would be good enough to represent the dangers of the weapon, though it almost seems to need its own fumble table!
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Offline B Hanson

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Re: Misc SW material
« Reply #205 on: March 30, 2017, 11:51:15 AM »
RMU established Combat Expertise Skills (Reverse Strike, Restricted Quarters, Mounted Combat, Multiple Attacks) that are "contra skills": rather than create bonuses for action resolution, they offset/reduce/eliminate the penalties for those types of actions. I'm not a fan for a couple of reasons:

1. They create a different mechanism than other skills.
2. They add to skill bloat.
3. It's premised on set penalties for various combat maneuvers.

So what we've done instead:

1. Establish weapon specific penalties for various combat maneuvers based on the weapon's size, speed, suitability etc. Granted it's arbitrary and could use some fine tuning, but adds a layer of weapon differentiation beyond to hit/damage ability. I posted up the weapon mod chart in this thread (bottom of page 3 or 4 I believe).

2. Created a use for a skills' # of ranks. So while each skill has a total bonus for resolution, the # of skill ranks is used for proficiency issues. In the case of a weapon, the # of skill ranks is used to lower the combat maneuver penalties and the fumble as well. This is basically the RMU shield skill model: the skill bonus is used for shield attacks and the # of skill ranks adds to DB.

I blogged about this last year:

http://www.rolemasterblog.com/rolemaster-skill-bonuses-skill-ranks/
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Offline Hurin

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Re: Misc SW material
« Reply #206 on: March 30, 2017, 05:36:44 PM »
Interesting. I like the idea of ranks giving a general idea of proficiency, as we already do for languages. I think you could even add that to the existing RMU rules.

I do agree that skill bloat can be a problem. Currently, we have done away with the 'Footwork' skill by giving each character a free movement action (up to BMR) each turn, and charging 1 AP for each additional movement thereafter (each one being up to BMR).

Still, I have found that my players very much like the 'contra' skills. I remember one of my players explicitly saying something like, 'Oh, that's simple!' when I told him how Manuevering in Armor now worked. The same goes for multiple attacks (which was always a kind of finicky one for RM to solve).
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Offline B Hanson

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Re: Misc SW material
« Reply #207 on: March 30, 2017, 07:13:22 PM »
Even simpler is getting rid of Maneuvering in Armor skill!  I know thats a heretical thought in these parts but it reaaly streamlines things.

http://www.rolemasterblog.com/rm-combat-hack-simplified-armor-encumbrance/
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Offline jdale

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Re: Misc SW material
« Reply #208 on: March 30, 2017, 08:46:26 PM »
Right? Isnt that crazy?  So, what would you propose for weapon specific mods?  In our house rules (SWARM) # of skill ranks reduces combat mods (instead of contra skills) AND reduces fumble. Im thinking this has to be a fumble of 30-40! A novice picking it up would be toast.

A fumble of 30 would mean about a 90% chance of a fumble within 30 seconds of wielding it. Could you even learn a weapon with such a high fumble chance? A fumble of 10 (e.g. two-handed flail) is already a 28% chance of at least one fumble per minute.

You also said
Quote
RMU established fixed penalties for several combat maneuvers (reverse strike, dual attack, protect etc) when it should be the particular weapon that decides that penalty.

The weapon, or at least general type of weapon, does decide that penalty for disarm and subdual. I do see an argument for applying that to multiple attacks as well (e.g. a light weapon may be easier to use in your off-hand) although the early criticisms of the multiple attacks rules were about too much complexity, and adding that variation creates more complexity, not less. I'm less sold on it mattering for reverse strike.
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Offline Hurin

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Re: Misc SW material
« Reply #209 on: March 30, 2017, 10:02:18 PM »
Even simpler is getting rid of Maneuvering in Armor skill!  I know thats a heretical thought in these parts but it reaaly streamlines things.

http://www.rolemasterblog.com/rm-combat-hack-simplified-armor-encumbrance/

I think the recent changes to RMU (to make only armor, not weapons inhibit spellcasting penalties, and to simplify the penalties to -3/lb of metal for Channeling and -4/lb for Essence) actually bring the encumbrance rules closer into line with your 'hack' there. At least, it does greatly simplify that aspect of encumbrance.
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Offline Malim

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Re: Misc SW material
« Reply #210 on: May 03, 2017, 04:35:52 AM »
Am I the only one just sitting here waiting for more of Hanson`s good stuff to be posted :)
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Offline B Hanson

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Re: Misc SW material
« Reply #211 on: May 03, 2017, 07:27:00 AM »
I've been a bit side-tracked--a few of us at Rolemasterblog.com are doing "50 Adventures in 50 Days" challenge and I've been getting those written.

http://www.rolemasterblog.com/rolemaster-blog-crowdsource-challenge-50-rm-adventures-50-weeks/

However, I am almost finished with the "Book of Pales" which has new information on the various Demonic Pales including environment, new creatures, artifacts, travel, spell lists etc. I'm trying to make it closer to a finished product than just basic word/excel docs that I've been doing.
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Offline B Hanson

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Legends of Shadow World
« Reply #212 on: May 24, 2017, 08:54:30 AM »
I'm working on a 50th lvl adventure series: "Legends of Shadow World". It's similar to a tournament module and relies on pre-generated characters; famous NPC's and personalities from Shadow World! Tentatively for characters 40-60th lvl.

I have a group of 5 PC's, I'll blog more about this tomorrow over at the Rolemasterblog.com, but thought I would poll the forums:

What famous PC (non-evil) would you like to see included or enjoy playing in a module?
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Offline Malim

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Re: Misc SW material
« Reply #213 on: May 24, 2017, 10:44:42 AM »
PC? I need an explanation!
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Offline B Hanson

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Re: Misc SW material
« Reply #214 on: May 24, 2017, 10:58:08 AM »
PC = player characters. So I'm looking for suggestions of Shadow World NPCs that would be used as pre-generated characters in high level adventure.
Does that make sense?
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Offline Malim

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Re: Misc SW material
« Reply #215 on: May 24, 2017, 11:31:48 AM »
Ill get back with some names :)
Sir Elor Blacke knight of Helyssa, Kytari Fighter lvl 25 (RM2)
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Offline Malim

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Re: Misc SW material
« Reply #216 on: May 24, 2017, 12:29:53 PM »
T`vaar Dekdarion, Elor Once Dark, Voriig Kye!
Sir Elor Blacke knight of Helyssa, Kytari Fighter lvl 25 (RM2)
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Offline B Hanson

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Re: Misc SW material
« Reply #217 on: May 24, 2017, 12:50:02 PM »
Ha! So T'vaar Dekdarion is already in the mix...Elor is interesting...Voriig is very interesting! Good choices.
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Offline B Hanson

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Re: Misc SW material
« Reply #218 on: May 24, 2017, 05:02:57 PM »
Misc SW Files I found in some random drives. Attribution?
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Offline Voriig Kye

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Re: Misc SW material
« Reply #219 on: May 24, 2017, 06:03:33 PM »
Randae and Vurkanan Tyes!
If it's a tournament, it would be fun to have Vurkanan's assistant in an opposing party.
Or you could make something like a competition of Navigators vs Loremasters, maybe a marathon using Teleport from one continent to another? Or one navigator from each guild, I imagine the Cypharia has the perfect breed for each challenge.