Essence Companion

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RMC/RM2 / Re: RM2 Campaign Advise for Noobies
« Last post by jdale on Today at 11:19:15 PM »
In the specific case of seduction, I could see not wanting it because I don't want to run the kind of game where that's a big thing. Especially given a somewhat stereotypical (and possibly unfair) idea of what a barbarian adventurer would be using it for.
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RMC/RM2 / Re: RM2 Campaign Advise for Noobies
« Last post by Sable Wyvern on Today at 10:33:53 PM »
Not always. In some cases players (especially those new to RM or coming from D&D) don't develop core skills because they don't think they have to. They just assume (based on past game experience perhaps) that they get hits just because, and that attack rolls are automatically based on their profession and not a skill.

This is why I got to the point where I beefed up culture skills (including weapons) and even did half a character's development for them. That way they could go buy (say) Seduction because I'd already made sure they at least had hits and could swing a sword if that was their profession's main purpose.

Running combat tutorials is also a good idea...if for no other reason than to show new players how fatal RM can be.

I'm not denying that it can be hard to cover all bases (the fact that it's easy miss things is a definite flaw in RMSS and in RM2 with the complete optional skill list). However, Prince Finnion didn't say, "I made sure the player had covered his core competencies". The statement was that the barbarian was banned from developing seduction, apparently because it was decided that it is impossible to make an effective barbarian who develops seduction.

If developing one peripheral or non-standard skill means an essential skill has to be left out, there is a major problem somewhere, IMO.
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Rolemaster / Re: Symbolic Ways, Essence, and Mentalism
« Last post by Nightblade42 on Today at 10:32:35 PM »
We used the following limitation in the last campaign: anyone can cast the spell for the symbol, but only the original caster can embed a spell with range "self".

I agree with that.  It makes a lot of sense.

Nightblade ->--
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RMC/RM2 / Re: RM2 Campaign Advise for Noobies
« Last post by intothatdarkness on Today at 10:18:00 PM »
Not always. In some cases players (especially those new to RM or coming from D&D) don't develop core skills because they don't think they have to. They just assume (based on past game experience perhaps) that they get hits just because, and that attack rolls are automatically based on their profession and not a skill.

This is why I got to the point where I beefed up culture skills (including weapons) and even did half a character's development for them. That way they could go buy (say) Seduction because I'd already made sure they at least had hits and could swing a sword if that was their profession's main purpose.

Running combat tutorials is also a good idea...if for no other reason than to show new players how fatal RM can be.
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Rolemaster / Re: Is there a missing poison type?
« Last post by Hurin on Today at 07:58:49 PM »
Thanks, that makes things a lot easier to understand. I had never really figured out exactly how the specific effects work in relation to the general effects, but now I feel I have a workable system.
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Rolemaster / Re: Is there a missing poison type?
« Last post by jdale on Today at 07:24:13 PM »
Ah, that does help, thanks. Can I assume too that the special effects kick in immediately when the target fails the RR, even when the description doesn't specify whether the effect is mild, moderate, severe, etc.? For example, Sharkasar's special effect is, 'does 1-10 hits'. The description doesn't specify whether that is mild, moderate, or severe, but I guess it doesn't have to: it just kicks in as soon as the target fails.

It's admittedly vague but that seems simplest, unless stated otherwise.

Quote
What about something like the circulatory poison Karfar though? Its description says, 'Reddish paste causes heart to malfunction. All effects begin in 2-12 rounds.'? What exactly is meant by 'all effects'? Extreme effects for a circulatory poison are death, but Karfar's specific effect is heart malfunction. If I heal the heart in 1 round but 'all effects' kick in after round 2, does the patient die?

"All effects begin in 2-12 rounds" I read as meaning that all the effects, including mild, moderate, severe, and extreme, happen in 2-12 rounds.

Heart "malfunction" is pretty vague too. Hearts can do wrong things in a lot of ways other than stopping. Some of them can correct themselves. You could interpret it as death or you could interpret it as simply explaining all the other effects as being caused by some kind of dysrhythmia.  https://en.wikipedia.org/wiki/Heart_arrhythmia  The latter makes more sense to me. On the other hand, the cost is on the high side, so maybe it's supposed to be more deadly. The Karfar description (many of the others too) actually comes straight over from RMFRP GM Law, where it would have been the sole effect, so presumably the intention there was that it was simply fatal.

I suspect this is not the only one that could use some updating.
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RMC/RM2 / Re: RM2 Campaign Advise for Noobies
« Last post by Sable Wyvern on Today at 06:44:00 PM »
Actually, I think it was the Barbarian, but I made him drop it.

Boo!

IMO, if characters can't develop any skills outside their core competencies, either they need more DP or the skill list needs to be pared back.
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HARP / Re: We need a new and vibrant setting
« Last post by intothatdarkness on Today at 04:15:15 PM »
I tend to agree, especially with fantasy games. So much of the feel of the game is dictated by the setting (magic, gods, and so on) that to come out with rules without a setting leaves them feeling half-finished. In fact, I'd go so far as to say that many of the complaints about RM stem from the fact that it was essentially designed without a setting (or a setting that was never really published).
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RMC/RM2 / Re: RM2 Campaign Advise for Noobies
« Last post by Spectre771 on Today at 03:29:10 PM »
The player buying Seduction... is s/he a Romantic?  Dancer?  Houri?

Actually, I think it was the Barbarian, but I made him drop it.

Ahhh yes.....  Conan III - Conan the Seducer!
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Rolemaster / Re: Is there a missing poison type?
« Last post by Hurin on Today at 03:24:52 PM »
I didn't compare whether this has changed, but in the current text:

The effects listed below are the specific effects of the listed poison. These effects will occur when the
victim fails his RR. These effects will occur in addition to the general effects of that type of poison (and
take priority when there is a conflict). If no specific effect is given, just use the general effects of the
poison type (see A&CL Section 14.7 for general poison effects).


When a poison says something like "Severe effects turn 1-4 appendages to stone", that explains or describes the normal severe effect. For conversion poisons the severe effect is "partial conversion of bodily tissue to another form" so turning appendages to stone is what this means for this particular poison. Some say things like "Mild effect is blindness in 1-2 eyes" (Trusa), so I take that as replacing the normal mild effect. (Likewise, Trusa say "Moderate effects is complete blindness and coma", and "Severe effect is death". I guess at that point the extreme effect is no longer relevant....)


Ah, that does help, thanks. Can I assume too that the special effects kick in immediately when the target fails the RR, even when the description doesn't specify whether the effect is mild, moderate, severe, etc.? For example, Sharkasar's special effect is, 'does 1-10 hits'. The description doesn't specify whether that is mild, moderate, or severe, but I guess it doesn't have to: it just kicks in as soon as the target fails.

What about something like the circulatory poison Karfar though? Its description says, 'Reddish paste causes heart to malfunction. All effects begin in 2-12 rounds.'? What exactly is meant by 'all effects'? Extreme effects for a circulatory poison are death, but Karfar's specific effect is heart malfunction. If I heal the heart in 1 round but 'all effects' kick in after round 2, does the patient die?
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