Recent Posts

Pages: 1 2 [3] 4 5 6 ... 10
21
Gamers Seeking Gamers / Re: RMU Roll20 Shadowworld 7:30pm Thursdays PST
« Last post by tbigness on March 24, 2024, 11:03:26 AM »
I tried to send a DM in Discord but I am not familiar with finding someone so I did a friend request. :D
22
Rolemaster / Re: Players always choose AT 4 or AT 12
« Last post by Cory Magel on March 24, 2024, 02:50:49 AM »
Of course, then you can have some fun with your players and tell them that evil priest about to sacrifice some virgin they've come to save is 'Just wearing AT2' and they run in and find out it's very magical AT2... then after 'looting the body' have to decide if they wear the crappy AT2 but with great magical bonuses...

Like a +30 to DB?
I'd probably make it a harder choice than that just to be mean.  Like, you still get hit a lot, but have critical reduction or something.

Why make it mitigate the AT at all? There's loads of other things it can do. x5 universal PP multiplier. Wearing it counts as having already done one round of spell prep. Spell ranges for the wearer are doubled. Spell durations for the wearer are doubled. RRs against the wearer's spells are made at -20. After all, evil priests generally have plenty of meat shields. Magical robes should be worn for power, not protection.
rdan is trying to lure those casters to the dark side...
23
Rolemaster / Re: Players always choose AT 4 or AT 12
« Last post by MisterK on March 24, 2024, 02:20:41 AM »
If I were running this game I'd make the armor extremely susceptible to wear and tear. So either they spend a considerable amount of time and teasure maintaining their armor or it gradually becomes tattered and falls apart, degrading its armor value over time. Need to introduce some sort of downside to this clearly superior choice.
An obvious downside is that it is a clearly superior choice. As someone else said, 'worth a king's ransom'. People would kill to get it - would kill the character who currently has it, more specifically. Even the best of armours doesn't protect against poison, neutralising traps, and spells.
You might want to give a fair warning : a high-ranking noble learns that the PC owns such a suit of armour, and offers to buy it. They are fairly generous in their offer... but won't take no for an answer, and locals know that.

IMHO, the default rule is: if you give something to a player character as a reward, don't break it afterwards just because you can. Make it a source of conflict while being faithful to the way the setting works.
Or have a honest talk with the player explaining that you made a mistake and the item is too powerful and will need to be toned down.
24
Rolemaster / Re: Players always choose AT 4 or AT 12
« Last post by Werd on March 23, 2024, 03:00:34 PM »
Hi Jdale,
Great response! Thank you.  I did just that.  I allow for skinning of magical beasts. So, everyone has a +50 skinning knife, a few ranks in skinning and then someone usually has leatherworking to a high degree.
This, I believe, allows for the tanning of hides into bolts/raw hides to then allows someone to craft magical beast armor.  They pay an armor smith 20 to 30 gold (which is a kings ransom in my game) to get those suits made.
Because they run around in the wilderness and we do random encounters (yup its a thing in my game that they absolutely love), they run across beasts with AT4 constantly.
So, I have kinda backed myself in a corner with this.  I'm not sure how to gracefully get out of it while not making them feel they wasted development and time with skills and equipment to do exactly what I let them do.
I appreciate your feedback!



If I were running this game I'd make the armor extremely susceptible to wear and tear. So either they spend a considerable amount of time and teasure maintaining their armor or it gradually becomes tattered and falls apart, degrading its armor value over time. Need to introduce some sort of downside to this clearly superior choice.
25
Rolemaster Software / Re: ERA RMU Skill Categories
« Last post by Doridian on March 23, 2024, 01:02:27 PM »
Thank you Voriig. It makes sense.
26
Gamers Seeking Gamers / RMU Roll20 Shadowworld 7:30pm Thursdays PST
« Last post by nash on March 22, 2024, 10:28:01 PM »
So looking at starting a game on Thursday nights (7:30pm PST) for RMU on Roll20[1].  Shadow world - Northwestern Emer.

Will be based on proactive roleplaying (so character goal driven).  Start around the 11th or 18th of April.

I have a lot of material laying around I can use.

First few weeks will be a little rough as we sort out roll20.  Good news is I'll be able to fix things as we find them. 

Have 1 player... will start with 3 or more.

[1] You will get to test the new integration 😉
PM me if you have any interest.  nashidau on discord.
27
Rolemaster Software / Re: ERA RMU Skill Categories
« Last post by Voriig Kye on March 22, 2024, 10:15:17 PM »
Skill categories in RMU are considered for sections of skills that are explained together in the rulebook. Take for instance Section 3.13 Lore, which contains a general explanation on how to handle all lore skills. That is translated in ERA into a Lore category. Apart from the applicable stats, this also allows a character to have an item or special ability that applies to all skills in a "category".
28
Rolemaster Software / Re: ERA RMU Skill Categories
« Last post by Doridian on March 22, 2024, 11:32:05 AM »
Thank you, Hurin!
P.S.: I've been playing RMSS for so many years and I was sure nothing like the RMSS Skill Categories was carried in RMU.
29
Rolemaster Software / Re: ERA RMU Skill Categories
« Last post by Doridian on March 22, 2024, 11:31:35 AM »
Ok, maybe I've understood:
Quote
Stat Bonus: Each skill gains a bonus from the two
stats associated with the skill category and a third stat
dependent on the skill itself
, pag.83.

In ERA for RMU the two "category" stats bonus have been grouped under the Cat. column and the Stat. column is just for the one stat specific for the Skill.

Got it.

30
Rolemaster Software / Re: ERA RMU Skill Categories
« Last post by Doridian on March 22, 2024, 11:26:31 AM »
Core rules, pag. 12:

Quote
A character’s knowledge and training is represented
by their skills. Characters receive a certain number of
ranks in particular skills based on their cultural up-
bringing (Section 2.3), after which they may purchase
additional ranks in any skills desired at each level
(including 1st level). Any character may develop any
skill, but the difficulty of doing so depends on their
profession (Section 2.4). Skills that are fundamental to
a profession are the easiest to learn, while those unre-
lated to the profession are the most difficult.
For most purposes, a character’s ability is expressed
as a skill bonus, derived from the number of ranks,
professional skill bonuses and knacks, their scores in
the applicable stats (Section 2.5), and other modifiers.
This bonus is added when performing maneuvers us-
ing the skill.
Complete details regarding the skills and their use are
found in chapter 3.
There's no mention of "categories" and a category bonus to be added to a skill.
Pages: 1 2 [3] 4 5 6 ... 10