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21
ICE News and Discussion / Re: Locating "Lost" Authors to Bring Back "Lost" Books
« Last post by Malim on April 13, 2024, 02:15:54 PM »
Can I ask a theoretical question.
If i scanned all RM2 products and made a new pdf of them with new text etc. But the same content...
Who would sue me? :D
Since all the owners are spread over the world, guess the meaning of this thread!
22
Rolemaster / Core Law Bug
« Last post by deer_buster on April 13, 2024, 11:45:46 AM »
Noticed something while reviewing Encumbrance in Core Law, pgs 128-129.  It looks like the start of the text on page 129 is cut-off from previous page.  Was only the first characters cut off, or was a bit of text cut off that should have been there?

23
Rolemaster / Goblin vs. kobold size
« Last post by pawsplay on April 13, 2024, 06:46:54 AM »
Core Law says kobolds are the smallest of the goblinoids, and live in a state of being constantly cowed by goblins.

Goblin
Weight, male 35
Weight, female 31
Height, male 3'
Height, female, 2'10"

Kobold
Weight, male 44
Weight, female 40
Height, male 3'6"
Height, female, 3'3"

What is up with these numbers?
24
I threw them the curveball, now its on them to find a solution right?
Not really. They can try and fail to come up with a solution, and then it's up to *you* to deal with a player who can't play their character for a length of time (or, potentially, permanently - this is the Void we are talking about, honestly, when I read the first line of your post, my first thought was "OK, the PC is dead and unresurrectable, what are we going to talk about ?").

I think of your situation exactly as a lethal trap: as a GM you designed it, so you knew there was a chance for one or more PCs to fall in it and die. That's not the players' fault if they fail their RRs or perception rolls.

Let's get back to your options. I think what they lack mostly is bite - something meaningful. Maybe it's only the way you present them, but I am under the impression that this is only an occasion for an additional side quest, but that the PCs will be essentially the same (and potentially a bit more powerful) after the rescue and the favour. I am also under the impression that you consider that saving the trapped PC is an automatic choice.
And I think it does the situation a disservice and reduces their agency even more than having a PC essentially out because of bad luck at dice.

In light of that, I would refrain from your options 2 and 3.
- option 2 because it reeks of McGuffin deus ex machina and your players were not the one to come up with the idea. Additionally, you will have to find a way to dispose of the artifact after the deed, and unless you are quite creative, your players will be in their right to ask such questions as "OK, now we know it is possible to create actifacts to boost one's power, why don't we acquire a few of those - and about that, how come most powerful NPCs do not have some already - including some that they don't use anymore becaus they have out-powered them ?". Suspension of disbelief is more difficult to maintain the more McGuffins you add to a campaign (my personal upper limit is either zero or one).
- option 3 is a problem because, why would the powerful NPC wizard do them a favour that they could not repay in kind ? If they require a mage much more powerful than they are, the mage would likely ask for a favour that requires a power higher than *his/her own* in exchange. The deal is only fair if they are approximately the same level (and then it's not a question of power but a question of specialisation).
A more interesting alternative would be to have the mage require a bit more than a favour - retainer service for a length of time. "I will do what you want, but I want your complete obedience for the next five years - you will do as I say, no questions asked and no wiggling out of the deal". And then the mage sends them away to do the things s/he wants done but does not have the time or patience to do him/herself, or because s/he wants deniable assets, times and again. It makes an interesting source of future adventures but the thing is, they must feel the sting of being essentially owned for a time. No time out for family or personal matters, no refusing something because of personal beliefs or ideals - they do the deed and take the blame when appropriate.
Option 1 is essentially a nasty form of the revised option 3, but I don't like it either in the form you suggest. Once again, we are talking about a very powerful and alien entity. The entity will demand a price a bit higher than anything the PCs would accept. It will ask for obedience. It will ask for subservience, for continuing service. It can sweeten the pot a bit to push them, but basically, a demon or a god wants either minions, souls, or both - and preferably both, and will try to trick them for it (and likely succeed if they are desperate for help). If it requires only temporary service, be sure to include such a service as they would likely *not* undertake on their own free will. Furthermore, the entity is not dumb, so it will ensure that the PCs cannot weasel out of the service afterwards - it would likely require them to fulfil the service *first*, and when the service is to release a demonic entity, ancient undead spirit of a powerful magical tyrant, or god of strife, do you really want to do that *before* it has helped you, or even at all ?

The key idea is to offer them a choice with a cost: you can save your friend, but you will hate what you have to do to save them. Or you can choose not to save them, but you will always hate yourself for not doing it. In other words, do you value your integrity more than friendship ?

And *that* is an interesting quandary. True character, as the saying goes, is what you are in the dark. Regardless of their choice, they will have the scars to prove it. The consequences are more than just another adventure. We are talking about loss, about growth through adversity.

But I hope for you that you forewarned your players about the risk of arbitrary loss of character during a campaign (because of bad luck). If the social contract is agreed by all parties involved, then it's fair. If it was not the shared agreement, then you are in trouble. I know that my campaigns are not based on such a contract.

Appreciate the input. Lots of food for thought here.
Servatitude to a powerful wizard would work. They are already allied with a faction of magicians, albeit lawful ones. Could be a mage in the guild who dabbles in darker magic or one that would undertake the task for a price.
Social contract checks out. Its a deadly campaign and PC death although rare is always a possibility. The game world is brutal and realistic. Not quite grimdark but there are powerful enemies afoot and the threat of death is always near when you have dangerous enemies.
A McGuffin of sorts already exists as part of the lore of the world. There are 5 Soul Stones, artefacts created by an ancient order of magicians and these were used to entrap and banish a cabal of Vampire Lords. There were Lesser Soul Stones, early versions of the Soul Stones and these were tested on dangerous individuals in liege with the vampire lords. I think the party could find a Lesser Soul Stone and use it to open a pathway into the Void. They have an NPC magician in the party and her powers could be boosted by such an item although I'd expect it to be a risky spell as it might allow any entity already in the Void to escape. This might be unknown to the party and they might unintentionally aid the enemy.
Perhaps the Void is in reality a Soul Stone prison. This was my initial intention with the trap. This plot line gives the party a new quandary... Find the stone which is in the dungeon they are exploring and puzzle out how to free the PC from their prison. Doing so could also add the complication of freeing an enemy... probably a magician and most likely an evil one... but a fun twist might be its an ally and they are in dept to the party for freeing them...
25
I threw them the curveball, now its on them to find a solution right?
Not really. They can try and fail to come up with a solution, and then it's up to *you* to deal with a player who can't play their character for a length of time (or, potentially, permanently - this is the Void we are talking about, honestly, when I read the first line of your post, my first thought was "OK, the PC is dead and unresurrectable, what are we going to talk about ?").

I think of your situation exactly as a lethal trap: as a GM you designed it, so you knew there was a chance for one or more PCs to fall in it and die. That's not the players' fault if they fail their RRs or perception rolls.

Let's get back to your options. I think what they lack mostly is bite - something meaningful. Maybe it's only the way you present them, but I am under the impression that this is only an occasion for an additional side quest, but that the PCs will be essentially the same (and potentially a bit more powerful) after the rescue and the favour. I am also under the impression that you consider that saving the trapped PC is an automatic choice.
And I think it does the situation a disservice and reduces their agency even more than having a PC essentially out because of bad luck at dice.

In light of that, I would refrain from your options 2 and 3.
- option 2 because it reeks of McGuffin deus ex machina and your players were not the one to come up with the idea. Additionally, you will have to find a way to dispose of the artifact after the deed, and unless you are quite creative, your players will be in their right to ask such questions as "OK, now we know it is possible to create actifacts to boost one's power, why don't we acquire a few of those - and about that, how come most powerful NPCs do not have some already - including some that they don't use anymore becaus they have out-powered them ?". Suspension of disbelief is more difficult to maintain the more McGuffins you add to a campaign (my personal upper limit is either zero or one).
- option 3 is a problem because, why would the powerful NPC wizard do them a favour that they could not repay in kind ? If they require a mage much more powerful than they are, the mage would likely ask for a favour that requires a power higher than *his/her own* in exchange. The deal is only fair if they are approximately the same level (and then it's not a question of power but a question of specialisation).
A more interesting alternative would be to have the mage require a bit more than a favour - retainer service for a length of time. "I will do what you want, but I want your complete obedience for the next five years - you will do as I say, no questions asked and no wiggling out of the deal". And then the mage sends them away to do the things s/he wants done but does not have the time or patience to do him/herself, or because s/he wants deniable assets, times and again. It makes an interesting source of future adventures but the thing is, they must feel the sting of being essentially owned for a time. No time out for family or personal matters, no refusing something because of personal beliefs or ideals - they do the deed and take the blame when appropriate.
Option 1 is essentially a nasty form of the revised option 3, but I don't like it either in the form you suggest. Once again, we are talking about a very powerful and alien entity. The entity will demand a price a bit higher than anything the PCs would accept. It will ask for obedience. It will ask for subservience, for continuing service. It can sweeten the pot a bit to push them, but basically, a demon or a god wants either minions, souls, or both - and preferably both, and will try to trick them for it (and likely succeed if they are desperate for help). If it requires only temporary service, be sure to include such a service as they would likely *not* undertake on their own free will. Furthermore, the entity is not dumb, so it will ensure that the PCs cannot weasel out of the service afterwards - it would likely require them to fulfil the service *first*, and when the service is to release a demonic entity, ancient undead spirit of a powerful magical tyrant, or god of strife, do you really want to do that *before* it has helped you, or even at all ?

The key idea is to offer them a choice with a cost: you can save your friend, but you will hate what you have to do to save them. Or you can choose not to save them, but you will always hate yourself for not doing it. In other words, do you value your integrity more than friendship ?

And *that* is an interesting quandary. True character, as the saying goes, is what you are in the dark. Regardless of their choice, they will have the scars to prove it. The consequences are more than just another adventure. We are talking about loss, about growth through adversity.

But I hope for you that you forewarned your players about the risk of arbitrary loss of character during a campaign (because of bad luck). If the social contract is agreed by all parties involved, then it's fair. If it was not the shared agreement, then you are in trouble. I know that my campaigns are not based on such a contract.
26
In my campaign a PC has been sent to The Void via a magical trap. How would you handle his rescue?

Some ideas ive come up with so far are...
1) They make a deal with some powerful entity, perhaps one also trapped in the Void (eg. Demon or God or an evil wizard who has been banished and needs help from the PC in return)
2) Allow the party to recruit a magician and have them try to convince them to undertake a dangerous solo mission into the Void to tray and find them and bring them back. There is a magician currently in the party, around lvl 7. Thats a bit low level for such a solo quest but perhaps there is a way to boost their power via an artifact/magic item which the party must locate first.
3) As number '2' above except the party must recruit a high level magician and persuade them its worthwhile undertaking such a task... probably in exchange for a dept/favour/quest decided by the mage.

Not so fast!
As an added complication, the party have a tight window for any type of side quest. About two hours to come up with something before they must leave their current location and travel to a far off city via a magic portal. If the trapped PC isnt saved by then, they will be left sidelined until the main quest is completed... could be another 3 sessions before they are in a position to devote time for a rescue.

How would you handle such a complication?
Sidelining the PC for more sessions isnt the end of the world... he can play as one of the 4 NPCs in the party if needed...
My current thinking is let the party come up with something and roll with that. In theory ANY idea could work... there just isnt much time to execute an elaborate plan... I threw them the curveball, now its on them to find a solution right?
27
Rolemaster / Re: Sample RMU creature?
« Last post by pastaav on April 13, 2024, 01:47:49 AM »
When you are a GM designing an encounter, having the level as a rough guide to the creature's power is an exceptionally useful feature. The fact that level was completely divorced from a creature's actual power on the battlefield is a problem with earlier editions, and I am glad RMU has fixed that problem.

The core of the matter in the beta was that a Golem bascially just can bash things and the combat challenge from this is very different to the ways a Shard can kill you. In the beta the Shard got a massive discount on the powerful abilities of a shard since else a player with Shard character could not afford the Shard abilities.

My personal opinion is that the design goal of players being able to play even legendary monsters and having level as challenge rating are concepts that does not mix well. If RMU really has managed to nail the issue and improve the balance of cost system for creatures well enough for it to start to work, I would be delighted, but the evidence for RMU solving this huge design challenge is still waiting to be presented.

We have not been shown any sample monsters using the revised rules, and the problems that was discovered during the beta required IMHO big changes.

Given the good development of the rules presented so far compared to the beta we hopefylly will get something that is way better than what was presented in the beta, but I expect people hoping level equals challenge rating will get very disapointed.
28
Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by Wolfwood on April 13, 2024, 01:08:32 AM »
As others have said, running full sprint does not really give a chance to dodge anything. Just look at Olympic short distance runners - there is no way they could suddenly change direction or do some other fancy moves at those speeds and not fall down and injure themselves. Their path is predictable - exactly what you do not want in melee.
29
ICE News and Discussion / Re: Locating "Lost" Authors to Bring Back "Lost" Books
« Last post by Boromir on April 12, 2024, 07:56:38 PM »
@Nolen  To enable potential re-publication, please make sure you contact colin-ice@hotmail.co.uk
30
HARP Software / Re: AutoHARP3 - Timeline
« Last post by DavidKlecker on April 12, 2024, 08:42:08 AM »
Update: 4/12/2024


  • AutoHARP3 - Harp Fantasy Version 3.0 - Ready to Publish. Waiting on Field test.
  • AutoHARP3 - Harp Sci Fi Version 3.0 - Currently under Beta - Projected Release Data - July 2024
  • AutoHARP3 - Architect / With Bestiary - Currently in development - Projected beta June 2024 - Projected Release September 2024. I plan to release both at the same time.
  • AutoHARP3 - Folkways / Loot / Beyond the Veil / Garden of Rain - To be developed starting June 2024 - Projected Beta - Unknown
  • AutoHARP3 - Roll20 Template - To be developed - Starting date unknown.
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