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31
Rolemaster / Re: Sample RMU creature?
« Last post by nash on April 11, 2024, 03:16:57 PM »
Now that said, I would have loved to toss the big tables and just have a complete stat block for every creature. But that would have been a twelve volume set or would have required drastically cutting the number of creatures.

Not sure it would blow out to 12 volumes.   But I'd be happy with a 3 volume set with the monsters being standalone.

I may not speak for all here ;-)
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Rolemaster / Re: Sample RMU creature?
« Last post by jdale on April 11, 2024, 02:09:16 PM »
The current version has a table for creatures in that section that contains the following:
* Name/variety of creature
* Level, outlook, archetype
* Movement type, rate, and max pace
* Exhaustion/endurance modifier
* Size and crit modifiers
* Hits and death hits
* AT, DB
* Initiative modifier
* Attacks with OBs
* PP
* RR modifiers
* Skills with bonuses
* Biome
* # encountered
* Frequency

In comparison, RMFRP also used tables for creatures in a given section containing:
* Type of creature - same as RMU
* Level - as RMU, plus a random variation factor
* BMR - as RMU
* Max pace, maneuver bonus - RMU puts max pace in with movement type, while the maneuver bonus is listed as a skill
* Speed MS/AQ - this is used to vary the DB by posture and to look up the initiative, on a different table at the beginning of the book. RMU just lists the initiative mod directly, and any variance in the DB would be based on dodging etc just like a character.
* Size and crit modifiers - as RMU
* Hits - as RMU
* AT, DB - as RMU
* Attacks with OBs - as RMU
* # encountered - as RMU
* Treasure type
* Bonus experience - not relevant in RMU
* Outlook/IQ - outlook appears in the RMU column with level

So what the big table is missing is only treasure type and IQ.

RMFRP also lists some codes next to the name of the creature in its individual listing. I... have no idea what those mean, and can't find any explanation in C&M.

RMU also has a block next to the individual creature which includes:
* Category (e.g. Animal-Carnivore) which corresponds to which big table you should check
* Archetype (also appears on the big table)
* Variant types
* Size in numerical units (e.g. feet and inches)
* Armor description and AT (but the AT also appears on the big table)
* Treasure type
* Realm
* Miscellaneous notes
* Stat bonuses
* Talents and flaws

Of those, the only one that RMFRP put on the big tables in C&M that RMU doesn't is treasure type. All those other things either appeared in the text or they weren't provided at all.

Now that said, I would have loved to toss the big tables and just have a complete stat block for every creature. But that would have been a twelve volume set or would have required drastically cutting the number of creatures.
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Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by Hurin on April 11, 2024, 12:15:17 PM »
Yes, those issues as well as the issue of what exactly Footwork really represents (and why it can't also apply to other types of attacks) were some of the issues that led me to remove Footwork.

The other reason for me is that I have reduced the cost of melee and ranged attacks to 3 AP, thus allowing all characters 1 AP more in the turn for movement. So characters can move up to their BMR and still attack at full each turn. I have not needed Footwork after that.
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Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by nash on April 11, 2024, 11:30:56 AM »
That is an interesting idea for a houserule. Note that Footwork already applies to melee attacks, so in the current RAW I think a character could actually declare an attack and get a parry bonus even while moving up to 2x pace. But they couldn't Dodge or Shield block in the RAW because Footwork only applies to melee, which is why you'd have to houserule it for Dodge or Shield block.

Personally, I don't use Footwork at all, which is why I look to other solutions.

Footwork is kinda weird.  It looks innocuous, but then you realise that with 5 ranks a melee character can make a free move each round.  With 10 ranks it's a charge at no penalty.   

Of course a knack subtracts one from each of those ranks, and profession bonus means 3 ranks gets you a move at -2 (essentially nothing) and 7 for the -3 charge penalty.

Having said that - it's restriction to just melee seems a little too restricted.
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Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by Hurin on April 11, 2024, 11:05:19 AM »
That is an interesting idea for a houserule. Note that Footwork already applies to melee attacks, so in the current RAW I think a character could actually declare an attack and get a parry bonus even while moving up to 2x pace. But they couldn't Dodge or Shield block in the RAW because Footwork only applies to melee, which is why you'd have to houserule it for Dodge or Shield block.

Personally, I don't use Footwork at all, which is why I look to other solutions.
36
Rolemaster / Re: Sample RMU creature?
« Last post by nash on April 11, 2024, 10:23:02 AM »
As a piece of feedback... I totally despise the version of the stat block I've seen.   I really want to be able to find all the monster stats in one place.  At the moment it's split in two.  With the combat stats in a table and individual entry for the rest of the creature.   

Now the table is great to quickly look things up, but having to jump between two pages when running the game is a nightmare.   

Additionally it means things like Roll20 need a different format as that format makes no sense in roll20 anyway.

RMSS got this right - the table with the summary, but all the details were repeated at the top of the monster listing.
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Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by nash on April 11, 2024, 10:15:16 AM »
So, I was running RMU last night and had a situation where a PC was chasing an NPC and used a monk leaping spell to get ahead of that NPC and then was waiting to intercept said NPC.

I said the NPC was running full pelt past him so I'd give him the full dodge bonus.

My players pointed out to me in the rules that if you dodge whilst running you get a -75 on your dodge.


FWIW; I'd probably allow footwork to be applied to that dodge penalty.
38
Rolemaster / Re: RMU - Impossible to Dodge Whilst Running ?
« Last post by Hurin on April 11, 2024, 09:46:18 AM »
I understand what you are saying, though I would note that if a character is flat out sprinting, it is likely not Dodging. To full out sprint, you need to go roughly in a straight line, and so you don't have much extra time to dodge out of the way.

You can see the difference in a rugby or American football game. The ball carrier who is dodging and breaking tackles and trying to find a hole in the defense is not yet bringing the ball up the field at maximum speed. In a case like that, the running back is probably moving at say 2x pace and spending the other 2 AP for the round on a partial Dodge.

To fully and completely dodge with the maximum flexibility, a character would have to be mostly stationary. Take for example the case of the guys who catch arrows shot from bows: they're not running. They are mostly standing still and doing a full dodge.

So, that's how I rationalize it.

Now, some of us did consider houseruling a DB bonus for character movement because just plain movement, even in a straight line, does make a target harder to hit; that is just an empirical truth. So, you could give an additonal, universal DB bonus of say +1/10' of movement as a houserule if you wanted to reflect that.
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Rolemaster / Re: Sample RMU creature?
« Last post by Hurin on April 11, 2024, 09:39:14 AM »
I could not disagree more.

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.
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Rolemaster / RMU - Impossible to Dodge Whilst Running ?
« Last post by zzMannyzz on April 11, 2024, 08:27:14 AM »
So, I was running RMU last night and had a situation where a PC was chasing an NPC and used a monk leaping spell to get ahead of that NPC and then was waiting to intercept said NPC.

I said the NPC was running full pelt past him so I'd give him the full dodge bonus.

My players pointed out to me in the rules that if you dodge whilst running you get a -75 on your dodge.

Obviously, I'll be changing that in my game as I personally disagree with that.

But, I'd like to understand how others cope with this and potentially the thinking that went into that dodge rule.

As a simple example, is it not obvious that a moving target is far easier to hit with a bow than a target that's not moving?

I'm quite perplexed about this strange part of the rules and would really like to hear how others are coping with / explaining / understanding this too.

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