Author Topic: Which Rolemaster combat round do you use? (Poll)  (Read 8092 times)

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Offline Marc R

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Which Rolemaster combat round do you use? (Poll)
« on: January 08, 2012, 07:57:49 PM »
Which round do you use for Rolemaster?

Do you use the RM2 round with Spell Phase, Missile Phase, Move Phase, etc?

Do you use the RMSS round with Snap phase, normal phase, Deliberate phase?

Do you use the RMC round with short/long phases?

Do you use something else entirely? CEATS, Some home brew round, a round taken from another game?
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Offline markc

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #1 on: January 08, 2012, 08:04:42 PM »
    I use a Home Brew system but I am in the middle of testing out another system that I hope has less paperwork and is faster.
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Offline Usdrothek

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #2 on: January 08, 2012, 08:43:16 PM »
When we play RMSS we use a modified snap/normal/deliberate phase:

Initiative is Qu bonus + 2d10
Add 10 to the result for snap action
No modfier for normal action
Subtract 10 for a deliberate action

This stops the worlds slowest troll snapping and going before the worlds quickest man acting normally.

When we play RMC, its just Qu bonus+2d10. Act in decending order for whatever action you want to do. We do use the activity % costs.

Offline arakish

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #3 on: January 08, 2012, 10:05:38 PM »
I am like markc, I use a home brewed system.

@markc
If you get it perfected, please post.  Be interesting to see it.

rmfr
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Offline markc

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #4 on: January 08, 2012, 10:46:51 PM »
I am like markc, I use a home brewed system.

@markc
If you get it perfected, please post.  Be interesting to see it.

rmfr


 I have a great second by second system but I am not going to post it as IMHO it has commercial possibilities. As to the simpler system I have not problem posting what I find out.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
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Offline kevinmccollum

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #5 on: January 08, 2012, 11:45:53 PM »
I use the initiative system from Rolemaster companion I. 200 points, count down from there. We do NOT allow multiple spells per round though. (creates huge imbalances)

Offline Kristen Mork

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #6 on: January 09, 2012, 05:35:52 AM »
RMSS, with computer support: https://sourceforge.net/projects/twilip/

Offline arakish

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #7 on: January 09, 2012, 07:53:23 AM »
RMSS, with computer support: https://sourceforge.net/projects/twilip/

Is this meant to only work in Firefox?  It does not work in MSIE.

rmfr
"Beware those who would deny you access to information, for they already dream themselves your master."
— RMF Runyan in Sci-Fi RPG session (GM); quoted from the PC game SMAC.

Offline yammahoper

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #8 on: January 09, 2012, 08:50:08 AM »
When we play RMSS we use a modified snap/normal/deliberate phase:

Initiative is Qu bonus + 2d10
Add 10 to the result for snap action
No modfier for normal action
Subtract 10 for a deliberate action

This stops the worlds slowest troll snapping and going before the worlds quickest man acting normally.



Same, then count down from 40.
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Offline Kristen Mork

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #9 on: January 09, 2012, 09:46:14 AM »
RMSS, with computer support: https://sourceforge.net/projects/twilip/

Is this meant to only work in Firefox?  It does not work in MSIE.

rmfr

It's meant to deploy in Tomcat and viewed in any browser.  I use Opera, but I eschewed Browser-specific features.  I'd like to learn more about the problems you're observing.

Offline jdale

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #10 on: January 09, 2012, 10:05:46 AM »
We do classic "go around the room in initiative order". No phases. Special circumstances handled by GM fiat. This reflects the play style of the group, which is not very tactically oriented. If the party was more oriented towards tactics and rules we would probably do RMSS phases.
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Offline intothatdarkness

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #11 on: January 09, 2012, 10:25:27 AM »
I tend to use a loose version of RM2 and have never had any issues with it. We did fix some of the casting stuff, and I've modified some opportunity actions and firing at moving targets. Since I've also done a modern combat version of RM, I like the "fire and maneuver" feel of RM2's phases. I don't tend to care for systems that require large amounts of book-keeping or complex action point/initiative systems, and my group doesn't like those, either.
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Offline providence13

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #12 on: January 09, 2012, 11:18:31 AM »
I'm running games with a HR RMFRP no phase system.
 
Initiative is Qu bonus + 2d10

But everyone can decide to mod their init up or down by 20 pts mx (1, 2, 3, 4...20). This mod is now a penalty or bonus to their first action, whatever action they perform. Of course, you have to have init to borrow from; you must have a final init of at least 1.
 Example: You can try to rush a spell and get a penalty to SCSM and Spell Fumble table; if applicable! This gets really harsh if you fumble.
This works for OB, Moving Maneuvers, Spell Mastery, etc..

This allows the player to decide if they want a fast but technically sloppy action or a slow but deliberate action.

Movement will slow init 1pt for each 10% used.

%Act controls most everything else.
Cancelling a declared action is a -40 to the changed action.

Most actions can be multi-round actions; again it is up to the player.
If you have 20%Act at the end of the round and want to start reloading your short bow, no problem. The caveat is that you now have this round and the next for that action to be potentially interrupted. This is pretty important for spell prep.

Most Adrenal moves that require a %Act to prep in the round before can be prepped and used in the same round, but you take the %Act as a penalty to the maneuver.

Magic bows lower the %Act to reload by their bonus. A +10 short bow can be reloaded with 40%Act vs the normal 50%Act.
The reason for the change being that the group used to allow the magic of the bow to carry over to arrows (or any missile weapon). When I took over as GM, I established ammo as only being magic if it was made that way. If you need a magic weapon to hurt a particular demon, then you need magic arrows. Merely having a magic bow won't do. That rule would make magic bows no different from quality bows. So I made the magic also smooth the operation of the device; lower reload %Act. "The arrow almost leaps into you hand". Bows of Slaying do carry over their magic to the arrow.

Melee attacks/defense are the culmination of the entire rounds OB/DB split, just like RAW.
However, missile weapons are a single action. In RAW, You get one shot for one roll and probably can't parry with the weapon.
Since it's really just one action in a round, you may perform another shot if you have enough %Act. The 3 actions /round limit still applies. You could shoot, reload and shoot again if you have enough %Act.

A 0%Act action is not counted for the 3 actions/round limit.
If are lucky enough to have a missile weapon that is enchanted with the Speed Weapon Effects from AlCo (Alchemy Companion) every one in range should be afraid.
Missile attacks require 60%Act but you can decide to take a penalty, up to 30%Act for a -30 OB mod, just like in RAW.

Example: Weapon Effects II-Minor Speed Weapon lowers %Act to reload by 30%. You have a short bow and begin the round loaded. Firing once takes 60%Act or 30%Act if you take the hit on OB. Reloading this weapon is normally 50%Act, but with the magical effect, it's lowered it by 30%Act. You reload this magic short bow for only 20%Act. If you wanted , you could fire for 30%Act (at -30 OB) as 1 action, reload for 20%Act as action 2 and still have 50%Act remaining. With that %Act you could fire again; changing targets is -20 OB. You're now out of actions.

If you are incredibly fortunate to possess a missile weapon that has Weapon Effects III-Normal Speed Weapon (-60%Act to reload), or Weapon Effects IV-Greater Speed Weapon (-90%Act) then you're fearsome indeed. If it lowers the reload %Act to 0%Act, then reload isn't an action. The weapon basically reloads itself. You could now perform "suppressive fire".

That's all the craziness for now. :)






 
« Last Edit: January 09, 2012, 11:24:17 AM by providence13 »
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Offline markc

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #13 on: January 09, 2012, 12:05:13 PM »
 I am thinking about using a mod that is for every 1 Init you can adjust your action by -3 (maybe -4) with a max of +10 Init. Note this does stack with Combat Art Styles though which have a different system of speeding up actions. So it is possible to have a higher Init adjustment than +10 Init.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline arakish

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #14 on: January 09, 2012, 02:07:43 PM »
RMSS, with computer support: https://sourceforge.net/projects/twilip/

Is this meant to only work in Firefox?  It does not work in MSIE.

rmfr

It's meant to deploy in Tomcat and viewed in any browser.  I use Opera, but I eschewed Browser-specific features.  I'd like to learn more about the problems you're observing.

 :hm:  Tomcat?  What is that?  Or, am I too far behind the times to think "fighter jet" when I see Tomcat?

rmfr
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— RMF Runyan in Sci-Fi RPG session (GM); quoted from the PC game SMAC.

Offline Cormac Doyle

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #15 on: January 10, 2012, 05:46:30 AM »
tomcat is a web SERVER

Offline lordmalachdrim

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #16 on: January 10, 2012, 06:57:57 AM »
Right now I use the rounds as written in RMSS but am in the process of changing it to something more like what you find in WFRP, L5R, SR 2nd/3rd.

Free Action
Simple/Half Action
Complex/Full Action

Offline Ynglaur

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #17 on: January 10, 2012, 07:30:40 AM »
tomcat is a web SERVER

Technically a web application server, iirc, though I could be mistaken.  (Apache HTTP Server is a web server).

Offline Cormac Doyle

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #18 on: January 10, 2012, 11:32:19 AM »
hehe - true enough

Offline Marc R

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Re: Which Rolemaster combat round do you use? (Poll)
« Reply #19 on: January 10, 2012, 11:44:28 AM »
I voted RMC, though likely like all old dogs, I have enough house rules in play to perhaps qualify for "Other". I see a lot of the RMSS voters are "RMSS, but" in that same sense.

Amusing to note that on that basis (if you moved all us "X but. . ." voters to Other) that the single most common round between all of us who voted is "Other".

I wonder if that's reflective of the general playing fanbase, or just us forum folks?
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