I am intrigued by ITDs critical tables. I have never seen them but it came up recently in a discussion on on armour by the piece that there are different critical tables by location and only three locations; limbs, head and body.
For me the only piece of RM that has to be retained is the critical; everything else has to earn its place at the table. If it is more effort that it adds to the game I am inclined to cut or replace it.
All the recent talk about stats got me thinking about some different ways to make stats more important or useful in standard RM or RMU. These are just rough, thoughts, mind…no actual play testing in most cases.
Following on from a thought I had in response to BriH’s post earlier last week I have been thinking about creating a completely open and free to use monster book. Rather than Creature Law this would be Creature Libre.
The two parts of the puzzle would be an open source of monsters something like the the d20SRD monster index and the rules for monster creation. These we already have at least in part from Creature Law (PDF page 342).
Furthermore, by using a standard source (the d20SRD) and a public platform (this blog) anyone can contribute monsters to the project. Over this weekend I will re-read the creature creation rules and come up with a template.
Due to a vacation it’s been a few weeks since out last session playtesting our “Legends of Shadow World” tourney series for 50th lvl characters. Last night the group reconvened for Chapter 4: “The Plains of Despair” (or alternatively The Fortress of the Dread Lord).
Narrative wise, it felt a bit broken; the PC’s got killed or beaten badly in Chapter 3 and the few weeks off disrupted the story line. However this is playtesting, so the group was brought back to life, I doled out some moderate damage, adjusted hits, PPs and item charges etc and sent them on their way through a Portal.
This is a preview of
Legends of Shadow World Pt 4. The Plains of Despair.
. Read the full post (400 words, 3 images, estimated 1:36 mins reading time)
So far we have sent the characters up the creek without a paddle, half drowned them and made them fight under water against a new and unknown monsterous race. Today, it is apt to make their day go from bad to worse!
The river they have been careering down so far has been randomly generated and designed to make it virtually impossible to swim out of or row out of. anyone reaching the shallows would be facing swimming rolls at something like -90 and taking krush criticals should they fail.
This post follows on from A River Runs Through It. We left the characters in the water in a fast flowing river, going over rapids and generally up the creek without a paddle.
I was once told the general anatomy of a story is ‘Put the hero up a tree, throw stones at him and then get him down again.’ Now it is time to throw some stones metaphorically speaking at the characters.
Peter’s recent blog, RMU – to infinity and beyond, created a firestorm of comment activity. 64 comments to date! Much of the back and forth touched up on professions, attributes, knacks and character creation. Certainly, the thrust of the debate was centered around the Professions vs No Professions commentary that Peter and I have continued on the RolemasterBlog and previously on the Rm Forums.
This is a preview of
Deconstruction of Character Creation and Game Modeling of Skill Systems in RM.
. Read the full post (969 words, 2 images, estimated 3:53 mins reading time)
I want you to bear with me with this post. It is a first of a mini series that should be greater than the sum of its parts.
I hope I am not the only person who does this or it will sound really naff but I have often used river journeys for the players to hand wave large sections of cross country travel through relatively safe territory. As a player we did this in Shadow World and as a GM I let my players load their horses and kit on to a barge and it took days off an otherwise uneventful journey.
One of the things I really like about RMU is the new 33/77 rule for breakage. The sheer simplicity of the mechanic really appeals to me. The actual check dice roll, d100 OE, fits in with the natural Rolemaster way of doing things, when to trigger the roll is obvious and can add some excitement to combats. The resolution is simple enough, an absolute failure breaks the item, a failure gives a -10, partial success a -5, 101+ no damage. I don’t even need a table for that.