RMU House Rule #1 Stats

So here are the three uses I have for Stats…

  1. Stat Bonuses, this is the normal use for stats in RM. I want to keep the RMU magnitude and the addition of stat bonuses for finding the total bonus for skills.
  2. Fixed Body Dev, I will be using the Con Stat plus 1/2 SD plus Base Hits (From RMU Character Law).
  3. Unskilled Tests, I use the whole stat for unskilled tests. So if you want to know if your character can remember some random fact, for example, you would roll d100 OE and add your ME stat. 101+ to succeed. This means I can apply the full range of difficulty factors for these single stat unskilled tests.

So this means that I want and need a stat on the 1-100 scale. It also means that having a stat of 100 is better than having a stat of 98 even if the bonus is the same.

I also want point buy in some description.

I quite like Hurin’s suggestion of 3d10 – 15 has a lot of merit but that isn’t point buy. My objection to dice is simply the situation where a player that rolls well will forever out perform a character that rolls poorly.

RMU has a point buy option where all stats start at 50 and you get 10 points to spread over the 10 stats. You also get the option to buy down a one stat to have more to spend.

So how about…

  1. All stat bonuses start at +/-0
  2. All characters get 3 +1s they can share between the ten stats
  3. A stat can be bought down so taking a -1 on one stat can add a +1 to a different stat.
  4. No starting stat can have a bonus of more than +15
  5. Once all bonuses and penalties have been assigned Temporary States equal 50 + (Bonus (or penalty) * 3)

So with this mechanism I keep my ‘no dice’ preference. There is no need to have any tables of bonuses.

There is an effective cap at 95 so the stats are not truly d100 but the 100 stat is impossible as +16 equates to a 98 and +17 is 101 which doesn’t exist in RMU.

The 3 +1s equate to 9 points of stat and RMU gives 10 stat points for free so that is pretty close.

I like to share my house rules as I think many eyes make problem spotting easier. We could add in the Hurin option of 3d10 – 15 as a diced option. the dice option gives a range of -12 to +15 which is skewed slightly in the characters favour but I think that is a good thing. The point system does the same but only on a smaller scale by giving the initial 10points/ 3 +1s for free.

Fixed Concussion Hits

Fixed concussion hits is a bigger difference between my rules and RMU beta and almost certainly RMU RAW. Joe public would get typically 100 #hits from a 50 Con + 25 (half SD) plus 25 for race.

Off the shelf RMU characters seem to be starting at level 2 or 3 because of the age analogy so that is probably 8 ranks in Body Dev (+40) plus their stat bonuses plus race so +65 #hits.

The difference then is about +35 #hits in favour of the house rules at the start of play.

The difference balances at about 10th level.

Stat Gains

So stat gains are tied to skill usage or training. When a character successfully uses a skill in a meaningful way or gets specific training in a skill or stat then the applicable stats get ‘ticked’. So if you used the Influence skill successfully, stat bonuses from Em, In, Pr, this would ‘tick’ Empathy, Intuition and Presence.

When the GM chooses to allow experience gains, I know different GMs have different ideas about requiring down time or training time etc, then the player rolls d100 for each stat that is ticked. If the roll is equal or less than the current stat then there is no change, rub out the tick.

If the roll is greater than the current stat then the stat increases by 1. We can now use the genuine Stat -50/3 for the Stat Bonus! We can also get stats up to 100 through stat increases.

The advantages as I see them are that the most used stats are the ones to increase, we don’t need dice for the stat gain amounts and we don’t have to look up that dice on a table. We still don’t need a table for the stat bonuses.

Characters with poor stats tend to increase quicker but stat gains become less frequent as the stats get higher.

The RMU max stat of 100 preserved.

Over to you…

This is what I want to achieve and if you like, my first draft of the rules. Can you improve? Are there other options you would suggest?

Have I broken anything? Would this work just as well in a modern or sci-fi setting? This last question will be a recurring theme as I would like one unified set of house rules with the maximum of utility.