the journey continues…
So assuming we stick with the 2 second house ruled round, which I would like to, we don’t want people to bleed out too fast.
I really like Hurin’s suggestion that bleeding 1-3hits/round will clot. If we can keep that I will be happy.… Read the rest
So this is completely off topic and probably of little interest to Rolemaster players but…
I have been mucking around with my Playing Card powered wild west game. Well, this week I have released the public play test version. What I need is constructive criticism.… Read the rest
I am going to start with a summary, taken from the rules of the HARP combat sequence…
1 Make an attack roll. This is an open-ended percentile roll.
2 If the initial roll is within the fumble range for the weapon,
the attack stops and you roll on the fumble table.… Read the rest
So this time I am really wide open to suggestions!
What I have done in the past and certainly want to keep is the 2 second combat round. I use this in RMC and it works perfectly.
I have eliminated all notion of flurry of blows.… Read the rest
Eventually, things in adventuring go wrong, and you need to deal with them when they do. I will focus on falling, likely to the character’s death, and the various charts and equations for dealing with the impact.
Things were going fine for a while, but now you’ve tripped over something near a ledge, lost the reigns of your flying mount, or been pushed out the airlock in atmosphere.… Read the rest
I doubt if many of you ever used Google+, it doesn’t seem that many people did. Having said that they did have half a billion regular users so it is a sign of the times when I can use ‘not many people’ when referring to half a billion.… Read the rest
The adventuring chapter starts with an overview of skill resolution and when you should or shouldn’t roll a skill tests. It the goes on to describe the typical skill test types, all or nothing, percentage, bonus and resisance roll. The last is what we would consider an opposed test.… Read the rest
Before we start I want to set out two core concepts.
- These rules are based around No Profession.
- Characters will only be buying skills once. (Thereafter training and experience will take over.)
So I am quite happy with the RMU cultures rules and free skills ranks.… Read the rest
I don’t know how many of you know of this game? To cut a long story short what Against the Darkmaster (vsDarkmaster for short) is is MERP plus house rules rebranded and launched as a new game.
It is so new that we only have the public play test, quickstart adventure and pre-gen characters to play with so far.… Read the rest