You will be glad to know that I am not actually here on Christmas morning writing a blog post. For me it is Christmas eve and family are all dozing on the sofa after lunch.
I am spending any boring moments reading up on RMU as I have not used it much. I have decided on a few rule choices and house rules.
- First up it is definitely a No Profession game.
- No Passive bonuses from skills such as footwork, running and Shields
- Stats will be point buy.
- Skill Costs, the 9/12 (Combat Skill #4 and Closed lists) will be 7/10.
Behind the scenes I have the combat tables spreadsheets from Merkir and Thrud from the forums. I will be using the 7 sizes on a single table, see this thread for an idea. I need to make these tables but I will be trying to create unique tables for every weapon in use in the game. Related to the tables I will be doubling the basic #hits damage done by each attack.
That is all I have for now.
Merry Christmas to everyone! Have a great day!
The 7/10 cost is now in the game too; Jdale noted they have added it.
Good luck with the attack charts, and let me know if i can be of any help with them.or anything else. By creating an attack chart with seven sizes, you have the luxury of adjusting two handed weapons to give them lower critical thresholds, which i think they really need to be viable. I also suggested a hit point progression for sizes that went: .1x, .25x, .5x, 1x, 2x, 3x, 4x rather than the current .25x, .5x, .75x, 1x, 2x, 3x, 4x. I think the first sequence does a better job of dealing with pinging (small creatures ganging up to do unrealistic damage), and has easier multipliers (since .75 is not an easy number to multiply or divide by).
Merry Christmas!
Thanks for the tip. I will make the combat tables task dlightly easier by creating then before they are needed rather than all of them before play. I am hopung to automate as much as possible.
I thought about automating it by taking the values of hits/crits from the old RM attack charts and plugging them into the new attack charts to give the base (medium) value. Then you could just have an algorithm that figures out the values for the non-medium sizes from there. You could choose whether you wanted to have 2 handed weapons get criticals earlier on the chart or just do more hits/damage. That would save a lot of time, but it is also a bit beyond my basic Excel skills.
Merry Christmas to you too!
You could also take the values from the beta1 charts, as they are pretty easy to copy/paste I think.
Yes taking data from beta1 where needed seems viable. I am capable with excel. I will have a bash at this soon.
Remember that the Beta 1 charts still have the old RM2/RMSS built in quickness bonus for lower armor types. I.e. weapons start delivering hit point damage against higher armor types much earlier on the attack chart, although weapons don’t deliver criticals against the higher armor types until much later. This is essentially giving a kind of built-in quickness bonus to the lower armor types. The Beta 2 charts however corrected this bias, such that all weapons start delivering hits at more or less the same numbers. So if you are using the beta 1 charts, I would flatten the low end of the chart by cutting out all the small hit point/no crit results against the higher armor types below attack result 70 or so.
You will get to see and comment on some of the charts before we start.