HARP: A closer look at falling

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. You’re now in a free fall, and this is going to hurt.

How far you fall determines the size of the Impact Critical when you hit.

  • 1′ – 20′ / 0m – 6m: Tiny
  • 21′ – 50′ / 7m – 16m: Small
  • 51′ – 100′ / 17m – 33m: Medium
  • 101′ – 200′ / 34m – 66m: Large
  • 201’+ / 67m+: Huge

Armor, Shields, and your Quickness bonus won’t help you against the impact at the end of your fall. Skill in Acrobatics can increase safe falling distance, a few psionic disciplines and spells can do the same or turn the fall into flight, and your magical and psionic bonuses to Defense will be subtracted from the critical.

In most situations, things that are falling don’t hit the ground instantly. Below is the Falling Table from Martial Law in list format.

  • Round 1: Speed 30’/rnd, total distance fallen 30′
  • Round 2: Speed 60’/rnd, total distance fallen 90′
  • Round 3: Speed 150’/rnd, total distance fallen 240′
  • Round 4: Speed 210’/rnd*, total distance fallen 480′

At round 4 and after, the character will continue falling at terminal velocity until the fall is stopped.

On round 4 and after, the falling character will continue to fall at terminal velocity until the fall is stopped. Gravity can affect both terminal velocity and how long a character has to be saved. HARP SF uses 70 times (the square root of local gravity divided by the square root of local atmospheric pressure) to determine terminal velocity in meters per second. To get the time until a falling character hits terminal velocity in seconds, take divide the the local terminal velocity by ten times local gravity.

Remember, you can fall father safely on low gravity worlds, and falling on high gravity worlds is a bad idea. Good luck, and watch out for that first step.

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THE GREAT G+ RPG EXODUS

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.

Anyway, from an RPG perspective it was actually quite active with indie game developers and minority games. There were/are 18 Rolemaster related communities (groups) on Google+ of which I was a rather inactive member of about six of them.

So Google has announced the winding down of Google+ and its eventual closure in 2019.

There is another social network that has been waiting in the wings and now is welcoming the RPG community from Google+ and that is mewe.

They have a dedicated group called The Great G+ RPG Exodus and that is what the point of this post is all about. If you never bothered with G+ then it may be worth taking a look at the new mewe RPG groups. If you were a user then you should be able to hook up with your previous contacts if the exodus gains enough momentum.

MeWe is not without controversy. It is very pro free speech and as such has, in the past, welcomed some alt-right groups. On the other hand it is ultra pro-privacy. It has a promise of no ads and no tracking. It intends to make its money from offering premium services. You can read about their ethics and business model on their FAQ.

I have joined mewe and created a Rolemaster group. If you want to join the network then you can connect with me or just join the group.

mewe.com/i/peter.rudin-burgess

mewe.com/join/rolemaster

If it all works out for them then great, if it withers away and dies like so many upstart social networks then too be honest I would not lose any sleep over it.

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HARP Read Through – Adventuring

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.

I will cover bonus and resistance rolls in a second.

HARP uses the phrase Target Number a lot more than I am used to in other Rolemaster games. I think this is a good thing as Target Number is pretty much a normal phrase in so many games that adopting it would make HARP a little bit more approachable. I don’t think one phrase in isolation will make much difference but when one phrase becomes one of many such minor accommodations I think they do add up and make the rule book easier to digest for people coming from other games.

We are used to a target number of 101 or 111 but in Rolemaster resistance rolls can have all sorts of target numbers.

So for percentage skill tests you roll, add your skill, deduct any penalties and basically round down to the nearest 10 and that is your progress. So a real example imagine you are climbing a cliff face in a raging storm which is Sheer Folly (-80). You roll a 67  add your climbing skill of 45 gives 112 minus the 80 difficulty leave 32. This leaves 32 which is 30% completed.

HARP has very neatly removed a frequently used table with this simple mechanic. Any result below zero is a fail and there are rules/consequences for that.

Bonus skill rolls are when you can use a complimentary skill. You roll your skill roll and then if you get over 100 then you get a bonus to the primary skill when you roll it. If you get below 101 then you get a penalty. Again there is a really simple formula to the bonuses so you do not really need the table.

Resistance Roll skills are for opposed skill tests. So you roll your skill as normal and the result on the table is the target number that the opposing character has to beat to win the contest. So this is what you would use for stalk vs perception as an example.

The Resistance Roll column is also used for attacking spells or what we would recognise as base spell (BAR) rolls. The idea that the casters casting roll  becomes the resistance roll target number of course is now part of RMU but it started here. The difference being that it was all neatly parsed into round numbers from 65 at the low end to a whopping 260 if your spell casting roll total 301+! Resist that spell if you can!

Utility spells get their own column. Depending on the roll effects such as range or duration can be doubled or tripled on an amazing spell casting roll.

All the skill based fumbles are compressed into a single page table including the classic moving maneuver fail of “You stumble over an unseen imaginary dead turtle.”. That is what you get if you fail you MM and then roll an 01.

Attacking Objects

My favourite rule is the attacking objects rule. This is incredibly simple. So it is a Percentage skill roll using double the characters strength bonus or a suitable skill to make the skill roll. The other half of the equation is the difficulty factor. There is a single table of example materials and their difficulty factors. So it is routine to smash a glass window, extremely hard to break manacles but only a medium difficulty to smash a packing crate.

This rule is going to make it into my RMU house rules as it is so simple. If people want to do this sort of thing in time critical situations then this mechanic works perfectly!

The end of the skills section covers throwing things and what happens when they miss including rules of hand grenades or Slatar’s Bombs as they are called. How to handle anything for which there is no obvious skill, so called unusual actions.

We now get a bit of a GM’s adventuring instruction manual. How to handle things like light sources, how much they illuminate and how far characters can see with different talents. It also covers things like fighting in water or undergrowth. I particularly like the treatment of invisibility with perception roll modifiers if the invisible person walks across a dirty floor or it is raining and all that sort of thing.

There are falling rules with the distance fallen specifying the critcal severity rather than an attack table for falls. There are rules for different types of traps. Most of these rules specify difficulties for the related skill rolls. So there is a difficulty for spotting the trap, deactivating the trap and so on. It is a bit of a whirlwind tour of how flexible the skill system is in HARP and seems quite impressive, at least to me.

Just to give you an idea of how broad this second half of the adventuring chapter is here is part of the contents listing (the numbers is the page number) …

Using an Untrained Skill 73
Using The Maneuver Table 73
All-or-Nothing Maneuvers 74
Stat-Based Maneuvers 74
Percentage Results 74
Bonus Results 74
Skill vs. Skill 75
Modifying Maneuver Rolls 75
Resistance Rolls (RR) 76
Resolution Methods 76
Spell Casting 77
Casting Utility Spells 77
Casting Attack Spells 77
Elemental Attack Spells 77
Fumbles 77
Attacking An Object 79
Grenade-like Attacks 80
Unusual Actions & Maneuvers 80
Light & Vision 81
Light Sources 81
Special Combat Conditions 82
Invisibility 82
Limited Visibility 82
Fighting “Blind” 83
Occupational Hazards 83
Falling Damage 83
Traps 84
Sample Mechanical Traps 84
Magical Traps 84
Asphyxiation and Holding Breath 85
Watery Hazards 85
Drowning 85
Quick Sand 85
Starvation & Thirst 86
Heat 86
Cold 86
Other Dangers 86
Injury, Healing, & Death 87
Non-Magical Healing 88
Concussion Hits and Stat Loss 88
Other Damage 88
Magical Healing 88
Death 88

You have got to be impressed with the breadth of the hazards covered and the brevity of the rules.

So that is the Adventuring chapter. Next time We will cover Combat, everyone’s favourite!

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RMU House Rule #2 Skills

Before we start I want to set out two core concepts.

  1. These rules are based around No Profession.
  2. 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. I do think that GMs should tinker with the ranks both number and distribution to fit their game and play style but apart from that I am cool with cultures.

The biggest bone of contention is the category cost vs individual skills costs.

The individual skills cost for professions is rather moot if you don’t have professions. The hang over is that I can see why people would want to differentiate their characters.

I don’t want to go down the Training Packages route which of course would put a ‘skin’ or ‘build’ over the top of the No Profession.

The No Profession has the nice feature of being able to choose where to place your professional skill bonuses. That guarantees that each player can customise their character.

The best solution so far is Intothatdarknesses variable skill costs.

So there is a standard skill cost progression which I assume will not change again. So I am think that in each category each player may reduce one skill cost by two steps and one skill by one step.

I was concerned that assigning skill costs up front may mean that should a future skill be introduced that characters are then unfairly penalised. I am thinking about RM2 and when Two Weapon Combo was introduced in RoCoII.

On the other hand if the players are only adjusting two skill costs in each category they are not actually locking themselves out of any skill.

This solution also solves another potential problem. The default number of DPs had has been increased from 50 to 60 but the No Profession profession is less efficient than most others so I have been upping the number of DPs 70. Now if each player can reduce the cost of their preferred skills that will redress that balance between the inefficiency of the No Profession and the off the peg professions.

RMU Skills

I like the RMU skills and I like the way combat expertise works. On the other hand I don’t like passive skills and passive bonuses. In all versions of RM each and all skill has been optional and I cannot see any real reason why I cannot simply drop the skills I don’t like, or more the case of redefining the skills. Just dropping the passive skill bonuses solves a lot of my issues.

So I think with just those two house rules I am good with the RMU skill system.

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Against the Darkmaster

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. The kickstarter is not even ready yet.

What is also interesting is that vsDarkmaster also has a marque called open00 under which they are going to release an SRD, system reference document, so any indie developers can release their own material for the system.

Even more interesting is that my own attempt at free to use monsters, under the brand of Open100 appears very close to the open00 and vsDarkmaster. By very close take a look at this.

StatOpen100vsDarkmasterDifference
AT3(1-20), 2(1-10) or by armour typeRigid Leather
DB5 + shield30 inc shieldnone
Hits5560+/-5
OB67 weapon60 weapong+/-7
Level33none
CriticalMnormalnone

You can see that there is barely a gnats whisker between the two versions of the same creature. In one you get a slightly higher OB but less hits but they pretty much trade off.

vsDarkmaster vs RMU?

So right now both games are technically in public play test. The difference is that vsDarkmaster is actively looking for play testers and engaging with bloggers and reviewers. I have emailed them and got a personal reply within hours, which considering the time difference is as prompt as you could wish for. They are also building a contact list of everyone who has play tested the game, you need to register to get the free version of the game. This is good marketing sense. 

The Kickstarter will also create a bit more buzz around the game. It gives them something else to talk about and share.

I would be shocked if there are less people queuing up to back vsDarkmaster than there are firmly committed to converting to RMU right now. The real uphill struggle for RMU is the ‘U’. RM2 players are reluctant to give up the RM2 way of doing things and the RMSS crowd are reluctant to give up the RMSS way of doing things and neither really want to give up their mass of companions, supplements and house rules.

vsDarkmaster does not have that fractured community. They have a whole new bunch of gamers waiting to play this new game.

vsDarkmaster also has a release date of 2019. I hope that RMU has the same release year but I would not be overly shocked if that slipped into 2020.

vsDarkmaster also has a sense of momentum. There is a public play test edition. That play test will end and it will be followed by a kickstarter campaign, and that will end and the game will be released in 2019. There will be stretch goals published as part of the kickstarter so we will know what future publications are in the pipeline.

With RMU we live in hope of the ‘singularity’ we don’t when that will be and we don’t know how long the post singularity period will be.

*IF* vsDarkmaster hits the shelves first, and that is certainly possible then what unique selling point does RMU have? Open ended rolls? Criticals? Weapon specific combat tables? Point buy skills? Spell lists? Sorry but vsDarkness has them all.

The real killer will be open00. I can honestly see 20, 50 or 100 publications for vsDarkness for every one for RMU. You could claim that the RMU publications will be more substantial or higher quality than all the indie releases for vsDarkmaster but that misses the point. Rather than spending $20 for an RMU supplement that you may use some, none or most of you can spend $0.50 or $1 on a booklet here or a booklet there that fill a particular need at that precise moment. It is a different world and a different way of selling gaming material.

Referring to Brian’s last post there is nothing to stop either Brian releasing Priest-King of Shade or Jengada releasing Nomads for vsDarkmaster, they could even combine the two and set Priest-King in the world of Nomads. 

I am not advocating that we all give up playing Rolemaster and play vsDarkmaster instead. What is viable is to use vsDarkmaster books, adventures and all the other weird and wonderful supplements as and when they arrive with RMU as the games are close enough. Once that is established we can write and sell our own adventures as compatible with any open00 system.

I don’t want it to happen but I could see vsDarkmaster being the death of Rolemaster. The cliche is ‘not with a bang but a whimper’. I think that will be the case. We won’t move over and abandon Rolemaster but I can see vsDarkmaster swallowing up all the new players who would be interested in RMU but discover vsDarkmaster instead. Without new players and new members coming to a community it will wither and die. If vsDarkmaster and RMU have to share the market and sales for this sort of game how viable will they be? Who knows but open00 gives the publishers,  
The Fellowship & Sego | Games, a revenue stream that ICE do not have. I know how much money ICE makes each year and it is not a lot. Also most of that is likely to disappear as ICE must withdraw RMFRP and RMC from sale when RMU is released as you cannot compete against yourself and the reason for developing RMU was to get away from the IP restrictions hanging over the older games and to unify the market so they did not need to support two versions of the same game. Supporting three versions of the same game makes even less sense.

If you have a look at vsDarkmaster you will see it is no RMU. It is not intended to be. It claims to be an evolution of MERP and it is true to its word. The thing is that we know how easy it is to drop a new spell law or an arms law into a MERP game to expand it. It is easy and it doesn’t break the game.

Take a look and see what you think.

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The Priest-King of Shade

Back in 2013 I submitted to I.C.E., and they accepted, my manuscript for “Priest-King of Shade”. There was no formal agreement, but at the time, product output was slow, RMU was just getting rolling and Terry was open to third party submissions. Nicholas gave the go-ahead and both he and Terry gave it a few editorial passes early on. Then things slowed down. For years.

Over the ensuing years, I continued to refine and add content, edit my own work and found various artists and others to help with floorplans and layouts. I continued to submit my new updated versions until I was told not to work on it anymore until a complete editorial pass was finished. 

That was several years ago. In a few weeks I’m turning 49 and staring down the barrel of 50! I have 3 more comprehensive modules nearing completion plus all the other RMBlog stuff I’ve been working on. Terry has announced he doesn’t have time to edit my project and I haven’t heard that anyone else will take on editing duties. The product needs artwork, layout, floorplans and probably another 20 pages to really polish things up. While I was really looking forward to having an “official” published ICE/SW module, I have no interest in waiting forever. My brother Matt (Vroomfogle) did all the work on the Shadow World Players Guide and was the lead design on RMU, so I’ll let that be our family’s official testament to our long standing commitment to I.C.E.

With that said, I’m attaching an early version of Priest-King in PDF format. It’s rough, the charts don’t quite fit on the page, these floorplans are shite and it just needs a lot of work. However, I have complete versions of all charts in excel, clarifications and can provide them if you email me. Since I never had a formal contract with ICE and I’m offering this for free I can’t imagine anyone will care.  Let’s call this PK.v.2. My most recent version has several more adventures and is hitting 180 pages. With professional artwork, layouts and newer material there is still a publishable product here. 

If you haven’t followed my blogs here, Priest-King is actually Chapter 2 in the middle of my extended “The Grand Campaign”. Chapter 3, The Empire of the Black Dragon segues into one of the Dragonlords storylines and injects the PC’s into the world spanning battle with the Jerak Ahrenrath and the Eyes. Heady stuff in my campaign!!

So while this is rough, it’s also free. How about this as an idea? If you want to contribute to this, help with one of the floorplans, or insert an idea etc, let me know. We can crowdsource this a bit and make it even better. I’m open to that and can focus on all my other projects!

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HARP Read Through – Talents & Other Options

The heroes of stories and legends often have extraordinary
abilities , unique magical powers or secret, special
knowledge. Collectively, these are referred to as Talents.
Talents are purchased with Development Points.
Certain Talents may only be purchased during character
creation, like Blood Talents, while others may be learned
any time a character goes up a level. Players are urged to
provide the Gamemaster (GM) with plausible reasons for
allowing a character to purchase the selected Talent. This
process has been simplified by the Talent entries containing
only the descriptions of the effects of the Talent. The player
should work with the GM to find a way of describing how
the talent works so that it fits within the GM’s setting.

HARP is based around Talents. Talents define the player races and they are available to buy during character creation and leveling up. There are 48 talents in the core book, I guess there are more lurking elsewhere but I haven’t looked (Edit: I just looked in Folkways and there are another 22 talents in that book, there could be even more in other books!). Most are just fit and forget, you buy it once and that is that. There is one talent listed with two tiers and two talents with three tiers but most are just a single purchase.

The average cost seems to be in the region of 20DP. Starting characters get 100DPs so talents are definitely affordable but the trade off is that points spent on talents cannot be spent on skills.

Here are three talents, that seem rather typical the first gives a flat +10 bonus across all the related skills, the second gives a +25 to a single skill and the last has no mechanical effect in terms of pluses and minuses but certainly helps with the adventuring life!

Physick
The character has a gift for healing, and receives a +10 bonus on all his healing & medical skills.
Cost: 15
Quiet Stride
The character is naturally light on his feet, giving him a bonus of +25 to Stalking maneuvers.
Cost: 20
Reduced Sleep Requirement
The character requires less sleep than normal. Four hours of sleep are the equivalent of eight hours of sleep for him.
Cost: 15

Special Items

In addition to skills and talents characters can buy special items and special backgrounds, like nobility or law enforcement backgrounds, with DPs. A +5 bonus item costs 5DP and a +1 spell adder costs 10DP for example. I quite like the idea of all the original RM Background options being purchased with DPs.

Multiple Professions

The option to take an additional profession is bought as a 20pt Talent.

I have copied the example from the book to explain this a bit more.

Example: Felzan is a 3rd level Mage. Upon reaching 4th level Felzan decides to learn something about combat and become a Fighter. Felzan’s player pays for the Additional Profession Talent and Felzan is now a Mage(3)/Fighter (1), which is a 4th level character overall. Once Felzan reaches 5th level he may increase his Mage level, increase his Fighter level or add yet another profession. Felzan elects to increase his fighter level making him a Mage(3)/Fighter(2).

So when you advance a specific profession you spend your DPs using that professions costs and the professional special bonuses that happen every x levels only happen when that specific profession hits the right level. So this is the Fighters special bonus paragraph from earlier…

Beginning at first level, and then every fifth level thereafter (5th, 10th, etc.), Fighters gain a +10 bonus to any Combat skill of their choice. No weapon skill can have more than a +30 bonus from this ability. Beginning at first level, and then every third level thereafter (3rd, 6th, etc.), Fighters also gain a +5 bonus to any one skill from the Athletic or Physical categories. No skill may have greater than a +25 bonus from this ability.

So it is these bonuses that advance only when the character hits those levels in that specific profession.

This is of course one of the big differences between HARP and Rolemaster in all versions.

Fate Points

So Fate Points are a core rule in HARP. Each character starts with 3 Fate Points, they can have as many as 5 points but no more.

The points may be used as listed below.

Fate Points may only be used for certain effects, as listed below.
For 1 Fate Point, the player may add a special modifier of +50 to any one roll that he makes for his character.
For 2 Fate Points, the player may add a special modifier of +100 to any one roll that he makes for his character.
For 1 Fate Point, the player may add a special modifier of +50 to his Defensive Bonus for one round.
For 2 Fate Points, the player may add a special modifier of +100 to his Defensive Bonus for one round.
For 1 Fate Point, the player may have 25 subtracted from any one critical his character receives.
For 2 Fate Points, the player may have 50 subtracted from any one critical his character receives.

The GM can award fate points for great role play or they can be bought at leveling up at one Fate Point for 5DP.

Finally in this chapter are the training packages that have already been covered.

The next chapter is equipping your character. I am not going to cover this as the prices are almost identical to Rolemaster. The only stand out is that armour needs to be bought by the piece and ideally fitted to the character for full effect. This will come up again later.

In my next HARP post we cover Adventuring which means that all the skill resolution, resistance rolls and spell casting is covered. That will be much more interesting to us than lists of equipment prices!

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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.

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HARP read through – Skills

There are lots of features of the HARP skills system that will seem similar. We have the rule of diminishing returns where the the first ten ranks give a +5 bonus, the next ten +2 then all ranks after that give +1. No ranks gives a -25 for unskilled tasks.

Characters are allowed to buy any number of ranks in a skill each level but are capped at the total number of ranks they can have. This cap is 3 x level +3. So if you bought three ranks during adolescence and three at each level you would always be at your maximum skill bonus.

The unlimited buying of ranks though does mean that if you are 5th level and suddenly decide to change weapon, having just found a holy hammer of smiting that makes your broadsword look a bit lame, they you could rapidly buy up to 21 ranks when you next levelled up (3 x 6 +3). On the other hand as a fighter you would probably have put your professional bonuses into your broadsword up until that point so although you had the same number of ranks you would still be slightly better with the sword than the hammer for a few more levels.

This dual mechanism means that characters can rapidly become competent but it will take several levels for a ‘new’ skill to really equal or exceed a long established skill.

Another subtle change, and one I like, is the skill difficulties. We still get difficulty labels we are used to but the bonus and penalties are more regular.

Mundane No roll is necessary.
Routine (+60) Anyone could complete a maneuver of this type, given time and a bit of luck.
Easy (+40) An apprentice can complete the maneuver with little difficulty.
Light (+20) Given enough time, an apprentice could complete the maneuver.
Medium (+0) The average difficulty inherent in any situation.
Hard (-20) This difficulty level requires a character with expertise to accomplish this maneuver.
Very Hard (-40) Even an expert needs time to successfully complete these types of maneuvers.
Ext. Hard (-60) Only an expert of unparalleled skill, or someone with incredible luck would be able to accomplish maneuvers of this difficulty.
Sheer Folly (-80) Maneuvers at this level teeter on the very edge of natural human capability.
Absurd (-100) These maneuvers are a step above the normal possibilities of most humans.

The progression is logical and doesn’t need a table to reference or look up of what the penalties are. I see this as another table that could be stripped out of RM and another tiny simplification.

Buying skills

This section starts with a boxout telling people to buy hitpoints (Endurance, perception, powerpoints, weapon skills and resistance. Yes, you can train your resistance against disease, poison and magic!

In total there are 63 named skills in nine categories. Those 63 skills are frequently broken down into subskills such as Ride->Ride Horse/Ride Camel and so on.

Every character has typically four or five categories that are favoured and all the skills in these categories cost 2DP and all non-favoured skills/categores cost 4DP.

At character creation characters get 100DPs to spend buying skills. Normally they will get a fixed 50DP per level.

One way that HARP tries to mitigate against skills bloat is by having a dual nature to most skills. This is the description of Appraisal.

Appraisal
So you’ve looted your dungeon, retrieved the sacred staff
and grabbed a few valuables along the way. So, what are they
worth? Appraisal is a character’s bonus for estimating the
value of objects or goods. The character may take this as a
general skill, or he may specialize in specific types of items
or objects, such as weapons, gemstones, metals, animals, etc.

If the character specializes, then a successful Maneuver Roll
will allow him to determine the value of the item to within
5% to 10% of its actual value. If taken as a generalized skill,
then a successful maneuver will allow the character to determine
the value to within 15% to 25% of its actual value.

Different items will have different values within different
cultures. This, along with the general fluctuations associated
with the buying and selling of items, is what causes this skill
to produce such nebulous results. Failure when using this
skill most often results in the character being unable to determine
a value or determining an incorrect value.
(General – Re/In – Percentage)

So you can see that skills may be atomised into more detailed sub skills, which will please RM2 GMs that like their myriad of detailed skills but also satisfies people like me that prefer fewer broaders skills.

Another nice feature of the HARP rules is that the book is easy to read. Take a look at this skill description for Endurance. Endurance is HARP’s answer to Body Development.

Endurance
“You know the worst thing about the dwarves? They never tire.
Sure you can outrun them, on the first day, or the second. If
you have a horse you can keep going for a few days more, but
they’ll just keep on coming, following your trail, never stopping.
And each time you rest, because you aren’t a dwarf, he
gets a bit closer. And he’ll get you.”

A character’s Endurance skill bonus is, simply put, his
Concussion Hits, a measure of how much damage he can take
before passing out. This skill’s total is comprised of the skill
rank bonus, the stat bonuses listed for this skill, and the Racial
Endurance Bonus listed on the Racial Characteristics Table.

Example: Jorg, a human, with a Endurance bonus of +30
has 12 ranks in Endurance, a Self Discipline of 90 which
gives him a bonus of +8 and a Constitution of 90 which gives
him a bonus of +8. Jorg has a Concussion Hit total of 100
((10 ranks * 5 = 50) + (2 ranks * 2 = 4) + (Co bonus 8 + SD
bonus 8 = 16) + (30 Racial Endurance Bonus) = 100). This
means that Jorg can take 100 hits of damage prior to falling
unconscious.
(Physical – Co/SD – Special)

So you get the little vignette before the skill description, the description, an example and then a brief summary of the category, stat bonuses and skill resolution type. These little vignette scenes are scattered throughout the skills chapter, typically one or two brief ones per page to break up the list.

Training Packages

Training packages are not actually mentioned in the Skills chapter, they come in in chapter 7 ‘Talents & Other’ but I want to mention them here.

I am not a massive fan of Training packages. I generally lump them into the same bracket as skills bloat, profession bloat and talent bloat. On the other hand I have played in a game where they were done really well and I can see the benefit of them when done well.

HARP training packages give a 25% discount on buying the same bundle of skills individually.

HARP Fantasy gives the rules for creating TPs and seven examples. It also includes the fatal flaw with TPs that turns me off.

Players can also create their own TPs. When doing so, they should collaborate with the GM on creating a background story for the TP so that the GM may work it into the campaign world with as little trouble as possible. When a player creates a TP, the GM must always approve it before the character may actually purchase it. This also allows the character to be more involved in the campaign world.

So the flaw is that if you allow players to create their own TPs then the natural born min/maxers will create a character concept and then cram as much as possible into the training package for that concept. Hey presto! in a single action they are getting all their skills 25% cheaper than anyone else. If you are particularly clever you put all your most expensive skills into the TP to get the maximum saving. “Ah yes I am playing a fighter but when he was young he was apprenticed to an investigator at the mages guild and so I created a magical investigator TP with all these magical skills as he had to know about these to investigate magical crimes.”

When TPs are done well I agree that they can add flavour to a campaign. In the game I played, it was Sci Fi, we were the crew of a spaceship and we were offered a single TP for our station on the ship. We had no control over the contents, we bought it or not. For the GM it meant that they could up the competence of the first level characters and the medic had decent medical skills, the pilot really could fly and not kill everyone and so on. It meant that although I was the medic I could still choose any profession for the character.

So I am in favour of GM created TPs but not player created TPs. They should not be a vehicle for min/maxing a character but they should be a way of creating more rounded characters that can have the background lore or social skills relating to their lives and backgrounds without them having to compromise too much on the skills that make them adventuring heroes.

So at the end of the skills buying process HARP characters will probably have six ranks in all their core abilities. So fighters will have six ranks in a melee weapon and a missile weapon, six ranks in endurance, six in perception and so on. Typically a starting skills then in these core areas will be in the ball park of +45, +30 from skill, +12 to +16 or so from stats.

In total skill ranks they will have 20 ranks from their profession, 20 rnaks from their culture and they can afford 25 (all non favoured) to 50 (all favoured) with their DPs assuming they do not buy any talents. This means that a skills based character, such as a rogue can have a really solid base in many skills. On the other hand if you want to specialise you can still be really competent. A starting HARP character is definitely more competent than a starting Rolemaster character.

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RMU House Rule #0

OK, so I thought I would take a break from my HARP series today and write about RMU for a change.

This is inspired by the comment made by Aspire2Hope on the post RMU to Infinity and Beyond.

So as you all know my RMC house rules do not use levels or professions. I also use point buy for stats and fixed concussion hits. Basically my entire character creation is dice free so I am perfectly happy to allow players to create their characters away from the gaming table. As long as we have discussed character background and motivations and that is all acceptable then the GM is no longer needed.

What I would like to start is another occasional series of posts where I/we:

  1. take what we know of the state of RMU
  2. for each aspect I state my intended goal
  3. We marry the two together to get a coherent house rule

So for example stat bonuses are neither linear nor exactly bell curve. I would like stat bonuses that don’t need a table to work out so I would throw out there (Stat-50)/3 gives a range of 0 to +/-17. That is slightly more generous than RMU as written with the rate of bonuses increasing and at the top end bonus, +15 vs +17 but it also does away with a table.

I don’t really want my house rules to break the compatibility with RMU too much. I would still like to be able to use off the shelf ICE products but at the same time I would like to promote my ideas of simplicity and speed of play at the gaming table.

Things that I think will cause the most debate will be what to keep in and what to throw out. So we could have a set of simplified house rules and a set of optional house rules that plug in things that I don’t feel the need to use but others do. Allegedly, I am not always right and if that is the case then having alternatives would be good.

This is also an opportunity to build things that are missing like dedicated two handed weapons tables and fix their lack of stopping power.

The big one will be magic. I have never been really happy with Spell Law but it was always too big a challenge to fix but committing myself to doing publically may force me to get the job done.

So that is my intentions. The first and foremost task will be to completely rebuild character creation.

Anyone up for a challenge?

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