For some time now I’ve been rambling on about my modern game stuff (to the great annoyance of many, I’m sure…). Well, I thought it might be time to give people a sneak peak at some of its bits. Not much, mind. Part of an attack table, a bit of background, and one Profession with skill costs. They’re working drafts, so the formatting is a bit ‘off’ in spots and they aren’t pretty by any means. But it will give you an idea of where this is going.
Below is a link to the AT1 column of the Pistol Attack Table for my system. Note that it’s got two lines of division: overall weapon Mark and specific calibers. Since my system allows you to determine maximum damage based on actual numbers (bullet weight and muzzle energy), some calibers are capped at that point. This does two things: shows why it’s popular to “move up” in caliber and why small caliber weapons do maximum damage more frequently. With a lower max damage, recoil penalties (modifiers to hit) don’t hurt as much.
The next bit is a sample piece of one of the elements of my character generation system. This bit represents a generic college eduction OR four years of work experience. This is the third part of four in my character generation cycle when it comes to skills. The first two (Culture, Background – which is optional) come before this and the last piece (Entry Training) comes after. The end result is a first level character who’s MUCH more capable than normal for RM. The numbers here are skill ranks, not DPs or anything else.
Or more to the point – how much skills cost. This is the skill cost matrix for one Profession in my espionage genre system (which is the core product). You’ll see the biggest change is assignable skill costs. Any Category that has more than three sub-skills is broken up like Combat Training. Players may assign the lowest cost to whatever skill they wish, then the next cost, and so on. The last cost goes to any remaining skills in the Category. GMs may also set some of these costs, creating an agency that prioritizes (say) Rifle training for their Direct Action operatives. That puts the lowest skill cost in Rifle. It’s a flexible, yet standardized system.
Why put this out there? I’m doing it to show how the Rolemaster engine can be used in different genres. It’s also helpful to illustrate some of the things I run on about here and on the RM message board, especially when it comes to character generation and skill costs as they relate to Categories. I firmly believe you can retain elements of individual skill costs this way, and it keeps every character from looking more or less the same. Some of the reductions are small, but at lower levels that’s a big deal.