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Now you officially have to read it all, and answer the questions!
Then I get another 35 points. Heavens cried. Why couldn't those be just 70 points to spend?!?
OK, 1 level of First Aid and Foraging, 1 level of Linguistics, and I've got 28 remaining. I also get her Manoeuver in Soft Leather for 1 point, 1 level of Polearms, and 1 level of Thrown, and am left with 19 points.
I have read but since I’m at work I don’t have my RMX book handy. Still I will try to summarize the questions, R Rasyr or anyone else feel free to help answer them
1) BTW, why is the book assuming that a gamer in 2007 doesn't have d8s, or percentile dice?
2) Oh wait, I have to write?!?
3) Personality, motivation, alignement...alignment? WTF?
4) I thought we're playing Rolemaster, not D-fucking-D?
5) What's the difference between Primary and Development?
6) So we ended up with one +0, and bonii from +20 to +5 on other stats, except for the SD, where we have a glaring -15?
7) So if I want to get 2 levels of 2/7 skill, I have to remember each time what I paid last time?
8) Or does it mean if I only buy one level/level, I can always use the first price?
9) ...but the 31 and above ranks giving you +0,5 points to your bonus is ridiculous. Who's even going to get to those fractions, 16th level PCs?
10) Would it matter any more whether a 17th level PC is getting a +82 or +84 to a skill?
11) Then I get another 35 points. Heavens cried. Why couldn't those be just 70 points to spend?!?
12) ...and now I have to find out how spells work because I literally don't know whether I need both Spell Lists and Runes, or Spell Lists and Directed spells, or some other combination. (I am assuming this is a question in the form of a plea for help)
13) ...wait, now I not only have to decide whether I use the first number when I increase a skill, but I also have to decide whether different Lores are different skills or one and the same. Aaargh (this also seems to be a request for clarification)
Oh, so just two dice per boxed set? Then yes, the 2^3 system wouldn't work for d8s.This product was derived from Rolemaster Classic, which was a rewrite of RM2, so it has some things in it that were in the previous versions, which did not presume that the player had access to other dice.
Now, this was 17 years ago, where such dice were more common than 40 years ago when those guides were first written (for a boxed set that came with 2d10 only). Honestly, it never occured to us that we would not need it.
And I was just thinking it's gonna be more fun...break out that pencil, matey!
Fair enough. I'm just not used to having alignment scores outside of D&D (and I don't find them a good idea even there).There are item/spells that work with/against such things as good and evil, so while it is not a big factor like that other game, it is a concept to at least consider.
OK then. Since there's no explanation in this tome, it was seriously perplexing.In the original RM, you got a number of Development Points based on your Development Stats (the higher the stat, the more DPs you got). We left the designation for the two groups.
Much appreciated!As I stated before, I did implement a few options from the Core rules to make things easier, and one of those options was a static number of Development Points, that are not based on the stats like the original Rolemaster.
Yes, and I noted. That's something I found quite fitting with my idea of elves, too.You were playing an Elf? in Rolemaster they have huge minuses to Self Discipline.
Cool! A note to this effect would have been appreciated, though...No. Those are costs PER LEVEL. If you purchase only a single rank, you spend 2 DP. If you purchase 2 ranks, you pay 9 DP total for those two ranks. Come the next level, you start again.
Very good. Thus, you avoid buying more than a level of those in Adolescence and Aprenticeship,If you only buy 1 rank per level, you always pay the first cost.
OK. But I'm still not a fan of fractions. Not because I can't calculate them or anything, they just mean that if I haven't got the XP for 2 levels, I'd have to look at it for a whole level and think "it's unfinished, it's calling to me..."or you purchase 2 ranks to get a +1
Sure. Again, just not a fan of fractions.it depends on your roll..... that two points might be the difference between success and failure...
OK, didn't think of it.Rolemaster has some players who like to play zero level characters, so easier to explain it as 2 levels of development (Adolesence and Apprenticeship)
Runes are essentially spell scrolls.... the skill allows you to create and use them. Characters who are not spell users are able to use Runes to cast spells.
So, I only need Spell List? That's a good thing.Spells are learned as lists.
Thank you. Well,at least learning armours is quick!Yes, you can purchase the Lore skill multiple times, for a different Lore each time. When you get the Lore skill, you MUST decide a focus for it. That focus could be as narrow or wide as you want (Lores with a wider focus would require more ranks to get the same information than a narrow focused Lore)
Cost of #/# == pay first number for first rank purchased in a given level, use second number for second rank purchased in a given level. Can only purchase 2 ranks in a given level
Cost of # == may only purchase 1 rank per level at the DP cost given
Cost of #/* == may purchase as many ranks as you want of the skill each level. Each rank costs # DP.
OK then. Since there's no explanation in this tome, it was seriously perplexing.
Cool! A note to this effect would have been appreciated, though...
Wait, so the single numbers of skill prices mean you can't buy 2 levels of the skill per PC level?
That's a bummer. It literally means Marianna's skill with some weapons can never be as high as her level with other weapons. Which probably hurts, if you're playing a warrior...
So, I only need Spell List? That's a good thing.
Yeah, OD&D was also notorious for this, I've been told.THat is a result of the information being so ingrained for the author that they fail to realize not everybody will understand what it means. We ran across that a few times while I worked at ICE. We would write something, not realizing that not everybody has the same underlying definitions and assumptions.... oopsey....
...ooopsie!Page 10, the section titled Skill Development Costs. It carries on into the first few paragraphs of page 11.
More like, "if you develop them to the max level allowed, at each level, the more natural skills are going to progress twice faster".Oh, they can be as high, it will just take a lot longer for those weapons, and require forgoing continued development in the more easily learned weapons.
Yeah, such a structure is familiar to me from Acsiom16 (which you've never seen, I'd guess, it's a Bulgarian game). That's not an issue, I'm just noting my reaction.It basically boils down to how you handle resource management, where the resource is your Development Points, and the skill costs.
But then you need to buy them, and ain't nobody got the cash for that!To cast spells as a spell user, yes.
For non-spell-users, it is easier for them to buy Runes and use them.....
But then you need to buy them, and ain't nobody got the cash for that!
And spending them to be a better adventurer...so you can find more places to loot...Hence why you are out adventuring, looking for things and places to loot.....
And spending them to be a better adventurer...so you can find more places to loot...
Did you get the note on skills, or did you read it before I finished editing, BTW?
I'm flattered at the attention. For the record, my only notable changes are adding the school to be Essence Perception, and that I approve of the lack of social skills.Likely before you finished editing....
They do, until you hit that diminishing returns point. While slower skills, and those you didn't start until later can never truly catch up, they can come close due to the diminishing returns on high skill ranks.More like, "if you develop them to the max level allowed, at each level, the more natural skills are going to progress twice faster".
Not that I ever expect her to try and become an expert with clubs and maces, but who knows.
Again, not familiar with RMX, but a pure caster will generally be getting 2-3 PP/level, but yes, without magic items the number of top-level spells you can cast per day is rather limited. But there are items that let you cast extra spells per day ('adders') or that multiply your power points ('multipliers'), and casters can be assumed to have one. Also, a fair number of spells have use long after they're no longer your top level spell, and they benefit from you being able to cast them more often and much faster when you severely out-level them.I'd need to re-read it to find how many PP to spend per spell. That is, if I ever get to play Marianna. I suspect it's a number of PP equal to the spell level...check. OK, that is brutal once you get to high levels. (I mean, at 5th level you can have Spell Level up to 6 for most, or 12 for a wizard-type... and you'd have at most, what, 16 Power points? You can blow almost all of them for one spell).
Sure, makes sense, actually. The more I read it, the more the system grows on me.They do, until you hit that diminishing returns point. While slower skills, and those you didn't start until later can never truly catch up, they can come close due to the diminishing returns on high skill ranks.
As for why you keep buying ranks in your primary weapon even when they're getting you 0.5/rank, well that's still +1 every level, and if you don't, in ten levels you'll regret it.
Makes some sense, but there's nothing like it that I can see in RMX.BTW, you won't have run into it yet, and I don't know how RMX does this (assuming it does), but RM hands out profession bonuses to skills as well, either something like +3/level (RM2) or a flat bonus (say +20 to all weapon skills for a fighter) (RMSS). So even without many ranks in a skill, professions that are good at a particular type of skill can be decent, if not great, at it.
From what I'm seeing so far, 1 PP per level based on stats. Maybe wizards would get more, I didn't read the profession, since I went straight for Scout. I can check if you care.Again, not familiar with RMX, but a pure caster will generally be getting 2-3 PP/level, but yes, without magic items the number of top-level spells you can cast per day is rather limited. But there are items that let you cast extra spells per day ('adders') or that multiply your power points ('multipliers'), and casters can be assumed to have one. Also, a fair number of spells have use long after they're no longer your top level spell, and they benefit from you being able to cast them more often and much faster when you severely out-level them.
It is never to late to publish errata17 years after the fact for RMX.... I am seeing that there are things missing that I did not see back when we did it...
For example, SOME level bonuses are discussed some on page 18 and on page 41 - but it never goes into explicit detail about them (stupid this knowledge is ingrained so we did not explain it syndrome!!! AUUGHH!!)
It is never to late to publish errata
(At least not if you do an unofficial pdf for your good friends here at the Pub)
Understood, I definitely do not want to get you in any trouble.No, that would just get me sued........ (as John Seal specifically told me when I announced that I was doing Novus -- if I did anything too much like RM, he was going to sue me....)
Hell, I still have my RM Revision on my computer (it was ready for beta release about 2 months before Mjolnir lost the ICE license but he refused to allow us to publish it....)
Yeah, something like this is what I've heard as well - but I haven't played any version for any significant length of time. Again, I'm not sure if we played a couple sessions of MERP or just made characters, probably the latter, since I don't remember the rules - and I do remember rules I've been using!AsenRG From playing SpaceMaster, from what I've been told then, if everybody agrees to play the Adventurer class (or the GM 'forces' them to play), the game is effectively classless.
Lovely people!No, that would just get me sued........ (as John Seal specifically told me when I announced that I was doing Novus -- if I did anything too much like RM, he was going to sue me....)
Hell, I still have my RM Revision on my computer (it was ready for beta release about 2 months before Mjolnir lost the ICE license but he refused to allow us to publish it....)
should I start a thread describing what it would have been like?
Likewise.Understood, I definitely do not want to get you in any trouble.
I fully support a thread, FWIW, as long as it's not an issue for you!
In RM2 it was the 'No Profession' profession.AsenRG From playing SpaceMaster, from what I've been told then, if everybody agrees to play the Adventurer class (or the GM 'forces' them to play), the game is effectively classless.
I fully support a thread, FWIW, as long as it's not an issue for you!
Most people I knew put lamellar and scale under 'chain', possibly with some kind of adjustment like +5 vs blunt, -5 vs cutting for variety.So, combat... this one is going to take multiple posts, that's just how it goes!
The game starts with Defensive Capabilities, which instantly garners my admirations. My number one rule when training is that defence is the underlying base which allows you to attack, attack and attack again (i.e. how most fights go). That lead to my statement "defense doesn't exist on its own, but it's the most crucial element of your skills", which makes some people think that I'm trying to show off as a wizened old master or some other thing that I've never pretended to be.
I mean, I am getting there on the "old" part, but I'm not there yet - and I'm even further from the other parts...
Your character has two main factors that impact their attempts to avoid being damaged in combat. They are your Armor Type (AT) and your Defensive Bonus (DB).
Was this game written by former military guys? Just a random thought due to the alphabet soup.
So, you've got 5 levels of armour, from "none" through "reinforced leather" (which seems to include lamellar and scales...) to "plate". I think that's kinda underestimating lamellar, putting you barely above normal leather, but I'm not about to argue.
Dash is the fastest, I think. And I don't recall how that's all supposed to work. We just let you run at whatever pace you liked - the high manoeuvre penalties of heavy armour made the fast paces stupid choices anyway.*Maximum pace:
No armour and Soft Leather have no penalties here. Reinforced Leather limits you to Fast Sprint, both Chain and Plate limit you to Dash (a.k.a. "piggy sprint").
Seems straightforward...However, I'm not sure how to interpete this: "Maximum allowed Pace is based upon Minimum Maneuver Modifiers. If the character's Manuever modifiers are greater than the minimum, then Pace is reduced one more step". Whiskey Tango Foxtrot?!? So, until you buy 24 levels in Plate Familiarity, or 19 levels in Chain, you...can't even Dash?
Yeah, well - it was first written in the late 70s/early 80s.And then you can parry. That is expected, the book says, but it only applies to attacks from one enemy. I.e. 3-on-1 is a slaughter? Well, it should be, but not always...
Furthermore, with a one-handed weapon, you can apply 100% of your OB (Offensive Bonus, of course it's abbreviated!) to defense at 1:1 rate...
But two-handed weapons, spears/polearms, and missile weapons used in close combat, only allow you to give up to 50% of your OB to DB (though polearms allow you full defense against other polearms).
Now let me see if I'm getting this straight, because I re-read it: a flanged mace or an axe used in one hand are better defensive weapons against a sword, than a bastard sword, zweihander, poleaxe or glaive-guisarme, a.k.a. a naginata?!? Oh wait, unless I'm missing something, a flail is a better defensive weapon, too!
...let's just say I'm going to be in Whiskey Tango Foxtrot mode for a while. Don't wait for me, I'm going to be staring at the screen for a while before posting!
Because 'parrying' is just that, generally. As I recall wolves and the like got nice big base DB numbers anyway, so they were effectively dodging without losing OB......OTOH, parrying with your crossbow should count as improvised at best, so it's probably too generous. Also, unarmed allows you to add as much as you want, but at a 2:1 rate, so if you remove 100% of your defense, you add 50% to DB.
That, however, doesn't apply if you're holding or wearing an item (bracers or a frying pan) that you can use to deflect.
Actually, I'd suggest that you should treat missile weapons exactly like that.
OTOH, "creatures and animals who do not have the capability to use weapons may not parry. Those who can use weapons may still parry when unarmed".
Uhm...so a wolf can't fight defensively, but a chimp could? Why the favouritism? Wolves would just use footwork and jump out earlier.
OK, we are going to tackle OB next!
Exactly what I'd do. But "reinforced leather" basically describes those.Most people I knew put lamellar and scale under 'chain', possibly with some kind of adjustment like +5 vs blunt, -5 vs cutting for variety.
Yes, Dash is allowed when no armour - thus, fastest...Dash is the fastest, I think. And I don't recall how that's all supposed to work. We just let you run at whatever pace you liked - the high manoeuvre penalties of heavy armour made the fast paces stupid choices anyway.
Point.Yeah, well - it was first written in the late 70s/early 80s.
Sure, but that also means their attack and defense are static. Thus, they can't "fight defensively", even against a fire-wielding sorcerer?Because 'parrying' is just that, generally. As I recall wolves and the like got nice big base DB numbers anyway, so they were effectively dodging without losing OB...
[Pedant]Sorcerers don't wield fire. Magicians do.[/pedant]Sure, but that also means their attack and defense are static. Thus, they can't "fight defensively", even against a fire-wielding sorcerer?
Preparing popcorn...[Pedant]Sorcerers don't wield fire. Magicians do.[/pedant]
In RM, yes. Magicians are pure Essence users who specialize in elemental spells. Sorcerers are Essence/Channeling hybrid users who specialize in spells that destroy things.Preparing popcorn...
"I mostly use those as synonyms, you mean there's a difference?!?"
I haven't encountered such a notion as "hybrid user" in RMX, however. I suspect it was left out.In RM, yes. Magicians are pure Essence users who specialize in elemental spells. Sorcerers are Essence/Channeling hybrid users who specialize in spells that destroy things.
I haven't encountered such a notion as "hybrid user" in RMX, however. I suspect it was left out.
EA 1 Introduction ..................................................... 1 Races................................................................. 2 High Men ................................................... 2 High Elves .................................................. 2 Half Elves ................................................... 3 Lesser Orcs................................................. 3 Professions ....................................................... 4 Rogue ......................................................... 4 Mentalist .................................................... 4 Of Mentalism ................................................... 5 Open Lists .................................................. 5 Closed Lists ................................................ 7 Mentalist Base Lists ................................... 9 Spell Notes ..................................................... 11 EA2 Introduction ..................................................... 1 Races................................................................. 2 Fair Elves .................................................... 2 Greater Orcs .............................................. 2 Forest Trolls ............................................... 3 Half Orcs .................................................... 3 Professions ....................................................... 4 Warrior Monk............................................ 4 Monk .......................................................... 4 Monk Base Spell Lists ...................................... 5 Skills ................................................................. 7 Adrenal Moves ........................................... 7 Adrenal Defense ........................................ 7 Martial Arts ................................................ 8 New Rules & Options ...................................... 9 Weapon Kata .............................................. 9 Adventure Rewards ................................. 11 Adventure: Wizard's Apprentice ................... 12 EA3 Introduction ..................................................... 1 Races................................................................. 2 Centaur ...................................................... 2 Dwelf .......................................................... 2 Gnome........................................................ 3 Lizardman .................................................. 3 Professions ....................................................... 4 Ranger ........................................................ 4 Bard ............................................................ 4 Ranger Base Lists ....................................... 5 Bard Base Lists ........................................... 7 New Skills....................................................... 10 Optional Rules ............................................... 11 RM Simplified .......................................... 11 Fast Power Point Recovery ...................... 13 Limited Overcasting ................................ 14 Alternate Realms ..................................... 14 EA4 Introduction ..................................................... 1 Races................................................................. 2 Aesyr ........................................................... 2 Gryx............................................................ 2 Phrenali ...................................................... 3 Vsori ........................................................... 3 Professions ....................................................... 4 Sorcerer ...................................................... 4 Mystic ......................................................... 4 Sorcerer Base Lists ..................................... 5 Mystic Base Lists ........................................ 7 New Skills......................................................... 9 Optional Rules ............................................... 10 Extended Semi Base Lists ........................ 10 Armor as a Single Skill ............................ 10 Rapid Load & Fire .................................... 10 Basic Styles ............................................... 11 EA5 Introduction ..................................................... 1 RMX Shadow World ........................................ 2 Racial Abilities ................................................ 10 Tools of the Trade .......................................... 12 EA6 Introduction ...................................................................... 1 New Races .......................................................................... 2 Corvari ....................................................................... 2 Idiyva .......................................................................... 2 Myotari ...................................................................... 2 Vulfen ......................................................................... 2 Racial Abilities ............................................................ 3 Professions ........................................................................ 4 Seer ............................................................................. 4 Healer ......................................................................... 4 Additional Secondary Skills ........................................ 4 Seer Base Lists ............................................................ 5 Healer Base Lists ........................................................ 7 Spell Notes ................................................................. 9 New Options ................................................................... 11 Spell Acquisition Overview ...................................... 11 Semi Spell Pick Expansion ........................................ 11 Cleric Spell Selection ................................................. 11 Rank Based Level Bonus .......................................... 12 EA7 Introduction ...................................................................... 1 New Skills ........................................................................... 2 Ranger (Revised) ............................................................... 3 Cultures ............................................................................. 4 What is a Culture? ...................................................... 4 Acquiring a Culture ................................................... 4 Anatomy of a Culture ................................................ 4 Creating a Culture ..................................................... 5 Cultural Skill Ranks ............................................... 5 Example Cultures .............................................................. 6 Urban (Lower, Middle, Upper) .................................. 6 Rural........................................................................... 8 Nomadic .................................................................... 9 Underhill ................................................................... 10 Warrens .................................................................... 10 Sylvan ....................................................................... 11 Tribal ........................................................................ 12 EA8 Introduction ...................................................................... 1 Craftsmanship .................................................................. 2 Craftsmanship Levels ................................................ 2 Craftsmanship Bonuses ............................................ 2 Guilds ......................................................................... 3 Herbalism .......................................................................... 4 Herb Classes .............................................................. 4 Searching for Herbs ................................................... 5 Preparing Herbs ......................................................... 7 The Herbalism Skill .................................................... 7 Extra Style .......................................................................... 8 New Style Options ..................................................... 8 New Specific Maneuvers ............................................ 9 Freeform Maneuvers Option .................................. 10 EA9 Introduction ...................................................................... 1 New Professions ................................................................ 2 Priest ........................................................................... 2 Mage........................................................................... 3 Mentat ........................................................................ 3 Religious Orders ................................................................ 4 Creating Religious Orders ......................................... 4 Sample Religious Order ............................................. 6 Folios ................................................................................. 7 Realm Lists ........................................................................ 8 New Spell Lists ................................................................... 9 Holy Symbol .............................................................. 9 Major Healing .......................................................... 10 Magestaff ................................................................. 11 Crystal Ways ............................................................ 12 EA10 Introduction ...................................................................... 1 Training Packages .............................................................. 2 Sample Training Packages ................................................. 3 Irregular Casting Times .................................................. 10 Reviewer's Corner ............................................................ 10 New Spell Lists ................................................................. 10 Air Law ..................................................................... 11 Air Mastery .............................................................. 12 Dark Law .................................................................. 13 Earth Mastery .......................................................... 14 |
Now, the table is kinda misleading. It lists Stat BONUS modifications. If I wasn't remembering the numbers in AtDM, I'd have thought these modify the base stats...but it seems they modify the much lower bonus. So they matter a whole lot.