[Where I Read] A Mythras cultist reads RMX for the first time

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So, I started reading last night...

I skipped the intro. It was trying to tell me how RMX is different from other editions that I'm not familiar with, and how to roll 1d8 with a 10-sided die (using the inferior "reroll" method instead of using 3 dice and the 2^3 method:tongue:).
BTW, why is the book assuming that a gamer in 2007 doesn't have d8s, or percentile dice? It was also telling me to roll d100 with 2 differently coloured d10s. Das ist scheisse!
OTOH, defining open-ended, high-OE and low-OR rolls was nice.
Also, nice picture of a sorceress:shade:.

And then we begin. I like the simple, concise explanation of what players do.

"In a role playing game, the Game Master (GM) creates a world full of adventures, while other players take on the role of characters - Player Characters (PCs) - who undertake these adventures."

Nice.

"But, before characters can begin adventuring, they need to be created."

Me: Well, Mom met a bard once...

"Various elements of the characters, thinks that determine who the characters are and what they can do like profession, race, skills, and spells must be determined. This is not an onerous task, and quite the contrary, it is often a pleasant way to begin the game. "

Me: Oh wait, I have to write?!? I thought it's more fun.

So we begin with "character role". Personality, motivation, alignement...alignment? WTF? I thought we're playing Rolemaster, not D-fucking-D?
OK... My character is Marianna, sorceress with an underhanded disposition, who serves the Angelic Bishopric of Braucval. She is extremely religious, and her service is her life, having been an orphan that the ABoB took care of after her parents died. She's serving as a scout, though her official standing is "one of the Bishopric's Orphans".

Now we have to pick "profession, realm and race". The book notes that many players consider these related, and I agree.
Also, profession is what you find easy to do, but you can learn anything. I...can live with that.
So of course, we pick Thief/Scout. I like to make them more generalists, and the thief is good at machinery and perception and decent at fighting, and can choose a magical type - either essence, or channeling. Win-win-win.

Prime Requisites: Quickness and Agility. But I take a note that Empathy and Reasoning should also be prioritised.

Race: Wood Elf. That's how I kinda picture her in my head, which is somewhat close to the sorceress picture. In my head canon, the two girls on it are both her, depending on whether she's dressing for everyday, or for a job that might get dirty.
(Admittedly, the picture would have been better if the second one was cut off from above the knees to the floor).
Besides, they have a heavy penalty on Self-Discipline, and I find that hilarious.

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.

Admittedly, I'd have probably noticed it, when I came to the example character Chris is making.

I make a note to return to the table and go on to stats...of which there are 10: Consitution, Agility, Self-discipline, Memory, Reasoning, which are Development Statistics, and... Strength, Quickness, Presence, Intuition, and Empathy, which are Primary statistics.

What's the difference between Primary and Development? Ain't nobody tellin' me that, it's a rules mechanical mystery. Ah well, I'll know it by the end of chargen. Or by the end of advancement. Whichever happens later.

So, in both Primary and Development, I have to assign 90s to the prime requisites, and then give 80s to one other, 75 to 2, and 70 to the last? Cool.

Primary Dev
Ag 90/+10,+10 Racial, total +20 Qu 90/+10, +5 Racial, total+15
Re 80/+5 Em 80/+5, +5 Racial, total +10
SD 75/+5 ...-20 racial, total -15?!? Pr 75/+5, +5 racial, total +10
Co 75/+5 St 75/+5
Me 70/+0, +5 racial, total +5 Re 70/+0

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? This -15 better hurt a lot!

"After you have chosen a race and profession for your character, and assigned their stats; the next step for you is to assign their weapon skill development costs. During the pre-adolescent period, characters will develop an interest or an affinity with a weapon (and category), making skill in that type of weapon easier to develop".

OK. The weapon costs for Scout are 2/7, 3/8, 4, 4, 4 and a 6
So I give her the following: 1h Edged 2/7, Missile 3/8, 4 to 2h, thrown, polearms, and 6 to 1h crushing. She like slipping a point between ribs, not using lots of power. Precision and speed over strength, yadayadayadayadayada!

Fair warning, if I need to assign the costs to the other categories, I'm out...:grin:

I am going to get 35 points per level to spend. OK. No randomization unlike RM Classic. Fine by me, never played RMC.

The pricing is disappointing, though. So if I want to get 2 levels of 2/7 skill, I have to remember each time what I paid last time? Or does it mean if I only buy one level/level, I can always use the first price? I mean, that would slow down my development quite a bit...


OTOH, -25 penalty for Untrained, but even 1 skill level raises you to +5. I like that +30 jump for beginners.
...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? Would it matter any more whether a 17th level PC is getting a +82 or +84 to a skill?

Oh, and of course, Ambush, Body Development, Linguistics, Maneuver in Armor and Spell List Acquisition don't use the table. Because reasons.

Adolescence skill development... recommended: "Body Development; Climbing; Swimming; Perception and at least one Combat Skill".

OK. She pays 3 points for Body Development, 2 for Climbing, 4 for 2 levels of Swimming, 2 for Riding, and 4 apiece for 2 levels of Disarm Traps, Pick Locks, Stalk&Hide, and Perception. That's 27 so far. I'm also getting her 1st level in One-handed Blades, 1 level in Missile, leaving me with 3 points. I am also going to get 1 level each of Lore: Religion, Ambush, and Tracking.
She's now officially one of the Bishopric's hunters.


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.


...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 can see, however, that I average the bonii of stats if two or more are listed. With SD-15, she really sucks at
First Aid, having a -2 (10-5)/2, rounded off to nearest whole number instead of mathematically.

...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:shock:!

She has 25 sp, enough to buy a shield, lockpick kit, flint & steel, rope, soft leather armour, leather arm&leg greaves, and leather helm, oil flask, and waterskin, for a total of 15,5 sp. She has 9 sp, 1 bp and 9 cp remaining, and can't afford a mule. Mules are fucking expensive, 32 sp, more than the maximum for a starting character.
OTOH, she can afford 3 meals per day and average lodging (she ain't sleeping in communal lodging!) for 182 days...along with 9 pints of cider.
Food is cheap in this setting, but animals? Those are expensive:gooseshades:!

She's also got a broadsword, and a crossbow. If she decides, she can exchange the latter for a bow later, getting a nice spare of change on top.
Looking at the encumbrance rules, she's light, not particularly strong (probably strong for a female elf, however), and is going to be encumbered easily. One would think Body Development would help, there, but I see no mention of this!
Now you officially have to read it all, and answer the questions:grin:!
 
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 :thumbsup:

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)
 
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 don't have access to my copy of RMX at the moment, but if my memories of RM2 are correct, the second round counts as a whole new level, so you can buy many of the same skills you bought in the first phase.
 
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 :thumbsup:

1) BTW, why is the book assuming that a gamer in 2007 doesn't have d8s, or percentile dice?

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.

2) Oh wait, I have to write?!?

break out that pencil, matey!

3) Personality, motivation, alignement...alignment? WTF?

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.

4) I thought we're playing Rolemaster, not D-fucking-D?

yup

5) What's the difference between Primary and Development?

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.

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.

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?

You were playing an Elf? in Rolemaster they have huge minuses to Self Discipline.

7) So if I want to get 2 levels of 2/7 skill, I have to remember each time what I paid last time?

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.

8) Or does it mean if I only buy one level/level, I can always use the first price?

If you only buy 1 rank per level, you always pay the first cost.

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?

or you purchase 2 ranks to get a +1

10) Would it matter any more whether a 17th level PC is getting a +82 or +84 to a skill?

it depends on your roll..... that two points might be the difference between success and failure...

11) Then I get another 35 points. Heavens cried. Why couldn't those be just 70 points to spend?!?

Rolemaster has some players who like to play zero level characters, so easier to explain it as 2 levels of development (Adolesence and Apprenticeship)

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)

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.

Spells are learned as lists.

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)

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.
 
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.
Oh, so just two dice per boxed set? Then yes, the 2^3 system wouldn't work for d8s.
For the record, 2^3 system means you roll 3d2, different colours. The first you multiply by 4. If the second is impair, remove 2 from the score, if the third one is impair, remove 1. So 2-1-1 is 7, 2-1-2 is 6, and 2-2-1 is 7...:grin:

That's how we played D&D with d6s when I started, BTW...d12s are easiest, you only need 2 dice. Those were some good times, after all::honkhonk:!

break out that pencil, matey!
And I was just thinking it's gonna be more fun...:tongue:
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.
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).

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.
OK then. Since there's no explanation in this tome, it was seriously perplexing.

...until I assumed that you don't want people to max out something like Self Discipline and Quickness together, and wrote it off, that is:shade:. Because that's the net effect in this tome.

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.
Much appreciated:gooselove:!

You were playing an Elf? in Rolemaster they have huge minuses to Self Discipline.
Yes, and I noted. That's something I found quite fitting with my idea of elves, too.

But my point was mostly "this better be felt in play, because it ended up with the PC having much better stats across the board because of taking the elven race".

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.
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:shock:?
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...

If you only buy 1 rank per level, you always pay the first cost.
Very good. Thus, you avoid buying more than a level of those in Adolescence and Aprenticeship,
or you purchase 2 ranks to get a +1
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..."

I'm sentimental towards characters like that, I guess:gooseshades:!
it depends on your roll..... that two points might be the difference between success and failure...
Sure. Again, just not a fan of fractions.

Rolemaster has some players who like to play zero level characters, so easier to explain it as 2 levels of development (Adolesence and Apprenticeship)
OK, didn't think of it.

...now you're making me wonder what a DCC funnel would look like with Rolemaster 0 level characters:angel:!

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.

Spells are learned as lists.
So, I only need Spell List? That's a good thing.


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.
Thank you. Well,at least learning armours is quick!
 
OK then. Since there's no explanation in this tome, it was seriously perplexing.

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....

Cool! A note to this effect would have been appreciated, though...

Page 10, the section titled Skill Development Costs. It carries on into the first few paragraphs of page 11. :smile:


Wait, so the single numbers of skill prices mean you can't buy 2 levels of the skill per PC level:shock:?
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...

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.

It basically boils down to how you handle resource management, where the resource is your Development Points, and the skill costs.

So, I only need Spell List? That's a good thing.

To cast spells as a spell user, yes
For spell users who want to be able to "cast" spells that they normally do not have access to, then they want the Runes skill, and then to purchase those spells they want.

Note: Runepaper with a spell on it is a one-shot item. The paper remains and a new Rune can be embedded on it later (which also requires both the Runes skill and knowledge of the spell to be embedded)

For non-spell-users, it is easier for them to buy Runes and use them.....
 
So, with those answered, I can now finish spreading those 19 points...:thumbsup:

She's going to get one Spell List*, 1 level 1-handed edged, 1 level of Body Development, and one level each of Perception, Pick Locks, Stalk&Hide, and Lore: Aristocracy, to complement her Lore: Angelic Religion.

One thing of note, I just realized that there's no social skills on this list. Only skills that include manipulating stuff and noticing stuff.

Surprisingly, I approve, as I'm more and more of the opinion that "intelligence is a player trait, not a PC trait", to quote some edition of Pendragon...::honkhonk:

OTOH, no Disguise skill is weird.

*Since she's got 80 Empathy, and 70 intuition, she gets 11 Power Points to start, and gets 1 PP per level. Her Realm is Essence.


Can't really pick a school, so I'm going to go with Essence' Perceptions (useless at 1st level, but hugely useful for a spy afterwards.). I guess I'd actually need a magical supplement.

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....
Yeah, OD&D was also notorious for this, I've been told.

Page 10, the section titled Skill Development Costs. It carries on into the first few paragraphs of page 11. :smile:
...ooopsie!
That's what happens when you start reading after work, I'm afraid.

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.
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.

It basically boils down to how you handle resource management, where the resource is your Development Points, and the skill costs.
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:grin:.

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:crygoose:!
 
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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...:devil:


Did you get the note on skills, or did you read it before I finished editing, BTW:thumbsup:?
 
And spending them to be a better adventurer...so you can find more places to loot...:devil:


Did you get the note on skills, or did you read it before I finished editing, BTW:thumbsup:?

Likely before you finished editing....
 
Likely before you finished editing....
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.
The lack of appearance stats and disguise skills is still weird, though...:angel:


I'm not going to dwell much on the next section, as it's magic. Definitions for what targets are available, ranges, what to roll to avoid a spell, and such things, are actually not much fun to dwell on, IMO:thumbsup:.
Yes, I know some people like those things, but those people would be best served by reading the thing, I suspect.

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).

The spells do seem kinda bland, but maybe that's because there's only 10 levels. I mean, at what level of Fire Law can you make a sword of fire in order to fight with it::honkhonk:?


Next time is Combat, and that is going to take a while:shade:!
 
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.
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.

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.
 
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).
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.
 
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.
Sure, makes sense, actually. The more I read it, the more the system grows on me::honkhonk:.

(Now, would I run it? I'm not there yet, but in time, who knows...especially if I find a classless version, and preferably a levelless one, too:gooseshades:! But I can live with levels...

Technically, a classless version should be way easier by not having to balance it against actual classes, but only against the desired rate of skills acquisition. I can theoretically make one right now - all skills are 3/4, except some that are 1*, 2/* or 4*, go have fun!
The hard part would be to turn classes into in-universe Advantages like Having A Sensei/Wizardry Teacher/Gym Trainer/Nutritionist...the latter being key for Body Training:tongue:!
Well, either that, or very good rules for getting actual lessons in the skill. Purchase what you like!)

Funny enough, the game I'm most familiar with that has skills and levels and gives you points to distribute each level, is still Acsiom16. Though I'm quite sure the author hadn't read RoleMaster before publishing it.

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.
Makes some sense, but there's nothing like it that I can see in RMX:thumbsup:.

And personally? I'd make it "+2 levels in a skill at 1st level". That way you are better at what your profession does, but you also hit diminishing returns faster, and there aren't "unexplained" bonuses, which I don't like for purely aesthetic reasons.

I mean, who has more experience with weapons, a 1st level Warrior, or a 10th level Thief, or even a 15th level Wizard? I'd argue it's the latter two, so why aren't they getting a professional bonus:shade:?

Likewise for a 12th level Warrior and a 1st level Wizard, of course.

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.
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.

Mind you, I'm all for limiting wizards. That's not an issue with me, I'm just noting it, but it's not a drawback...:grin:


I'll try to start the Combat chapter later tonight.
 
17 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!!)
 
17 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)
 
AsenRG 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.
 
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)

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?
 
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....)
Understood, I definitely do not want to get you in any trouble.
 
AsenRG 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.
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:thumbsup:!

As an example, I can still quote significant portions AD&D2e rules about weapon specialization. Admittedly, those were in play in Baldur's Gate, too, but still:grin:!
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?
Lovely people:shock:!

I fully support a thread, FWIW, as long as it's not an issue for you!

Understood, I definitely do not want to get you in any trouble.
Likewise.

And as I said, "lovely people"...:madgoose:
 
I fully support a thread, FWIW, as long as it's not an issue for you!

I had a fuller description of it on my personal website at one point (the joys of having a database driven website crash and destroy the DB in the process...).
 
AsenRG 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.
In RM2 it was the 'No Profession' profession.

One thing I always liked about RM was that it was extremely hackable, and it was generally pretty easy to see what a given hack would do.
 
So, combat... this one is going to take multiple posts, that's just how it goes::honkhonk:!


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...:grin:

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.

And that...determines how much penalties you receive to:
* Moving manoeuvres - Riding, Climbing, Swimming, Stalking. You have a Maximum and a Minimum penalty. You get to reduce the Max penalty by 5/level of armour familiarity, but no lower than the Minimum. In practice, that means that none of these skills should be higher than...oh, 24?!?
Yeah, the Plate imposes you a penalty of -165, and the minimum is -45.

*Missile attacks. OK, fine, it's not easy to overcome that. But some armours are made with missiles in mind (asymmetric ones). I guess that's a matter of item bonuses, not combat.

*Quickness penalty. OK, that one I really, really don't like!
"An armor Quickness penalty can reduce or cancel a combatant's Quickness stat bonus for his DB. Unlike those penalties above, this penalty can only reduce the armor wearer's Quickness stat bonus. It will not reduce a combatant's overall DB below the level that it would be at with a zero Quickness stat bonus".

However, my experience fighting in armour is that the armour doesn't impede your defence one bit. And that was with me putting it on for the first time.
Either I've got a +0 Quickness (unlikely, but possible...no idea how it's calculated), or it's a rule I really don't think fits with my experience.

*Maximum pace:
No armour and Soft Leather have no penalties here, you can Dash. Reinforced Leather limits you to Fast Sprint, both Chain and Plate limit you to Dash simply Sprint (a.k.a. "piggy run").

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 Sprint?

Also: having 20 levels in Plate doesn't allow you to wear Chain any better, you're still at -120. Not sure I like that.

Moving on, Defensive Bonus...side note, DB sounds like Dragon Blooded to a long-time Exalted Referee.
"This number represents a number of individual factors that all add together to help the character keep himself from being hit by foes. The Defensive Bonus that you will record on your character sheet is comprised of the following:
+Defensive Bonus= Quickness Bonus (minus any Armor Qu. Penalty)
+ Any Quality or Magical Armor Bonuses
+ Shield Bonus (if character has/uses a shield)
+ Bonuses from any magic items that aid DB"
Pretty straightforward. And lest you doubt it...

"A character's DB may also be further modified by positional/situational modifiers, cover, spells, and/or parrying. These types of modifiers would be applied on a case by case basis at the time of the combat in which the character is involved.
See the Combat Modifiers table (page54) for modifiers associated with cover."

BTW, the bonus from a shield may only be applied to the attacks from one foe per round...multi-attacks are possible, I guess?
Either way, that's more restrictive than Against the Dark Master, which had it applying against all attacks except those blindsiding you. I like the AtDM rule better.

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:shock:!

...let's just say I'm going to be in Whiskey Tango Foxtrot mode for a while:gooseshades:. Don't wait for me, I'm going to be staring at the screen for a while before posting!

...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!
 
Last edited:
I fully support a thread, FWIW, as long as it's not an issue for you!

Tah Dah!

 
So, combat... this one is going to take multiple posts, that's just how it goes::honkhonk:!


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...:grin:

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.
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.

*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?
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.

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:shock:!

...let's just say I'm going to be in Whiskey Tango Foxtrot mode for a while:gooseshades:. Don't wait for me, I'm going to be staring at the screen for a while before posting!
Yeah, well - it was first written in the late 70s/early 80s.
...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!
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...
 
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.
Exactly what I'd do. But "reinforced leather" basically describes those.
"This is soft leather than has been reinforced with harder materials such as dragon scales, metal studs or plates sewn tothe leather, etc."

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.
Yes, Dash is allowed when no armour - thus, fastest...

Oopsie, I mistyped - Sprint is allowed when wearing chain or plate:shock:!
I need to edit:thumbsup:.

Yeah, well - it was first written in the late 70s/early 80s.
Point.
But then RMX was written in the 2000s...::honkhonk:

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...
Sure, but that also means their attack and defense are static. Thus, they can't "fight defensively", even against a fire-wielding sorcerer:shade:?
 
[Pedant]Sorcerers don't wield fire. Magicians do.[/pedant]
Preparing popcorn...:grin:

"I mostly use those as synonyms, you mean there's a difference:angel:?!?"
 
Preparing popcorn...:grin:

"I mostly use those as synonyms, you mean there's a difference:angel:?!?"
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.
 
Offense it is, now. "The essence of fighting is attacking", as the saying goes...

The book: "While avoiding being hit is always a good thing, sometimes your character is going to want or need to hit their opponent."

You don't say:shock:!

In order to be able to attack foes, your character needs to know what her Offensive Bonus is - that is the bonus used in making an attack.
It includes:
*The character's skill bonus with a given weapon - we have that already.
*The stat bonuses associated.
*Specific weapon modifiers from the Weapon Statistics table (see page xx...of course it's on p. XX:grin:)!
*Any magical or quality based weapon bonuses
*Level bonuses. Fighters get +3 per level until 20th level and +1 per level thereafter, Scouts get +2 per level until 20th level. The rest of them? They suck at fighting, obviously::honkhonk:!
*Missile Attack Penalty, if your weapon is a missile or thrown weapon and your armour gives you such.
*Situational modifiers - refer to...another table, I'd guess. We're not there yet.


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:thumbsup:.
 
I haven't encountered such a notion as "hybrid user" in RMX, however. I suspect it was left out:thumbsup:.

It was added in one of the 19 issues of Express Additions that were released (i have a text file containing the Table of Contents for all 19 issues, if you want me to post it....)
 
I'll take the thumbs up as a yes you want the TOCs posted.

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






 
EA11
Introduction ...................................................................... 1
Gifts Galore ....................................................................... 2
Types of Gifts ............................................................. 2
Adventure Rewards ............................................ 2
Background Gifts ............................................... 2
In Game Acquisition .......................................... 2
Background Options ......................................... 2
Manifestation & Source ............................................. 3
Manifestation ..................................................... 3
Source ................................................................. 3
Power Points ....................................................... 3
Example Sources ................................................ 4
Interaction .......................................................... 5
Power Sets .................................................................. 5
Gift Descriptions ........................................................ 5
Fan Contributions .......................................................... 18
Alternative to Level Bonuses (SH) .......................... 18


EA12
Introduction ...................................................................... 1
New Options ..................................................................... 2
Irregular Level Bonuses ............................................. 2
Layering Armor ......................................................... 3
New Professions ................................................................ 4
Archer ......................................................................... 4
Scout ........................................................................... 5
BeastMaster ............................................................... 6
Beastmaster Spell Lists ............................................... 7
Animal Ways ...................................................... 7
Beastmastery ...................................................... 8
Combat .............................................................. 9
Movement Enhancement ................................. 10
Sensing .............................................................. 11


EA13
Introduction ...................................................................... 1
Revised Races ..................................................................... 2
Balancing the Races .................................................... 2
Campaign Law Races ................................................. 4
Express Addition Races .............................................. 6
Racial Crossbreeds ................................................... 10
New Spell List .................................................................. 10
Mirages .................................................................... 11
Opposed Rolls (SH) ........................................................ 12


EA14
Introduction ...................................................................... 1
Flexible Armor ................................................................... 2
Armor Basics ............................................................. 2
Types of Armor .................................................. 2
Armor Pieces ...................................................... 3
Maneuver Modifiers .......................................... 3
ESF Modifiers ..................................................... 4
Armor Bonuses .................................................. 4
Conversion to Armor Types .............................. 5
Condensed Combat Tables ............................................... 6
Weapon Statistics Tables ............................................ 6
Critical Tables ............................................................ 7
Additional Tables ....................................................... 7
Combat Tables .................................................................. 8
Weapon Statistics/Animal Statistics ....................... 8-9
Melee/Missile Attack Tables ..................................... 10
Spell Attack Tables ............................................... 13-14
Critical Tables ..................................................... 15-18
Fumble/Failure Tables ............................................. 19


EA15
Introduction ...................................................................... 1
Stat Options ...................................................................... 2
Stat Generation Option ............................................. 2
Simple Potentials Option ........................................... 2
Stat Gains Option ...................................................... 2
Additive Stats ..................................................................... 3
Racial & Stat Bonuses ................................................ 3
New Stats for Skills .................................................... 3
Monstrous Templates ....................................................... 5
Abberation Template.................................................. 5
Elemental Template .................................................... 6
Giantism Template ..................................................... 7
Demonic Template ..................................................... 7
New Monsters ................................................................... 8
Gorger ........................................................................ 8
Nightlord ................................................................... 9


EA16
Introduction ...................................................................... 1
New Professions ................................................................ 2
Runemage .................................................................. 2
Warrior Mage ............................................................ 3
Spell Lists ........................................................................... 4
Commanding Will ..................................................... 4
Glyphs ........................................................................ 6
Inscriptions ................................................................ 7
Nomenclature Mastery .............................................. 8
Physical Manipulations ............................................. 9
Symbolism ............................................................... 10
Warding Mastery ..................................................... 11
Combat Illusions ..................................................... 12
Combat Ways .......................................................... 13
Spell Defense ............................................................. 14
Warriors's Enhancements ........................................ 15
Warrior's Weapon .................................................... 16
Will of the Warrior ................................................... 17


EA17
Introduction ...................................................................... 1
Professional Level Bonuses ............................................... 2
New Professions ................................................................ 4
Paladin ....................................................................... 4
Dabbler ...................................................................... 5
Spell Lists ..................................................................... 6-17
Paladin Base Lists ....................................................... 6
Communion ...................................................... 6
Exorcisms ........................................................... 7
Holy Arms .......................................................... 8
Holy Healing ...................................................... 9
Holy Shields ..................................................... 10
Inspiring Ways ................................................. 11
Dabbler Base Lists .................................................... 12
Concealment Mastery ...................................... 12
Influences ......................................................... 13
Mechanisms ..................................................... 14
Movement Mastery.......................................... 15
Senses ............................................................... 16
Thieving Law .................................................... 17


EA18
Introduction ...................................................................... 1
New Professions ................................................................ 2
Magent ....................................................................... 2
Pathfinder .................................................................. 3
Spell Lists ..................................................................... 4-15
Magent Base Lists ...................................................... 4
Assassin Mastery ................................................ 4
Disguise Mastery ................................................ 5
Escapes ............................................................... 6
Gathering Secrets ................................................ 7
Misdirections ...................................................... 8
Poison Mastery .................................................. 9
Pathfinder Base Lists ................................................ 10
Healing ............................................................. 10
Path Finding ..................................................... 11
Pathfinder's Arms ............................................ 12
Pathfinder's Movement .................................... 13
Sensing .............................................................. 14
Survival Mastery .............................................. 15


EA19
Introduction....................................................................... 1
Arms Law Critical/Fumble Tables..................................... 2
Grapple Criticals......................................................... 2
Krush Criticals............................................................ 3
Martial Arts Strikes Criticals...................................... 4
Martial Arts Sweeps Criticals..................................... 5
Puncture Criticals....................................................... 6
Slash Criticals.............................................................. 7
Tiny Criticals............................................................... 8
Unbalancing Criticals................................................. 9
Large Creature Criticals........................................... 10
Super Large Creature Criticals................................. 11
Weapon Fumbles...................................................... 12
Non-Weapon Fumbles............................................. 13
Spell Law Critica/Fumble Tables..................................... 14
Heat Criticals............................................................ 14
Cold Criticals............................................................ 15
Impact Criticals........................................................ 16
Electricity Criticals................................................... 17
Creature Criticals...................................................... 18
Spell Failure Table..................................................... 19
 
Gifts, Martial arts, Weapon kata, Mentalism, Stat gains option, Armor as a single skill & Alternatives to level bonii all make total sense. I did mention at least two of these.

And I see the Sorcerer is mentioned as well.
 
Yeah, issue 19 (June 2010) was the last I was able to produce before Mjolnir lost the license in October..

Before I could do another issue, I had the RM revision ready to go and was trying to get it released (in an open beta), That was also about the time the fecal matter hit the atmospheric recirculation device.....
 
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.

One change that Against the Darkmaster makes from earlier versions or RM/MERP, is that it eliminates the distinction between stats (typically, 1-100) and bonuses (-25 to +25 within the 1-100 range). It just goes right to the bonuses and calls those the stats (ability scores).
So a 100 Strength in RM/MERP = 25 Strength ("Brawn") in VsD (and 50 in MERP/RM is 0 in VsD).

It's a good change, IMO, as the stats are mechanically superfluous (although I guess it's easier to conceptualize a character's relative competencies on the 1-100 range, with 50 being "average").
 
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