RMSS House Rules
The following "House Rules" are used by me when running any Rolemaster game (regardless of weather or not it is an e-mail game or an in-person game). Feel free to look them over and make any comments that you would like concerning them to me at the email link provided above.
Martial Arts
Martial Arts in my world are handled slightly different than the standard rules, the following changes are the “House Rules” for martial arts within my world (notice: MA Degrees 1-4 in my world equate to MA Rank 1-4 using the standard Rolemaster system) :
The character must possess ranks in a particular Degree for one level (two levels for any Arms or Semi-Arms users who are not either of the Monk or Warrior Monk Professions, and three levels for Hybrid or Pure Spell Users) before you can develop the next higher Degree of attack. Example: A typical third level Monk will have MA Strikes and MA Sweeps at 6 ranks for Degree I, 4 ranks each for Degree II, and 2 ranks each for Degree III. This is to simulate the fact that you have to learn the simple techniques before learning the more advanced techniques.
The character must possess a General Lore skill for the particular style of Martial Art being learned, and the characters rank bonuses within a particular style can never exceed his General Lore skill with that style. The character must have a teacher available for training purposes at each level advancement (this teacher must possess at least one rank higher than the student) until attaining Degree IV ranks, at which time it is assumed that he has learned the basic techniques for the particular style and now just needs to perfect them.
Only true Martial Artists (Monks and Warrior Monks) can attain Degree IV within a martial arts style (and must have a trainer of one level higher, and must possess the appropriate General Lore skill). A full Arms User (or Semi-Arms User with GM permission) can attain up to and including Degree III within a martial arts style (and must have a trainer of at least one level higher, and must possess the appropriate General Lore skill). Other Semi- and Non- Arms users can only attain Degree II within a martial arts style (and must have a trainer of at least one level higher, and must possess the appropriate General Lore skill).
Martial arts now have a Fumble range of UM
04. But each Degree that is below the highest rank known has its
fumble range reduced by 1 until a minimum of UM 01 is reached. Example:
A character that has Degree I and II:
Degree I Fumbles on UM 03
Degree II Fumbles on UM 04
A character that has Degrees I - IV:
Degree I Fumbles on UM 01
Degree II Fumbles on UM 02
Degree III Fumbles on UM 03
Degree IV Fumbles on UM 04
A character has the option of “pulling a punch” and thereby reduce the rolled critical value by an amount equal to or less than the number of ranks within that attack type (Strikes or Sweeps). This can be used as a way to subdue their victim. This option is available if and only if they are of at least Degree II in that attack type. Any Monk or Warrior Monk with Degree IV (below degree IV is as above), due to their training, can use the “pulling a punch” option but the adjustment to the critical roll can be up to two times their total number of ranks with that attack type. The “total number of ranks refers to the number of ranks within the “Degree” of the attack being used of the type of attack being used.
The Channeling realm of magic draws its power from the large-scale belief in a deity. Thus, the larger the number of followers in a particular religion, as well as the “force” or strength of their belief determines how powerful a deity is (or the deities within that religion are). These deities exist because of the belief of their followers. There is a list (and explanation) of the dominant religions within the world available elsewhere on this web site.
Example: Gunther is attacking an Ogre with his battle-axe. Gunther rolls a 98 (open ended) and then a 76. His OB for his battle-axe is +132. The ogre has a DB of 10 and is AT 4. Gunther’s adjusted roll is 296. This results in a total of 74 hits of concussion damage, and 2 E Slash Criticals.
Spell Lists
I allow each spell casting character to have access to 10 Base Spell Lists, the 6 base lists for the profession, then 4 more lists to be chosen by the player from the Open and Closed lists for their Realm(s) of power for Pure or Hybrid Spell users, or from the Open lists only for Semi Spell Users. Non-Spell users are limited as specified in the Rolemaster rules, which results in them being limited to learning only Open spell lists to no higher than 10 level anyway, thus there is no need for base list restrictions for them.
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Bola | -1 /2 feet to target |
Sling | -1 / 4 feet to target |
Short Bow | -1 / 4 feet to target |
Composite Bow | -1 / 5 feet to target |
Long Bow | -1 / 7 feet to target |
Hand Crossbow | -1 / 3 feet to target |
Light Crossbow | -1 / 4 feet to target |
Heavy Crossbow | -1 / 6 feet to target |
Javelin | -1 / 3 feet to target |
Spear | -1 / 2 feet to target |
Dagger | -1 / 1 foot to target |
Hand Axe | -2 / 1 foot to target |
Other light melee weapon | -3 / 1 foot to target |
medium melee weapon | -6 / 1 foot to target |
heavy melee weapon | -10 / 1 foot to target |
Magic Ball Attack | -1 / 4 feet to target |
Magic Bolt Attack | -1 / 6 feet to target |
Shuriken | -1 / 2 feet to target |
Boomerang | -1 / 4 feet to target |
Blow Gun (dart) | -1 / 3 feet to target |
Basically the way this works it that when an attack is made, the distance to the target is determined, then the attack roll is made and the characters OB is added, then the range to the target is divided by the distance factor (the number of feet that the penalty is modified from), then this result is multiplied by the penalty. This total range penalty is then subtracted from the attack roll (as well as any DB bonuses the target receives). The result is the total attack which is then applied to the appropriate attack table.
Example: Gunther sees a Gryphon preparing to swoop down and have a little snack (namely his prized horse). He immediately grabs his composite bow which is setting against the tree that he is also setting against. He knocks an arrow, then takes aim (the Gryphon is about 320 ' away , but is preparing to dive. He lets loose the arrow (with a roll of 63 (+ OB of 112). The range of 320' is divided by 5 resulting in a range penalty of - 64, which is applied to his attack. By the time the Gryphon dodges (DB of 30) the result is an 81, which against AT 7 results in 6 hits and an "A" Puncture critical. Since this is but a scratch for a creature like a Gryphon, it continues barreling down toward the horse at a rate of about 50 feet per second. It takes Gunther 7 seconds to reload and fire his weapon again (if he hurries, and takes the appropriate penalty for a "Snap" action (this is using the second by second initiative system), when he fires the bow, he rolls an 02 (and thus fumbled), he would then receive a penalty of -20 for his "Snap" action as well as a -5 to his shot for range (the gryphon can not climb as fast, especially carrying a big strong, and juicy horse into the air). The result of the fumble, is that Gunther's bow string breaks, thus the Gryphon will have a nice dinner, and Gunther will have very sore feet by the time he gets to the next town three days from now (and two days late to meet with the king). Poor Gunther.