These are the non-class/power source specific mechanics.
RoleMaster Standard Rules with a bunch of mods-
No class bonuses. So no everyman and occupational from class. No fixed bonuses from class
Fixed bonuses: these come from a psychological source- which often means an equivalent penalty in other circumstances or a physical one- which either changes physical from or has a penalty to other actions. Items might add a bonus, but that would be limited to +15. Most circumstances such as "early training" equate to ranks, not fixed bonuses, because the end cap will be the same. That's the question- if both characters are as skilled as possible would it make a difference?
Power Sources: Rolemaster had 3 power sources using the same mechanic. It makes magic very wizardy, even if the source is channeling or mentalism. I like the way fury, focus, dual source and risk based sources work in a various MMOs so here is an attempt to bring them in. Skills such as adrenal speed, adrenal defence and frenzy have historically more than doubled the "power" output of rolemaster characters. The sources described below will start a bit under this. It also struck me as poor that melee used exhaustion at a rate of 1 every 2 rounds and could be replenished in 30 minutes whereas magic might chew 10 points a round for the same damage and take 6 hours to replenish. .This was counterbalanced by magic including a bunch of hacks such as invisibility, teleport, silence but which tended to trump skills without effort. I would prefer that various forms of magic do a ton of damage but not in fixed radii without a "to hit" roll.
So
Accumulative power source.
Starts as zero (0) builds up in combat or through actions, diminishes at rest
Examples- warpriest, fury warrior, traditional barbarian, beserker, witch-hunter
Risk power source.
No "mana" limit, rather a risk limit- the first use of the power has a 5% backlash chance, but this increases as the power is used until a venting power is used
Examples- fire wizard, dark sorcerer
Dual power source
2 sources of power- each one used for a particular function- often damage and healing- as one is used the other becomes easier to use and replenished.
Examples- shaman of Gork and Mork, High Elven Arch-mage, Daemon-hunter
Replenishing power source
Starts filled, replenished over time - exhaustion of the source during a battle is a risk. This is close to the traditional model but is renewing quicker. Might gain faster renews from alternate sources such as skills or conditions.
Examples- Mage, Warlock (wow)
Focus power source
This starts filled and regenerates very rapidly but isn't used to fuel anything particularly supernatural
Examples- Rogue, Hunter (wow)
Races- human with no racial bonuses, unless you have a really cool idea. Bonuses for race will be equal +/- (sorry elves no +1 for you)
Stats bonuses calculated using \(n-50)/5
01-90 costs -01-90 over 90 square the amount over 90 then add 90
Using MERP critical and weapon charts
Using 4th edition dnd physical movement and reach mechanics
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