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Post by tkdco2 on Feb 9, 2020 18:49:41 GMT -6
Here are some of my house rules. Keep in mind I am still play-testing some of them. Here are some rules for unarmed combat.
UNARMED COMBAT (BRAWLING AND WRESTLING)
1. Fist/kick (brawling) attacks use the Tooth & Claw Table (AT-5) to attack and the Unbalancing Critical Table (CT-4) for critical hits.
2. Grapple/tackle (wrestling) attacks use the Grappling & Unbalancing Table (AT-6) to attack and the Grappling Critical Table (CT-5) for critical hits.
3. All fumbles (unmodified roll of 01) use the Moving Maneuver Failure Table (FT-4).
4. Brawling and wrestling attacks may be used untrained without the usual -25 penalty. Use ST bonuses for strikes and AG bonuses for grapples. Alternatively, add ST and AG bonuses as per MERP rules.
5. Hobbits are limited to Small attack results. Trolls and Ents are limited to Large attack results. All other races are limited to Medium attack results. All critical hits are limited to A criticals.
MARTIAL ARTS
Martial arts cannot be used without training. Two options are available:
1. Use the system described on page 218 of MERP 2nd Edition. These rules are similar to the brawling and wrestling rules above, except martial arts strikes use the Impact Critical Table (CT-9) for critical hits.
2. Use the Martial Arts tables from Rolemaster's Arms Law/Claw Law. Use the Martial Arts Fumble Tables in Rolemaster Companion I for fumbles. Note: I use a table I found online for martial arts attacks, but that table no longer seems to be available.
I never cared for the martial art rank system used in Rolemaster. Instead, I use the number of skill ranks to determine the maximum result of the attack. Note that the MERP character sheet has a maximum of 15 skill ranks listed. Therefore, I will limit myself to those ranks, but adding more skill ranks is always an option.
Using the MERP 2nd Edition option: Skill Rank 01-05: Novice Strikes or Sweeps Skill Rank 06-10: Standard Strikes or Sweeps Skill Rank 11-15: Expert Strikes or Sweeps
Using Arms Law/Claw Law: Skill Rank 01-04: Rank 1 Martial Arts Skill Rank 05-08: Rank 2 Martial Arts Skill Rank 09-12: Rank 3 Martial Arts Skill Rank 13-15: Rank 4 Martial Arts
Adrenal Defense is used without changes to any rules.
Edit: Players may use background points to gain skill ranks in unarmed combat, but the skills are considered primary, not secondary, skills. Therefore, they only get 2 skill ranks instead of 5.
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Post by tkdco2 on Feb 9, 2020 18:54:59 GMT -6
Here are my rules on spells and experience point awards. I just made the change on spells, so I haven't tested it yet. However, I have seen other groups try it out.
SPELLS
I have not made any real changes, but I have decided that Ball spells will use the Directed Spells skill instead of the Base Spell skill.
SIMPLE EXPERIENCE POINT AWARDS
Leveling up in MERP can take a long time in MERP if you don't play regularly. And keeping track of every critical hit and spell point is too time consuming for me nowadays. So I decided to keep it simple.
All surviving characters get 2,500 experience points at the end of a successful adventure, maybe a little extra for exceptional deeds (defeating a great evil, delivering the killing blow on the main villain). This will allow characters to level up every four adventures from levels 1 to 5 and every eight adventures for levels 6 to 10.
Unfortunately, everyone fails from time to time, and the characters are no exception. Since failure can be a good teacher, all surviving characters get 1,250 experience points.
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Post by tkdco2 on Feb 9, 2020 19:02:41 GMT -6
And now for something completely different:
STAR WARS WEAPONS(!)
No, I am not going to mix Star Wars with Middle-earth. I have a science fantasy setting where knights (who are not Force users) wield laser swords and ride robotic horses. Since I like to make up rules for as many rpg systems I can, I wrote some up for the setting.
1. Lightsabers weigh 2 pounds but otherwise use the stats of the two-handed sword. Lightsabers use the Slash Critical Table (CT-2) for the primary critical and the Heat Critical Table (CT-6) for the secondary critical. This is pretty much the powersword from Spacemaster.
2. Lightsaber pikes weigh 4 pounds but otherwise use the stats of the spear. Lightsaber pikes use the Puncture Critical Table (CT-3) for the primary critical and the Heat Critical Table (CT-6) for the secondary critical.
3. Bowcasters use the stats of the crossbow but have the range of the longbow. Bowcasters use the Puncture Critical Table (CT-3) for the primary critical and the Electricity Critical Table (CT-8) for the secondary critical.
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Post by tkdco2 on Feb 10, 2020 5:03:01 GMT -6
OTHER PROFESSIONS
I have toyed around with making other professions for MERP, but I am currently thinking of using variations of existing ones instead. One way to do it is to use spell lists from Rolemaster instead of the ones from MERP.
For example, a Nightblade (RMC I) can be created by using a Bard or Monk as a base and using the Nightblade's spell lists. A Seer can be a Mage with the former's spell lists.
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Post by tkdco2 on Feb 10, 2020 12:38:04 GMT -6
Thanks for moving my stuff over here, Fin.
SECONDARY SKILLS
I am considering giving all characters a free secondary skill. The skill will have 3 or 5 ranks (TBD). Players may still spend background points to get additional skills.
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Post by Starbeard on Feb 10, 2020 14:00:27 GMT -6
Nice stuff. I like the unarmed rules, and I really like how you try to simplify things to reuse existing tables as much as possible. The nice thing about MERP/RM is that you can come up with all sorts of new things just by mixing and matching different combinations of attack table, critical table, spell list, etc. Pretty often the tools are already there for whatever you'd like to do, it's just a matter of selecting the right table.
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Post by tkdco2 on Feb 11, 2020 0:11:39 GMT -6
Thanks, Starbeard; I'm glad you like my houserules.
You're right about RM/MERP being versatile. Pity most people can't see past the charts.
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Post by tkdco2 on Feb 15, 2020 23:07:10 GMT -6
Thanks for moving my stuff over here, Fin. SECONDARY SKILLS I am considering giving all characters a free secondary skill. The skill will have 3 or 5 ranks (TBD). Players may still spend background points to get additional skills. Right now, I am considering giving the players a choice. Their characters may have A. One secondary skill with 5 ranks or B. Two secondary skills. One skill will have 3 ranks, while the other will have 2 ranks. Again, these will be free. Characters may spend background points to acquire new skills or improve the ones they have.
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Post by tkdco2 on Feb 22, 2020 1:00:56 GMT -6
I am also thinking of letting warriors, scouts, barbarians, and rogues transfer weapon skill development points to martial arts skills on a 1 to 1 basis. This will allow them to gain some proficiency in unarmed combat in addition to armed combat.
BTW, I recently ran a MERP game via Tabletop Simulator. Is anyone interested in joining?
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Post by tkdco2 on Feb 23, 2020 19:05:38 GMT -6
STARTING HEIGHT, WEIGHT, AGE
I often just determine these stats based on the average height and weight of the race listed in MERP. I likewise decide on the starting age offhand. But if I want to be more random about it, I just make use of the Dungeon Masters Guide from AD&D 1E.
Height & weight tables: See DMG page 102. Middle-earth elves are taller than D&D elves, so use the human height table and half-elf weight table. Noldor and Dunedain are particularly tall, so add 3 inches to the height roll. Dunedain roll on the human weight table, of course. Alternatively, use the MERP race's average height and weight, then roll on the Height & Weight Determination table on page 102 to see if the character's height/weight are above or below average.
Age tables: See DMG pages 12-13. Non-Dunedain Men roll on the starting age table for humans and use the age category for humans. Dunedain use the half-elf starting age and age category tables. Elves and half-elves use the elf starting age table. Half-elves use the high elf age category table. Elves do not suffer age penalties, but may enter a new cycle of life at the Old category. Dwarves may use the mountain dwarf or hill dwarf age category table (GM's choice). Hobbits use the halfling age tables.
Since non-human starting age table has fewer options than the human table, use this formula for class-based starting age: 1. Warriors and rangers use the fighter column for their respective races. This also applies to optional MERP professions that don't normally use magic. 2. Scouts and bards use the thief column for their respective races. This also applies to optional MERP professions that combine fighting with magic. 3. Mages and animists use the magic-user column for their respective races. This also applies to optional MERP professions that primarily use magic. 4. Non-human clerics were mostly NPCs in 1E and often began in the old category. Therefore, the cleric starting age can be reserved for venerable NPCs of any class or characters starting well above level 1.
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Post by tkdco2 on Feb 24, 2020 23:53:23 GMT -6
I also posted these rules on the HERO boards. I commented I wasn't going to mix Star Wars with MERP, and someone asked why not. Okay... flic.kr/p/2ixri2vDoes that guy look familiar? Think again. flic.kr/p/2ixsuLG
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Post by Falconer on Feb 26, 2020 19:33:07 GMT -6
Really appreciate these posts. A MERP/OD&D/AD&D mashup is right up my alley. My approach is somewhat different, but, this is still very useful.
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Post by Starbeard on Feb 26, 2020 21:40:15 GMT -6
Same here. These are giving me some food for thought regarding intersections between MERP/RM and D&D. Previously, the only crossover I considered was to throw in RM critical charts to AD&D combat. I am also thinking of letting warriors, scouts, barbarians, and rogues transfer weapon skill development points to martial arts skills on a 1 to 1 basis. This will allow them to gain some proficiency in unarmed combat in addition to armed combat. BTW, I recently ran a MERP game via Tabletop Simulator. Is anyone interested in joining? I'm all for this. It's unfortunate that any inclusion of martial arts automatically points people's minds straight to Oriental themes, thus pushing them into Optional Specialist Profession territory, when really they're just normal combat skills for wrestling and brawling. In my head I'd think that Boromir and Aragorn are the sort of opponents you wouldn't want to face even if they were unarmed, but mechanically that's not really achievable in MERP: you're either an unarmed specialist or you're naked without your weapon.
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Post by Starbeard on Feb 26, 2020 21:41:28 GMT -6
I'm interested in how you run your game in TTS. I've only poked around it, but assumed it would be too clunky for RPG sessions.
I don't think I have time for a regular game right now, but wouldn't mind a one-off at some point.
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Post by tkdco2 on Feb 26, 2020 23:22:50 GMT -6
I'm interested in how you run your game in TTS. I've only poked around it, but assumed it would be too clunky for RPG sessions. I don't think I have time for a regular game right now, but wouldn't mind a one-off at some point. Someone in the Steam Workshop has downloaded a bunch of MERP stuff, including a table that includes the necessary charts, dice, and spell cards. The setup allows for a game with six players and a GM. He also downloaded several miniatures, although they need to be re-scaled to the same size. There's another program that can help you do that, although it's not perfect. I put together a bundle of stuff so that I can pull stuff out easily. I also set up in-game cameras to change the view from the map to the tables to other stuff I need. All I have to do now is put together character sheets and some music for the game. I can use a new headset too. If you have Tabletop Simulator, just go to the TTS workshop on the Steam website and search for MERP.
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Post by Starbeard on Feb 27, 2020 1:13:36 GMT -6
That sounds pretty robust, I'll check it out. Here's a MERP house rule I've used in the past for customized character professions: - You get 15 points to spread around the categories on the Development Point Table.
- Movement & Maneuver, Body Development, and Adrenal Defense each have a maximum limit of 3 points.
- Secondary Skills has no point limit.
- All other categories have a limit of 5 points.
- Any one 3-point category can be bumped up to a 5-point limit, or a 5-point category can be bumped up to an 8-point limit, but that will reduce all other categories (except Secondary) down to a 2-point limit.
This allows you to recreate any of the professions in the rulebook, or customize your own within the same limitations. Naturally, you would also choose your Prime Stat and your Realm. I've tried hammering out something similar for the Profession Bonuses, but never achieved anything satisfactory, so my de facto house rule has been, "After determining your custom Development Point Table, eyeball a set of level bonuses that look appropriately balanced." In my gut I'm sure you could find some method whereby a character's chosen Prime Stat, Realm, and Development Table will automatically determine the Profession Bonuses, in such a way that if your choices are exactly like one of the professions in the book then the bonuses generated will also be exactly what's in the book.
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Post by tkdco2 on Feb 27, 2020 1:34:17 GMT -6
I like your house rules, Starbeard! Mind if I steal it sometime?
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Post by Starbeard on Feb 27, 2020 2:00:02 GMT -6
Sure thing! I like it because it not only allows specialized character concepts, but you can also change up the character's profession stats over time to reflect changes in the character's experience. Maybe say, 1-2 points can be moved around the development table every level, making 'dual classing' a gradual process.
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Post by tkdco2 on Feb 27, 2020 2:25:24 GMT -6
Thanks. I wrote up my own rules for paladin, mentalist, nightblade, and warrior-mage characters, but I never tried them out. I suspect they're unbalanced.
As for music, TTS does allow you to download an internet browser where you can Google stuff and go to YouTube. Maybe I can play the soundtrack from Arcanum: Of Steamworks and Magick Obscura (remember this video game?). The royalty free music put out by Kevin MacLeod is another option.
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Post by tkdco2 on Feb 27, 2020 3:05:28 GMT -6
FORTUNE TELLING IN MERP
While MERP doesn't include rules for fortune telling, there's no reason not to include cartomancy or any sort of divination. Rolemaster Companion 1 included a card system called the Qabbals. It can be used for generating adventures as well as telling a character's fortune. I crafted a set of cards for use in my live rpg sessions. For TTS, someone added the Fortune Deck from the Everway game. I've been using the cards alongside the card turning system from the Castle Falkenstein rpg to generate adventures.
Here's the system I've come up with for TTS. I haven't playtested it yet, but I think it will suit my needs just fine.
1. The player draws three cards. These represent the past, present, and future. 2. Since the cards may be reversed, we need to determine if each card is reversed or not. Roll 3d6: The dice used are black, red, and white. 3. The black die corresponds to the card representing the past. The red die corresponds to the card representing the present. The white die corresponds to the card representing the future. 4. If the die roll is odd, then the corresponding card is reversed. If the roll is even, the card is not reversed. 5. All you have to do now is to interpret the text on the card.
Hopefully this system adds flavor to the game.
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Post by tkdco2 on Feb 27, 2020 23:29:23 GMT -6
A word about the languages in MERP: ICE made up many of the names of the languages in the MERP game. People unfamiliar with the game, even Tolkien scholars, would be confused by them. If you are running a game for people who haven't played MERP before, it may be better to rename the languages. So use "Northman" instead of "Nahaiduk" and so on. You can still use Sindarin and Quenya, but add "elvish" for those who don't know the difference. "Common Elvish" and "High Elvish" are also good alternatives.
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Post by tkdco2 on Mar 13, 2020 13:11:55 GMT -6
An alternative to MERP is Tolkien Quest, aka Middle-earth Quest. The game books were perfect for a rules-light game suited for beginning or casual players. I think the rules were used for ICE's game Middle-earth Adventure Game.
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Post by tkdco2 on Mar 28, 2020 2:58:18 GMT -6
Another idea I'm toying with. Casting spells would require the use of Quenya and/or Sindarin for good spellcasters or Morbeth/Black Speech for evil spellcasters. This came about because I had statted out a human wizard character who knew Quenya but not Sindarin.
Just a thought.
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Post by Starbeard on Mar 28, 2020 9:38:57 GMT -6
That's not a bad idea. Maybe Sindarin for channeling lists and Quenya for essence lists? Or perhaps Quenya can always be used, but Sindarin only works for channeling.
Another option: either language can be used, but Quenya is required for the upper levels of the list.
Ooh, another thought: each rank in the language unlocks 2 levels of the spell list. So if your character is only level 1-2, then a single rank in Sindarin will allow you to cast the first two spells in your channeling lists; but once you reach 3rd level, in order to cast your level 3 spells you need to improve Sindarin 1 rank. That way, since 5 ranks is fluency, that would allow you to full access to your lists once you reach full ranks in Sindarin (assuming you were high enough level to cast them in the first place).
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Post by Starbeard on Mar 28, 2020 9:42:48 GMT -6
PS, I took a look at the MERP utilities for TTS, and they look great. If you're still running that and have room for a player, I'd be very interested in trying out how it all works.
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Post by tkdco2 on Mar 28, 2020 16:19:22 GMT -6
I may use Quenya for Channeling, since the Noldor had contact with the Valar.
I'd be happy to happy to include you in my games. Right now I only have two players. I'll let you know when I have another game set up.
Would you need a character? Right now I'm scanning premade character sheets for use. There is one fillable character sheet for MERP in TTS, but it's in Spanish, and I haven't been able to successfully paste an English character sheet on it. I know you can do program it somehow, but I'm not good at that stuff.
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Post by Starbeard on Mar 28, 2020 16:28:27 GMT -6
I may use Quenya for Channeling, since the Noldor had contact with the Valar. I'd be happy to happy to include you in my games. Right now I only have two players. I'll let you know when I have another game set up. Would you need a character? Right now I'm scanning premade character sheets for use. There is one fillable character sheet for MERP in TTS, but it's in Spanish, and I haven't been able to successfully paste an English character sheet on it. I know you can do program it somehow, but I'm not good at that stuff. If you're just going by 2nd edition character creation, then I can roll one up quickly, or even pull one out of my seemingly bottomless folder of MERP characters. I might be able to navigate the Spanish sheet. Quenya for channeling is probably better. I can see both sides, so I wasn't sure which would be best for which realm. For example, I think of the mage as more of a Noldo class, and that's an essence class, while I think of animists as more Sindar and Dunadain.
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Post by tkdco2 on Mar 28, 2020 16:40:17 GMT -6
Good point about Sindar and Dunedain being more likely to be Channeling users. I may just allow either tongue, as Gandalf used Sindarin to cast a fireball spell of sorts against the Wargs on the Fellowship's way to Moria.
"Naur an edraith ammen! Naur dan i ngaurhoth!" he cried.
- Fellowship of the Ring, A Journey in the Dark
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Post by tkdco2 on Mar 29, 2020 18:39:17 GMT -6
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Post by tkdco2 on Apr 9, 2020 2:40:45 GMT -6
I'm thinking of giving elves, half-elves, and Dunedain bonuses to Appearance rolls. The reason is that elves were always described as fair to look upon, and Dunedain were often blessed. Or I can apply the bonus only if the character gets a low roll. Orcs and trolls would get penalties to Appearance, of course.
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