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Post by Starbeard on Apr 9, 2020 11:16:21 GMT -6
I've always bumped their Appearance for elves, as a quick "re-roll until you get a bonus." Good thinking on giving it to Dunedain as well.
The fillable sheet seems workable after playing with it a bit. I'll put a complete character together today or tomorrow and see how it goes.
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Post by tkdco2 on Apr 9, 2020 13:18:36 GMT -6
To be fair, I got the bonus idea from this website. I probably would have re-rolled low appearance scores for elves back in the day. My male Sindar mage had an Appearance of 79, which I guess would be low for an elf, but I let it stand. I noticed the website wants you to register in order to save your work. It will let you use the service free for 30 days, then it will start charging you. Sorry, I didn't know that when I linked it. I am working on a couple of adventure ideas, maybe I will be ready by next weekend. I'll advertise for players when they're done. Right now, I'm setting the game in Minas Ithil at around T. A. 1670. I usually work with levels 1-5, but I'm willing to do higher levels if people want it.
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Post by tkdco2 on Apr 12, 2020 4:06:28 GMT -6
I can't believe I left out my oldest house rule. It's basically the "three strikes, you're out" rule. Given how lethal MERP combat can be, should a die roll result in a PC's death* or permanent injury, I will allow the PCs to escape that fate the first two times. There may still be consequences, such as being out of action for an extended period. There's no escape the third time, however.
* MERP has rules for bleeding (i.e. taking x hits per round). Assuming no major organs were damaged, the rule will apply if the PC falls to zero hit points. If the PC is healed before losing all his hit points, the injury won't count toward the total.
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Post by tkdco2 on May 8, 2020 2:08:45 GMT -6
Healing spells will have maximum effect. So Heal 10 will automatically heal ten hit points instead of 1-10 hit points as per the rules.
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Post by tkdco2 on May 12, 2020 1:52:54 GMT -6
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Post by Starbeard on May 30, 2020 11:30:21 GMT -6
I just received a copy of Rolemaster Express in the post yesterday, and it jogged my memory of a house rule we used way back in the day regarding spell list acquisition:
- Spell lists still require 5 ranks to "unlock," but if you fail your acquisition roll then you aren't out of luck: you can still cast spells from the list, but only up to the level you have as ranks. For example, if you put 2 ranks into Spell List X, that gives you a 40% chance to learn it. Unfortunately, you roll a 45: the list is not fully learnt, and you can only cast the first 2 spells in the list until you put in more ranks.
There were several caveats in play, but they were too complicated for me to remember. I think a simple solution to avoid over-indulging in lists is to say that once you fail a roll, you can't roll again: the only way to unlock the full list is to buy up all 5 ranks.
I feel like that's a good compromise between the all-or-nothing approach in MERP and the must-buy-every-rank-individually approach in Spell Law.
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Post by Falconer on May 30, 2020 14:28:01 GMT -6
I have a copy of RMX, as well. I haven’t thought about it in a while. The layout and organization are very pleasant, and it really makes the game seem approachable and fun.
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Post by tkdco2 on May 30, 2020 15:59:23 GMT -6
How does RMX compare with Classic RM and RMSS? I have the Classic rules. I didn't like the changes made in RMSS, so I never got the book.
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Post by Starbeard on May 30, 2020 22:05:42 GMT -6
Flipping through it, it is a revision of MERP so that everything is based explicitly off of RMC. The stated goal was to make it so that nothing learned in RMX must be unlearned after adding in the RMC Laws. It looks like it uses the MERP combat tables too.
I'll be able to say more after reading through it.
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Post by Falconer on May 30, 2020 22:17:46 GMT -6
Nailed it. In fact, most people assume it went out of print because they were C&D’d by Middle-earth Enterprises.
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Post by tkdco2 on Jun 1, 2020 15:12:42 GMT -6
Here's the after action report of my solo game last week. Some of the photos are a bit blurry; sorry about that! Link
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Post by tkdco2 on Jun 2, 2020 21:27:22 GMT -6
Here's the after action report of my solo game last week. Some of the photos are a bit blurry; sorry about that! LinkAbout the characters and the setting: Several of the characters are the sons of my previous characters. Amrod and Maglor are brothers and the son of a Half-elf bard who married a noblewoman in Minas Ithil. He fell in battle when the sons were young. Galador and Lindir are second cousins. Lindir's father and Galador's mother are first cousins who married other members of the party. Bingo is the son of a Hobbit scout who married a Stoor maiden west of Mirkwood. They are adventuring 30 years after the original party's exploits, so I call this MERP: The Next Generation (cue Star Trek music). The characters are based in Minas Ithil in TA 1670. The city won't fall into the Witch King's hands for another 330 years or so. Minas Ithil is Gondor's intellectual and cultural center at this time. It's an artsy fartsy place, so some would argue that evil is a step up.
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Post by derv on Jun 3, 2020 16:15:44 GMT -6
Here's the after action report of my solo game last week. Some of the photos are a bit blurry; sorry about that! I'm not a MERP player, but I dig your play report with the miniatures and talk bubbles. Looked like a fun adventure.
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Post by tkdco2 on Jun 4, 2020 3:04:04 GMT -6
Here's the after action report of my solo game last week. Some of the photos are a bit blurry; sorry about that! I'm not a MERP player, but I dig your play report with the miniatures and talk bubbles. Looked like a fun adventure. Thanks! It wasn't my best writing, but I tried to keep it concise. I started doing the talk bubbles with GIMP, but I learned that Paint was a quicker way to do it.
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