From: acd@cbnewsh.cb.att.com (andrew.c.durston)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster Rules Clarifications
Summary: suggestions
Date: 9 Oct 92 13:34:38 GMT
Organization: AT&T

In article <1992Oct8.165750.19869@vssi.trw.com>, b_kondalski@vssi.trw.com (Brian J. Kondalski) writes:
>After playing Rolemaster for a few years, I've come across some rule areas that
>I'd like to see other people's opinions about.  If any of you other RM players/
> referees would care to comment on how you interpret such rules, I'd appreciate
> it.  Some questionable areas are as follows:
	No prob, here are my IMHO suggestions --
> 
> 1) How do you use the various stun relief spells?  Under Concussion's Ways
>    (Open Chan) stun relief gets rid of "1 round's worth of accumulated stun
>    effects".  Does this mean that if a PC takes 3 rounds of stun from one
>    hit and 2 more from another in the same round, does he end up with no
>    rounds of stun or 4 (2+3-1) rounds of stun after the spell is cast on him?
>    And how do the higher level Stun Relief III+ spells work? Same PC takes 5
>    rounds of stun in round 1, 3 rounds of stun in round 2, and 1 round of
>    stun in round 3; does he end up with no rounds of stun, or 6 (5+3+1-3)
>    rounds of stun after Stun Relief III is cast on him?
	I interpret the spell as removing one round of the total number of
	stunned rounds rather than remove all rounds of stun acquired in one
	round ( interesting concept though ). Again, SR III would remove three
	rounds of stun from the total rounds of stun.

	Now, a GM I know in Connecticut ( Hi Chris! ) has a different and
	perhaps unique interpretation (sp) of Stun Relief spells. He rules
	that the spells cancel stun for the round that the spell is cast
	rather than removing from the total. For example, in round 1 Kelly
	is stunned for 2 rounds, 2 and 3. At the beginning of round 2 he
	casts Stun Relief I, he is NOT stunned for round 2 but IS still
	stunned for round 3. Chris rules that the spell temporarily counters
	the stun effects rather than healing part of the entire effect.
> 
> 2) Various spells (mostly Essence) have a range but have a spell class of 
>    Utility.  Utility spells are said to not effect anyone but the caster,
>    but then why would the spell have a range?  Examples of this are on
>    the Physical Enhancement list (Open Ess).  Seems to me if a spell-user
>    can cast Utility spells on others, it could make some low level spells
>    very deadly (cast Leaving on someone, and make their destination 100
>    feet up!).  Other spells make great sense to be able to cast on others
>    (ie Night vision).
	Depending on the nature of your campaign, some GMs allow movement
	spells to be cast against unwilling targets ( who get RRs ) and
	thus they by default become Force spells. Of course this does lead
	to NPCs repeating the favor on PCs as well. Campaigns I've seen are
	50/50 on whether this is allowed.

	I think the Utility definition may be wrong since spells such as
	Nightvision, Invisibility, etc. can be cast on other targets but
	are Utility spells ( I don't have a Spell Law handy ). I would
	primarily concentrate on the Target and Range aspects of the spell.
> 
> 3) Does anybody out there use the Magus class?
	Not here. Sorry I can't help.
> 
> 4) Anyone have any rules on items that at the a characters defense bonus?
>    Currently a PC could find many items to increase it (+10 armor, +10
>    cloak, +10 amulet, etc) and gain a large bonus.  I am currently limiting
>    them to the item that gave them the largest bonus, anyone else have any
>    other ideas on this?.
	I have defined two types of DB items 1) armor items, those that give
	a DB since they are tougher than normal ( ex +10 chain shirts, +5
	clothes and such ) and 2) field effect items, those than give a DB
	by somehow making the person harder to hit ( ex +10 rings, +10 belts,
	+5 db boots and such ). You can add one armor item and one field
	effect item with no problem. Multiple armor items or multiple field
	items have a less than additive effect ( based on the square root
	of the sum of the squared item DBs ).
	Examples --

	1) Kelly has a +10 chain shirt and +10 ring, his DB is +20

	2) Kelly adds +10 padding to the +10 chain. His armor DB is
	   sqrt(10^2 + 10^2) = 14. His total DB is +24.

	3) Kelly adds a +15 DB belt along with the ring, his field effect
	   DB is sqrt(10^2+15^2)= 18. His total DB is +32 ( 14 + 18 )

	4) Kelly adds a +20 DB necklace along with the ring and belt,
	   the field effect DB = 27 and his total DB is 41 ( 14 + 27 )

	Two +5 items become +7, two +10 items become +14. The point of
	zero gain is fairly rapidly reached.
> 
> Well I guess that's enough for now and if anyone is interested in discussing
> more Rolemaster rules, send me a letter.  Thanks in advance.
	Post them here... or perhaps you can find the mythical Rolemaster
	Mailing List that is around here somewhere...

	Ciao,
	ACDurston, ..!att!hotld!acd
Newsgroups: rec.games.frp.misc