From: apj6796@tamsun.tamu.edu (Albert Paul Jimenez III      )
Subject: Re: Rolemaster speedup...
Organization: Texas A&M University, College Station
Date: Thu, 5 Nov 1992 16:30:45 GMT

I said:
>> For combat speedup, I suggest the simple second-by-second system that's put
>>forth in RMCVI... 

Marc:
>I can see where you believe that the AP system is more realistic than
>the usual RM combat sequence, however I believe that ICE finished this
>off too fast for my liking.  There is not enough of a random factor
>for the actual speeds of the weapons (of which some are unrealistic compared
>with eachother).  I'd have to look again at the system for more details, but
>I can tell you that my initial reaction was "great idea, maybe it will work
>(be more to my liking) after I put some time in modifying it."

Uh... you missed it... I belive you are referring to the CEATS system in the
back of RMCVI... I was talking about the simple system thats present in the
first 15 pages or so... And yes, I have made many modifications to the system to take into account things that weren't clearly stated in the presented rules..

I Also said:
>>While I'm babbling on, anyone have a good way to deal with the 
>>parrying/two weapon combo problem? 

Marc:
>As RM does not require a skill to use a shield, none is required to use
>a main gauche to parry.  Treat it like any other weapon/shield for parrying
>purposes.  If not used to attack it adds to your DB based on the table
>in Arms Law.  (+15DB for melee, +0DB for missles)
>
>Your skill for using two rapiers from your example above is +95 for the
>primary weapon and 1/2 similar skill ranks for the off hand same weapon
>and then -20OB for using the off-hand.
>(ie.  If you have 10 ranks with rapier, right you have 5 ranks with 
>      rapier, left.  Then an additional -20 for using the off-hand.)
>This is detailed in Arms Law.  However this is not the same as two-weapon
>combo in either RMCII or RMCIV.  You get two attacks but they can only be
>against the same opponent.
>
>I don't really see two weapon combo as "being a hose".  You can't use a 
>shield (which can really hurt you if you are stunned/no parry) and it requires
>significant skill to equal the value of a shield in combat.  You are also
>more vulnerable to missle fire certain spell attacks.  If you are using the
>old rules, two-weapon combo is not that bad since you can only engage a single
>opponent, with the new two-weapon combo rules (RMCII and RMCIV), two-weapon
>combo becomes more powerful with the ability to engage two opponents.
>What is really "hosed" is two-handed weapons vs. two-weapon combo.  The 
>trade-off of extra damage for reduce protection was "balanced" against
>sword & shield, it don't believe that it is balanced against the new
>two-weapon combo.

I forgot to mention the other case: Two weapons combo; twin rapiers; parry full with one & attack full with the other... major nasty db in melee (tho not in missile, I admit) along with a major OB... I see it as a pretty nasty combination n taht I wounldn't want to fight someone like that, but then, I always *did* prefer single foil to florentine :) I guess its fairly realistic..

Have you looked at the Unified Skill System in RMCVI? I'm experimenting with using it, and to keep Interdisciplinary skills from becoming too huge of a factor, I was thinking about changing the rank bonuses from +5/+2/+1 to something like +2/+2/+1.. (so instead of 10 ranks @ +5 then ten ranks @ +2, it's 20 ranks @ +2, thereby making interdisciplinary skills less 'pwoerful')  opinions?

--Paul

ps: does anyone use the development point system where you get dp's for each stat, and can only spend them on skills that use hat stat? I forget which companion it's in... how well does it work? niterested...



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