SteelDoom
Mar 14th, '06, 09:11 PM
Howdy Folks,
I'm looking at adapting Rolemaster (RM) to Hero. I've done some searching of old threads and have browsed through Killer Shrikes web site and I think I've got the feel I need. I want to keep the level concept as a general idea because the players are all long term RM players and I want to reduce culture shock some what ;)
First off, someone mentioned giving characters 15 Character Points per level and starting them off quite weak. This fits well with RM in general and I think I'll go with it. Supposing this, how many active points should I limit spells to? RM spells go to 50th level but the lowest level spell that a mage will get is a Sleep Spell which would be at least a 4d6 Mind control. Maybe something like 20 AP plus 5 AP per level as max, which works reasonably well as it gives a 150 point (10th level) character a 70 AP max spell.
As to spells, I will likely simply grab spells directly from the Turakian Age and Grimoire but slot them into power framworks. This means I don't actually have to re create the zillions of RM spells of the bat. If they want to research RM spells they will be originals that take time make.
The limitations for the spells will be exclusively on the Framework (not the indivual powers in it) with one exception. I want all spells to require END to maintain, which means that if a power that doesn't have maintenance goes into a framework it will have to be bought to Cost END.
Generic limitations will be (I don't have the book on me for exact limit values) which total to -2.
Side Effect - Every activation, minor (long term END as per KS's site)
Side Effect - Failing a spell, moderate (EB or Stun Drain).
Skill Roll - Basic roll, no AP modifiers, can be counterspelled with skill.
Incantations - A brief phrase spoken boldly.
Spell - because there will be spell like abilities that can be aquired which are different.
The Grimoire (for the Turakian Age) has the differing arcana split up. So I was thinking each one should be a different Framework, maybe even breaking up offensve, defensive and miscellaneous with in the arcana. So for example, a druid would have three power framworks, one for offensive spells, one for defensive spells and one for all others. Is this too complicated? Too point heavy?
Spells can be countered with a dispel magic or specific counterspell as an aborted action and this would go down to a contested skill roll. Maybe as a flavour thing letting the contest go over several segments or phases, assuming the attacker wanted to keep pressing the attack.
As to what framework, I'm not sure about this. Multipower seems a simple option that would work well for all casters. However I could change this to give a different feel to amongst caster types. RM has three Realms of magic which are Arcane, Divine and Psionic. I was thinking maybe that Arcane could be an Elemental Control, Divine a VPP and Psionic a Multipower. However I'm not sure how this would go over a long campaign. Would the EC or VPP get too strong?
If I did the differing framworks I would probably change the limitations a little. Each would keep long term END loss, Skill Roll and Spell limitations but have the rest different (still totalling -2). So maybe divine users would be only able to change spells after 10 mintues of prayer and psions might pay more END for spells (x2 or something).
I'm looking for potential bugs, ideas or problems with what I've posted. This is by no means a final draft.
I'm looking at adapting Rolemaster (RM) to Hero. I've done some searching of old threads and have browsed through Killer Shrikes web site and I think I've got the feel I need. I want to keep the level concept as a general idea because the players are all long term RM players and I want to reduce culture shock some what ;)
First off, someone mentioned giving characters 15 Character Points per level and starting them off quite weak. This fits well with RM in general and I think I'll go with it. Supposing this, how many active points should I limit spells to? RM spells go to 50th level but the lowest level spell that a mage will get is a Sleep Spell which would be at least a 4d6 Mind control. Maybe something like 20 AP plus 5 AP per level as max, which works reasonably well as it gives a 150 point (10th level) character a 70 AP max spell.
As to spells, I will likely simply grab spells directly from the Turakian Age and Grimoire but slot them into power framworks. This means I don't actually have to re create the zillions of RM spells of the bat. If they want to research RM spells they will be originals that take time make.
The limitations for the spells will be exclusively on the Framework (not the indivual powers in it) with one exception. I want all spells to require END to maintain, which means that if a power that doesn't have maintenance goes into a framework it will have to be bought to Cost END.
Generic limitations will be (I don't have the book on me for exact limit values) which total to -2.
Side Effect - Every activation, minor (long term END as per KS's site)
Side Effect - Failing a spell, moderate (EB or Stun Drain).
Skill Roll - Basic roll, no AP modifiers, can be counterspelled with skill.
Incantations - A brief phrase spoken boldly.
Spell - because there will be spell like abilities that can be aquired which are different.
The Grimoire (for the Turakian Age) has the differing arcana split up. So I was thinking each one should be a different Framework, maybe even breaking up offensve, defensive and miscellaneous with in the arcana. So for example, a druid would have three power framworks, one for offensive spells, one for defensive spells and one for all others. Is this too complicated? Too point heavy?
Spells can be countered with a dispel magic or specific counterspell as an aborted action and this would go down to a contested skill roll. Maybe as a flavour thing letting the contest go over several segments or phases, assuming the attacker wanted to keep pressing the attack.
As to what framework, I'm not sure about this. Multipower seems a simple option that would work well for all casters. However I could change this to give a different feel to amongst caster types. RM has three Realms of magic which are Arcane, Divine and Psionic. I was thinking maybe that Arcane could be an Elemental Control, Divine a VPP and Psionic a Multipower. However I'm not sure how this would go over a long campaign. Would the EC or VPP get too strong?
If I did the differing framworks I would probably change the limitations a little. Each would keep long term END loss, Skill Roll and Spell limitations but have the rest different (still totalling -2). So maybe divine users would be only able to change spells after 10 mintues of prayer and psions might pay more END for spells (x2 or something).
I'm looking for potential bugs, ideas or problems with what I've posted. This is by no means a final draft.