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 Amendments Minimize
 

Amendments to Basic Merp

I am currently running a RMSS with some experienced roleplayers that are up to its complexity. I am also running a MERP campaign at my wargames club. Do to the large size of the group i did not wish to run RMSS there. So I started up a MERP campaign. Now a few of them are advancing to 3rd level and I am begining to forsee problems as we go up levels as MERP is quite basic. Thus I wished to come up with a halfway house between the complex RMSS and the more basic MERP.

What I did was to add in a number of Rolemaster skills - some original role master and some RMSS . I also reorganised the development point system and turned it round to give the players 20 dev pts to spend as they wished - see later. I kept the 6 prime MERP stats. I have added in the Spell law spells to give some variety,


The new character sheet

This is the new sheet with as you can see a lot more skills

Page 1

Name:								Stat		Value	Bonus	Race	Total Bonus

Race:

Profession			Age:				STrength		

Realm:				Gender:				AGility

Height:				Weight:				COnstitution

Hair:				Eyes:				IntelliGence

Demeanor:			Motivation:			InTuition

Personality:			Special	:			PResence

								APearence	

Shield +25 DB	Hemet-5 Perception 				Notes/ Main equipment

Arm greaves -5 OB	Leg Greaves -5 M+M

Current Level:		Experience Pts			

Power Pts		Armour

		STAT	Item	Special	Total	

Defensive BonusAG:



Essence RR	IG:



Channeling RR	IT:



Poison RR	CO:



Disease RR	CO:

Movement and Maneuver				  General Skills	

Ranks	Bonus	STAT	Prof	Special	Item	Total      Ranks	 	Bonus	STAT	Prof	Special	Item	Total





No Armour	AG					 Climb			AG	



Soft Leather	AG					 Ride			IT



Rigid Leather	AG					 Swim			AG



Chain 		ST					 Track			IG



Plate		ST					 Perception		IT



Weapon Skills					  Combat Skills



Ranks	Bonus	STAT	Prof	Special	Item	Total 	Ranks		Bonus	STAT	Prof	Special	Item	Total



IH Edged	ST					 Disarm armed		AG



1H Concusion	ST					 Disarm unarmed		AG



2-Handed Edged	ST					 Stunned maneuver	PR



Thrown		AG					 Adrenal deflections	AG



Missile		AG					 Tumbling evasion	AG



Polearms	ST					 Silent Kill		AG



Martial arts StrikingST					 Adrenal defence		

Novice					



Standard							 Precision attack	



Expert							 Frenzy			PR



Sweeps		AG					 2 Weapon Combo	ST

Novice



Standard							 Missile artillery		IT



Expert

Page 2


Subterfuge skills							Secondary and optional skills

Ranks	Bonus	STAT	Prof	Special	Item	Total	 Ranks	Bonus	STAT	Prof	Special	Item	Total



Stalk/Hide	PR					 Acrobatics	AG	



Pick locks	IG					  Acting		PR



Find Traps	IN					  Animal Handling PR



Disarm Traps	IT					  Apraisal	IG			



Find Hidden        IN					  Boat Handing	IT



Bribery		PR					 Caving		IG



Disguise		PR				Contortions	AG



Pick pockets	AG					 Cookery	IT	



Set traps		AG				 Gambling	IT



Ventriloquism	IN					 Meditation	PR



							 Rope mastery	IG

Magical Skills

Ranks	Bonus	STAT	Prof	Special	Item	Total	 Signally		IG



Read Runes	IG					 Sky watching	IT		



Use Item	IT					 Trickery	PR



Directed Spells	AG



Base spells	xxx	only prof bonuses to this

	

Power perception IT



Spell list acquistion	Each point=20% chance of

			Getting a spell list	





							Body Development

 Ranks	Bonus	STAT	Prof	Special	Item	Total	

Medical Skills								CO

Ranks	Bonus	STAT	Prof	Special	Item	Total		



First aid		IG



Second aid	IG						Spell Lists Known



Surgery		IT



Gathering Herbs	IT



Preparing herbs	IT







		Languages Known



Development point amendments

What I did was to try and get the Rolemaster dev pts system into MERP. The difference is that in MERP players are told that a fighter gets 5 weapon skill ranks and for example no spell list acquistion. In Rolemaster the character has a given number of dev pts which can be used in any catagory but some catagories will cost more for a mage than for a fighter.
Advancing a level 



Each time a character reaches the exp pts needed to go up a level they can spend points to buy ranks in a skill.



Each character has 20 development points.







The following table shows how many points need to be spent to buy 1 rank in a skill.





			Warrior	Mage	Cleric	Scout	Ranger	Bard

M+M			1	4	2	1	1	4

Weapon Skills		1	4	2	2	1	2

Combat skills		1	4	2	2	2	2

General skills		2	2	2	1	1	1

Subterfuge skills	2	4	2	1	2	2

Magical skill		4	1	2	4	4	2

Spell list acquistion	4	1	1	4	2	2

Medical skills		2	4	1	2	2	2

Secondary skills	4	4	4	4	4	3

Body dev/ment		1	2	2	2	2	2

Languages		4	2	2	2	2	1





The first 10 ranks in a skill = 5% bonus, the second 10 =2% bonus per rank. After that 1 rank = 1% bonus.



Each pt in spell list acquisition = 20% chance of getting the list which carries over to next level if not succesful.



Each body development pt = a d10 hits.



Each language pt is a rank in a language.




  

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