Showing posts with label MERP. Show all posts
Showing posts with label MERP. Show all posts

Friday, August 18, 2017

Spell Prep time and casting mechanics in d100 games



MERP Series
Used MERP collector's edition
Revisiting the MERP round sequence time intervals

In the last post, I specifically looked at the amount of time for each MERP round sequence comparing it with some other games.

In this next few posts, I wanted to begin looking at the actual step-by-step process for resolving actions, specifically the spell casting preparation and casting mechanics of the game. I then contrast it with a few other game d100 systems.

MERP
In MERP, six steps are common and resolved in this order.

  1. Prep or cast spell
  2. Ranged attack
  3. Maneuver
  4. Melee attack
  5. Movement
  6. Static
First is preparing and casting spells.
For preparing a spell, two rounds of preparation are considered the normal (+0) for casting spells. One additional round is needed to cast the spell. Spending more or less time preparing to cast spells results in a plus or minus amount, depending on how many rounds one prepares. A few spells may be cast instantly if so marked with an asterisk on the spell lists.

The penalty for early casting is 1.5 times more incrementally than the benefit of spending extra rounds to caste the spells.

Spells use power points which are based on the stat for the type of magic—Intelligence for Essence and Intuition for Channeling. This gives spell points equal to a number based on the stat multiplied by the character level, if the value is 75 or over. The character must have enough points equal to the spell level in order to cast the spell.

To caste a spell, either a direct or base spell attack table roll is required. Certain base spells, such as force spells, require a resistance roll in order for them to take affect.

So, how does this system compare to other spell systems?

RMX 
RMX (Rolemaster Express) further divides spells into three types of spells based on the characters level versus the level of the spell being cast: these are class I, II, and III spells, in addition to some instantaneous spells.

Class III spells are equal to two levels less than the character level. They require two prep rounds and one cast round.
Class II spells are three to five levels less than the character level. They require one prep round and one cast round.
Class I spells are six or more levels less than the character level

And this means that casting speed is built into the levelling system rather than something chosen.

Spells use power points which are based on the stat for the type of magic—Empathy for Essence and Intelligence for Channeling. This gives spell points equal to the realm stat bonus divided by 10, plus 10, plus 1 per level. The character must have enough points equal to the spell level in order to cast the spell.

The mechanical process is the same procedure as for MERP. Roll and consult either an elemental or base attack table. Some base spells require a resistance roll for the defender.

5e
Classes either prepare spells or limit the number of spells in one's mind.

In contrast to power points, 5e spells use a limited number of spell slots based on one's class or multiclass. This is the primary way of limiting how many spells can be cast, rather than power points. Using higher level spell slots may increase the effect of the spell.

Cantrips are special spells that do not require any spell slots nor preparation to cast.

Spells require either one single action, one bonus action, or one reaction to cast the spell.

Some spells require attack rolls by the attacker or saving throws by the defender.

Star Frontiers
Star Frontiers uses technology rather than spells to achieve superhuman feats. The limits for using the technology are skill levels and computer/technology levels. Sometimes limited resources such as ammo, energy, and doses quantify how many times the equipment can be used.

Equipment cost in credits (Cr) may also limit how much technology a character possesses, since each character has a limited number of credits available for purchasing items.

Game mechanic wise, technology is normally used by rolling under a base chance the character's skill level, minus the opposing level.

OpenQuest
OpenQuest uses magic points based on the character Power score for Battle Magic. For Divine Magic, characters acquire Improvement Points through worship and pay twice the Magnitude value of the spell incrementally. Sorcery may manipulate the magnitude, range, and/or duration as well.

To caste a spell under duress, the character must pass a Battle Magic test, successfully Sorcery Cast, or is automatic for Divine Spells (which can only be cast once until next worship).

Legend
Legend uses magic points based on the character Power score for Common Magic. For Divine Magic, characters use pact which is Charisma plus dedicated Power. For Sorcery Magic, characters use a Grimoire skill. Sorcery users may manipulate the magnitude, range, duration, #targets, and/or combine spells as well.

To caste a spell, the character must pass a Common Magic skill roll, Grimoire roll, or it is automatic for Divine Spells as long as dedicated Power remains.

Friday, July 21, 2017

Revisiting the MERP round sequence time intervals

This post will try to examine the MERP time that each round sequence occurs and compare it with some of the other games that I have reviewed.

MERP uses 10 second round intervals. While representing a larger chunk of time compared to many games, some games use abstract, variable, or summary time which can represent much larger chunks of time.

Here are some round intervals for several games.

Standard times
MERP and Rolemaster Express rounds are divided into 10 second intervals.
For D&D and Star Frontiers, each round is 6 second intervals.
OpenQuest and Legend use 5 second round durations.
JAGS uses 1 second rounds or segments.

Variable time
Hackmaster uses variable action speed measured in seconds based on each specific weapon, armor, or spell. Weapons range from 7 to 14 seconds per attack. Most spells are 1 or 2 seconds. Some are up to 10 seconds. A few have minutes or hours for casting times.

Abstract time
Dungeon World uses abstract time for moves which varies according the story created from the fiction conversation.
HeroQuest RPG focuses on the outcome  or summary of the story rather than the play-by-play of actions.

Wednesday, July 12, 2017

Used MERP collector's edition

Finally, I decided to buy a MERP rulebook. With RM core release date stil unknown. And dissatisfied with RMX, I might as well do something with my original preferred system.

This is hardback and hopefully will last long.

Since it is no longer supported, I'll try to mix up some mixed content with 5e x 5, JAGS, and 5e stuff.

Sunday, February 19, 2017

What primary reason do you play roleplaying games?

Imagination is what brought me back to roleplaying games.

Decade of virtual worlds

Massively multiplayer online role-playing games (MMORPGs ) brought me a decade of limited images constructed by others. After a decade of socializing online and meeting others, from Everquest up until Lord of the Rings Online, computer role-playing games occupied part of my hobby time. Something was lacking. Something that I had before MMORPGs. To me, that was using my imagination.

All that I had from the computer gaming was pre-made settings and features.

Everything was handed to me.

Missing

What I was missing most was using my imagination.

Creativity first emerged in the urge to write a story. I hadn't written anything since putting down my rule and setting books decades earlier. I wanted to tell my own story, not participate in a limited story. The story I wanted is boundless, open, and free - not restricted by borders, pixels, reset times, and quest lines.

I had to write new ideas.

Writing

Two stories I wrote for national novel month.

Not long after the first novel and having written 200 pages of a new world, I wanted then to expand my long neglected imagination.

RPGs

I searched for my old system. MERP is gone.

I found newer, unknown to me, systems: Fudge, Fate, 5e, PF, among hundreds - maybe thousands.

Despite different rules that focused on different parts of gaming, my imagination remains a common thread throughout all of the games.

Imagination.

I posed this question in Lone Wolf Roleplaying which is a great community of gamers that focus on solo roleplaying.

Although there is a poll with numbers showing at this time some number from the poll and that many of the people list imagination as well, I assume that users have multiple reasons for playing the games. The comments show multiple reasons, although my questionnaire only allows one answer.

My other reasons for playing RPGs.
If I put my reasons in order, a second it would be setting (playing in interesting settings), and third would be action (exploring new and exciting types of action), followed by rules (trying interesting focused rules).

Through this past year, I've been using solo roleplaying techniques in my story writing. My first two novel month writings were done using built structures primarily Dramatica mixed with snowflake method of novel creation. The past year I've mixed in my rekindled interest in roleplaying games and found solo roleplaying games. They are a friendly community, unlike other communities I have encountered which are protective.

What primary reason do you play roleplaying games?

This informal question wasn't to find a right or wrong answer. In fact, I tried to mention that there is no correct answer since the reasons for playing are depend on the individual. It's just to create a discussion and see how why others say that they play roleplaying games. The other blogs had things like to improve memory, to use your imagination, for creative problem solving, for high action combat, and for socializing, for fun, fan of setting, the rules, or coerced into playing, etc.

Given only 5 choices and knowing that this is a solo gaming community, I chose five somewhat summary descriptions: action, imagination, challenge, setting, and rules. I didn't think this would cover everything, but there is also room to comment and add missing reasons.

The other choices and suggestions

I may in the future write about about the other reasons for playing roleplaying games.



Sunday, October 23, 2016

Orc comparison: 5e x 5 to other d100 games.

5e SRD Series
D & D 5th Edition and a 5e x 5 SRD Project
The difficulty with 5e escalating HP and Damage.


I wanted to compare stats on several d100 systems. RMU which is in beta now and upcoming from ICE is not included although I have the file due to a user agreement.

Most of the systems only show the offense, defense, life, and movement.

Attribute Stats


RQ/OQ and the upcoming RMU (not shown) do show the attribute stats.

The RQ/OQ Orc is faster and less durable. The 5e x 5 Orc is more durable and less quick. The RQ orc isn't as strong as the other two. Those are the major differences according to the stats.

Armor

Most of the systems show soft leather for beginning orcs, rigid leather for normal orcs, and chain armor or plate breastplate for leaders. The actual defense bonus amount varies for each system. Most of the games include shields with the orc.

Weapons


5e x 5  weapon wise departs and differs in that the orcs use great axes and javelins. The other games use the scimitar and shortbow.

Skills

The older ICE games don't include skills.
The OQ Orc is fairly good at perceiving. The RQ orc is good at dodging and resisting diseases and poisons.The 5e x 5 orc is good at crafting and athletics.

The RQ orc skills that I forgot to add to this chart.
RQ Athletics 30%,  Perception 35%,  Deception 35%
Saves Dexterity 40%, Constitution 55%,

[Click on the chart to enlarge]