Rules in Play.   Posted by GM_R.Group: 0
GM_R
 GM, 5 posts
Sat 23 May 2015
at 10:57
Rules in Play
Below are the optional Rules from all the rule books and the few house rules that I am using.

Arms Law
2.1 Armour Replaced by the 10 armour types in Combat Companion
4.1 Exhaustion Points - Not Used
5.0 Attack Tables/Critical Tables – Not Used replaced by condensed combat from Combat Companion

Option 1: Generous Weapon Bonuses For Missile Weapons..............Yes
Option 2: Conservative Bonuses For Missile Weapons.................No
Option 3: Shield Bash ............................................ Yes
Option 4: One-handed Spears ...................................... Yes
Option 5: Two-Handed Weapons in One Hand.......................... Yes
Option 6: Natural Attacks as a Skill...............................Yes
Option 7: Martial Arts Grappling ..................................Yes
Option 8: Smaller Steps .......................................... No
Option 9: Multiple Parry ......................................... Yes
Option 10: Resetting Initiative................................... Yes
Option 11: Single Initiative Combat .............................. No
Option 12: Fully Open-ended Attack Rolls ......................... No
Option 13: Wrapping The Attack Charts ............................ No
Option 14: “Must Parry“ as Stun ...................................No
Option 15: Additional Effects of “Stun” Rounds ................... Yes
Option 16: Knock-Back Damage.......................................Yes

Character Law
Option 1: Power Points Based On Stat Bonus ....................... Yes
Option 2: Professions Versus Realms Of Power ......................Yes
Option 3: Animists As Herb Specialists ............................No
Option 4: Dwarven Alchemists As Channeling Users.................. No
Option 5: Mentalism Monks & Essence Bards. The “Monk / Bard” Controversy . No
Option 6: The “No Profession” Profession ......................... Yes
Option 7: Random Height, Weight, And Size......................... No
Option 7.1: Alternative Stat Generation Method 1 (Random-Fixed) .. No
Option 7.2: Alternative Stat Generation Method 2 (Three Column Method) . No
Option 8: Background Options ..................................... Yes
Option 9: Hobbies ................................................ Yes
(6 ranks to of secondary skills distributed as the player wants)
Option 10.1: Additional Requirements For Skill Acquisition ....... No
Option 10.2: Partial Skill Acquisition At Half-Level ..............No
Option 10.3: Practice For One Skill Rank Each Half-Level ..........No
Option 11.1: Development Points Based On Stat Bonus .............. No
Option 11.2: Flat Development Points ............................. No
Option 11.3: Additional Development Points For Secondary Skills .. No
Option 12.1: Weapon Skills For Similar Weapons 1 (Half Bonus) .... Yes
Option 12.2: Weapon Skills For Similar Weapons 2 (Half Rank) ..... No
Option 13: Riding Skills For Similar Animals ..................... Yes
Option 14: Stat Bonuses For Spell Gain Rolls ..................... No
Option 15: Channeling Burnout When Using Spell Law ............... Yes
(instead of memory loss)
Option 16: Power Point Development (Sp) .......................... No
Option 18: Secondary Skills ...................................... Yes
Option 20: Additional Experience Point Suggestions ............... No
(I use the RMU experience point system)
Option 21: Extra Stat Gain Rolls ................................. No
Option 22: Stat Reduction Due To Old Age ......................... Yes
Option 23.1: Expanded Level Bonuses For Professions (RM2) ........ Yes
Option 23.2: Expanded Level Bonuses For Professions (RMSS Conversion Friendly) . Yes
Option 23.3: Stepped Level Bonuses For Professions ............... No
Option 23.4: Static Level Bonuses For Professions ................ No
Option 24: An Alternative Static Maneuver ........................ Yes
Option 25: Hiding And Stalking Versus Perception (Opposed Skills)  Yes
Option 26: Quickness & Agility For Base Movement Rate .............Yes


Combat Companion
Professions ...................................................... Yes
Armour by the piece .............................................. No
Combat Styes ..................................................... No
Condensed Combat System .......................................... Yes

Companion One
Arcane Magic ..................................................... No
Earth Nodes ...................................................... No
Base Spell Lists (2.31) .......................................... No
Channeling Restrictions (2.32) ................................... No
Preparation time (2.33) .......................................... Yes
Magical Language (2.4) ........................................... No
Planes of Existence (2.5) .............  As Per Forgotten Realms Lore
Addition Spell Lists ............................................. Yes
(no arcane lists)
Additional Spells ................................................ Yes
(these can be researched in wanted)
High Level Spells ................................................ Yes
Professions ...................................................... Yes
Variant Clerics .................................................. Yes
Secondary Skills ................................................. Yes
Background Options ............................................... Yes
Adolescence Skills Ranks options ................................. No
Level Bonuses .................................................... No

If there is a section of the companion that is not mentioned then it either is not relevent to players or is not being used.

Spell Law

Option 2.1: Non Random Spell Acquisition By List Portions ........ No
Option 2.2: Non Random Spell Acquisition By Individual Spells .... No
Option 2.3: Limits On Spell List Availability .................... No
Option 2.4: Expanded List Availability ........................... No
Option 2.5: Complete List Availability ........................... No
Option 3.1: Base Spell Casting Level Based On Power Points Used .. No
Option 3.2: Elemental Spell Casting Level Based On Power Points Used . No
Option 4: Base Power Points ...................................... No
Option 5.1: Faster Instantaneous Spells .......................... No
Option 5.2: Quick Instantaneous Spells ........................... Yes
Option 5.3: Taking extra time .................................... Yes
Option 6: Flamboyant Gestures .................................... No
Option 7: Flamboyant Incantations ................................ No
Option 8: All Spells Have Visible Casting Effects ................ Yes
Option 9.1: Faster Casting from Items ............................ No
Option 9.2: Instant Casting from Items ........................... Yes
Option 10.1: Known Spells Give ESF Bonus ......................... No
Option 10.2: Spell Mastery Ranks Give ESF Bonus .................. Yes
Option 10.3: ESF Penalty For Casting Spells Not Normally Learned . n/a
Option 10.4: ESF For Overcasting Spells .......................... Yes
Option 10.5: ESF For Rushed Spell Casting ........................ No
Option 10.6: ESF For Casting in Armor ............................ Yes
Option 10.7: ESF For Casting in a Helm ........................... Yes
Option 10.8: ESF For Casting While Carrying Prohibited Amounts of Equipment . Yes
Option 10.9: ESF For Exceeding Weight Limits on Transport Spells . Yes
Option 10.10: ESF For Casting With No Free Hand .................. Yes
Option 11: Illusion As An Art .................................... Yes
Option 12: Controlled Subconscious ............................... No
(GM Choice)
Option 13.1: Charge Depletion Roll ............................... Yes
Option 13.2: Limits On Magical Rings ............................. No
Option 13.3: Imbedded Spell Casting Time ......................... n/a
Option 14.1: Limiting Alchemy .................................... No
Option 14.2: Creation Of Items By Non Spell ...................... Yes
Character Law Option 15: Channeling Burnout When Using Spell Law . Yes
(as above)
Character Law Option 16: Power Point Development (SP) .............No
Option 15.1: Spell Mastery And Similar Spells .................... Yes
(The same skill would apply to Fly I, Fly II,… Fly True. No increase in cost)
Option 15.2: Spell Mastery And Lists ............................. No
Option 16: Limiting Spell Combinations By Spell Class ............ No


House Rules
The only additional skills used are Two Weapon Combo and Vocational Skill. Two Wapon Combo is as per Rolemaster Companion Two. (e.g. the cost is the sum of the two weapon costs, a successful roll negates the -20 off hand penalty when fighting a single foe or allows you to fight two foes with the off hand at -20.) If you parry using two weapon combo the amount of OB sacrificed is a percentage of your OB and that percentage is lost from both OBs but the DB gain is only the sacrificed OB from the higher of the two OBs.

E.g. If you have an OB of 42 with your broadsword and 32 with your off hand dagger and you parry with 50% of your OB you would attack with 21 OB with the sword and 16 OB with the dagger but gain 21 DB from the parry.

Vocational Skill (from RMU) the cost is 2/6 for all professions. Vocational is bought per specialism and it comprises all the minor skills and background knowledge that the character would have so Vocational:Clown would give the character a variety of jokes, a bit of stage makeup, a little bit of tumbling or acrobatics. Vocational:Knight would give you the skills to care for your horse, weapons and armour as well as knowledge of the heraldic symbols for the most important houses and all the other bits and bobs needed to operate as a knight in a feudal system.

Rapid Skill Development
This is borrowed from RMU.
If a skill has a cost, for example, of 2/4 then you can buy as many ranks as you like at a cost of 4* for each rank after the first. So 2DPs for one rank, 6DPs for two ranks, 10DPs for three ranks and so on.
If a skill has just a single cost and you could normally only buy a single rank then the cost for additional ranks is either 20* or the cost of the first rank, which ever is higher as some skills cost as much as 25 for a single rank.

You CANNOT use rapid skill development to bring a skill up to more than twice your level in skill ranks. So if you were 3rd level and you had bought a two ranks in a skill at ever level (apprentice, 1st, 2nd & 3rd) you could have up to eight ranks in that skill. You could not buy any addition ranks using rapid development. If you had only bought one rank per level for a total of four ranks then you could only buy two additional ranks. If you were to learn an entirely new skill then you could buy 6 ranks.

This means that someone who has spent years developing a skill right from their apprenticeship and then kept up that skill and their learning will always be better than someone who does a 'crash course' in the same skill.

This message was last edited by the GM at 09:14, Mon 22 June 2015.