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09:16, 20th May 2024 (GMT+0)

Rules Modifications and Clarifications.

Posted by IncanusFor group 0
Incanus
GM, 4 posts
Tue 13 Jun 2023
at 19:57
  • msg #1

Rules Modifications and Clarifications

I will experiment with having Potential Stats and Stat Gain Rolls as character advance in level.   That means, once your Stats are distributed among the scores a potential stat must be determined.  I am using the Role-Master 2nd edition potentials and stat gain tables, if you don't have them don't worry, just roll a percentile die for each of you stats, tagged to the stats, and tell me via PM.  I will provide the potentials.
Incanus
GM, 8 posts
Wed 14 Jun 2023
at 18:06
  • msg #2

Rules Modifications and Clarifications

It is not always clear how far a character can move in a given combat round; I find MERP to be a bit better organized than RM or SM, but not by much.  This is from the MERP 2nd Ed book:

Movement as an action:

Each character can move 50 feet +MM bonus in feet without making a maneuver roll.  You may shift items around (draw a weapon, stow a weapon, sling a shield, etc.) as you move, but each shift costs 10 feet of movement.  If you want to run you can get up to double your base move with a successful MM roll.
Incanus
GM, 10 posts
Thu 15 Jun 2023
at 21:28
  • msg #3

Rules Modifications and Clarifications

Outfitting is on p. 92 of the 2nd edition MERP book.

You have, in addition to anything you receive via background options, the following:

 - Up to two normal weapons of your choice, for which you must have at least one rank in the skill to use them.

 - One suit of armor (not including greaves or helmet) if your Movement and Maneuver skill total is -10 or higher.

 - Clothes, including cloak and boots, scabbards for weapons, a weapons belt, belt pouches and normal personal effects.  The style will match your culture.

 - Two gold pieces or equivalent, you may spend it as you wish on tables ST-4 (p. 255 same book) or ST-5 (pp. 256-257).
Incanus
GM, 175 posts
Armor (DB), XX/XX hits
Sun 28 Apr 2024
at 13:08
  • msg #4

Rules Modifications and Clarifications

Healing

The healing rules are on p. 75 of the 2nd edition MERP core.  Bandaging will stop bleeding of 3 hits/rnd or less, but if the character does more than simply walking for the next 8 hours the bleeding starts again.  The tourniquet needs to be loosened every 24 rounds for 5 rounds, incurring 3 hits/rnd for those 5 rounds.  The book does not say how long before the bleeding stops entirely.  Bandages can reduce the bleeding by 3/rnd, along with a tourniquet.  I will rule that it will take an hour of combined bandages and using the tourniquet to stop the bleeding entirely, if resting, since everyone regains 1 hit per hour of resting.  An application of Surface Ways will also stop the bleeding.  And Surface Ways will heal immediately 1d10 hits.
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