Actions

Adrenal Maneuvers

  • There is no official limit on the number of consecutive rounds an adrenal manuever may be performed. [11/16/99]

Armor

  • Armor types do not include helms. [1/6/00]
  • Which armor types have arm and leg greaves is specified in the armor type description. [1/6/00]

Attacks

  • A martial artist may only make two attacks in one phase if they are using a style that specifies that ability. [11/9/99]
  • Having a high number of ranks in your weapon skill does not give you multiple attacks each turn. [11/9/99]

Cancelled Actions

  • If the cancelled actions are less than 60% activity, you can move 10% as a deliberate action. If they are 60% or more, you can (as a deliberate action) move 50%, melee at -40, or manuever at -40. You may not cancelan action if that action's parry has already been used. [R, 10/29/99]

Casting Spells

  • Spells cast from items always take one round to cast, regardless of the level of the item's user. [2, R, 10/18/99]
  • Spells cast from items count against the one spell per turn limit. [11/17/99]
  • You must use your own directed spell bonus when using an item to cast a spell. [11/17/99]
  • You don't need powerpoints for each realm. If a chanelling spell-user casts a mentalism spell, he still uses his chanelling power points. [11/9/99]
  • If you are casting a spell of a realm different from yours, the spell retains it's realm (for RRs and such), but you have to meet the casting requirements for your realm (armor, equipment, and such). [3, 11/10/99] Non-spell casters cast based on the realm they chose when they started learning spells. [1/8/00]
  • A hybrid spell user treats both of the realms as "own realm" for development point costs. [11/10/99]
  • Instantaneous spells go off in whatever phase you declared them in, not necessarily the snap action phase. [11/17/99]
  • A hybrid's base spells can be dispelled by spells affecting either realm. [R, 12/10/99]
  • A hybrid's PP progression is the lower of the two for his realms. [R, 1/8/00]
  • A hybrid's realm stat is the average of the two realm stats for his two realms [R, 1/8/00]
  • Hybrid's get the own realm bonus to RRs against both of their realms. [1/13/00]
  • Arcanists only get the own realm bonus to RRs against Arcane. [1/13/00]
  • Hybrids get the own realm bonus against hybrid base spells that share one of their realms. [1/15/00]
  • Penalties for armor, equipment, and such apply to subconcious spells. Penalties for not speaking, waving hands, and such do not apply. [X, 12/17/99]
  • Subconcious spells will be prepared enough rounds to cast the spell automatically. [12/18/99]
  • When rolling on the spell failure chart, only apply the negative mods from the SCSM, not the positive ones. [1/3/00] This means check each individual mod for positive/negative, not the total modification. [1/4/00]
  • You do get the +10 for casting a spell in the deliberate action phase. This really only affects SCSMs. [1/11/00]

Defensive Bonus

  • You can have a negative DB, even though your Qu bonus cannot be brought below 0 by armor penalties. [11/8/99]
  • A shield applies to only one opponent per round. [R, 1/11/00]

Deliberate Actions

  • Any action requiring a maneuver or attack roll gets +10 to that roll if done during the deliberate phase. [1/12/00]

Difficulties

  • Certain maneuvers can be deemed impossible by the GM. [R, 12/8/99]

Initiative

  • The initiative roll only gets the Qu bonus, not tripple the Qu bonus. [R, 10/6/99]
  • Rolling 2d10 + SD for mental initiative is an optional rule. [R, 11/16/99]
  • If you are using the optional rule for mental initiative, and want to perform both mental and physical actions in the same turn, make one die roll and add the different stats to determine the different initiatives. [11/17/99]

Offensive Bonus

  • The bonuses for bows and arrows are averaged for determining offensive bonus. [R, X, 10/20/99]
  • Magical bonuses are not cumulative with non-magical bonuses. [10/22/99] The Armsmaster personal weapon is an explicity exception to this ruling [R, 10/24/99]

Parry

  • If you make multiple attacks in a turn, with different ammounts of parry, the parry you have declared for a particular phase applies to any incoming attacks during that phase. [10/29/99]
  • Modifications to attacks are applied to the OB, and thus affect how much you can parry. [R, 11/2/99]
  • A character with a 0 or negative OB may not parry. [11/2/99]
  • When making a subdual or similar attack, your OB is limited to the subdual skill (or whichever skill is appropriate to the attack). You may not use the rest of your normal weapon OB to parry with. [11/12/99]

Percentage Activity

  • You may not attack with less than the minimum activity percentage listed on T-3.2 [R, 10/12/99]
  • Even if you have more than 100% activity in a round, you are still limited to one action per phase. [2, R, 10/31/99]
  • Percentage activity not used for the allowed three actions may only be used for movement at the end of the deliberate action phase. It may not be used to attack or parry. [R, 10/29/99]

Preparation

  • You may not prepare two different skills in the same round. [X, 11/16/99]
  • Preparation for adrenal moves should be done as a deliberate action in the round before the use of the skill. [2, 10/15/99]
  • Preparation is only interrupted by down, stun, or kill results. [R, 11/8/99]

Resistance Rolls

  • RRs against items are done against the level of the item, not the level of the item's user. [R, 10/18/99]

Rules

  • The GM can change the rules. [R, 12/8/99]

Weapon Breakage

  • Achieving a critical does not allow you to ignore a weapon breakage roll. [12/8/99]
  • Rolls on the critical tables will not cause weapon breakage, only rolls on the attack tables. [12/8/99]
  • If a critical says "your weapon breaks," you can't make a weapon breakage roll to try and avoid it. The weapon just breaks. [12/9/99]

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Last Modified 11/28/99

 

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Created 11/8/99

 

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