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House Rules
Combat

Every Campaign has its own version of initiative.  Ours is definitely self generated.  We use a segment system- not second by second, but definitely not what's defined in any Rolemaster book.  Each action is assigned a point cost based on a 6 second/40 point round.  The chart is available via email.  The combat begins by someone declaring initiative- i.e., someone is attacking someone else.  Initiative is determined by 5d10 plus the average of IN and QU bonuses plus level.  The players nearly always "zero" to the GM's initiative-  the PC's are reacting to a threat.  It is possible to react faster than the threat.  This is reflected by a "negative" initiative.  For example:

GM initiative:   36
PC initiative:  - 50
                  = -14
The PC can begin declaring action in the "neg tens."  Say this PC wants to cast a Class II spell, which takes 50 points.  The spell will actually go off at 36.  Let's say, though, that the PC's initiative was a 30 (bad dice, no cookie).  Then the PC wouldn't be able to declare any action until the "twenties" segment.  Assuming the PC still wants to cast a Class II spell, that spell would go off in the 70's.

Confusing?  Maybe.  There's all kinds of supplemental rules- like instantaneous spells go off right away, but there's a "recovery" time of 10 points (one segment) plus half the level of the spell.  During recovery, no other magic may be used, including items.

Sniping/Called Shots

I have never been happy with the rules presented for targeting a specific area of the body.  Most of them were very numbers intensive and just seemed like too much mental energy and game time to bother with.  Besides, as a one-time fencer, I know that even a novice has a chance at putting the point where you want it to go.  Hence, our called-shot rule:

For every level you have developed in a specific weapon (not category), there is a 5% chance you can put it where you want it.  Yes, this translates into a 100% chance at 20th level.  However- the skill of your opponent can change your chances.  Simply subtract the skill level of your opponent from your own, and what's left is your % chance:

PC skill level:  15
NPC skill level:   5
% chance of calling the shot: 15-5= 10
                                                  x.05
                                                       50%

The PC must declare a called shot at the beginning of the attack.  The attack is rolled normally.  The attack must hit and score a critical.  Then the % chance is rolled.  If the % chance is successful, then the PC may adjust the critical up or down 2 points for every skill rank in the weapon, like ambush.  If the called shot fails, the attack has failed and the PC missed entirely.








More to come!