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Optional Rules

Option

Description of action

AL #14: 'Must Parry' as Stun

Controls if Must Parry effects will be counted as stun for NPCs immune to stun.

  • Off: Must Parry effects will still apply to NPCs immune to stun.

  • On: Must Parry effects will not apply to NPCs immune to stun.

ChL #01: Bonus based PPs

Controls how Power Points (PP) are calculated by indicating the type of stat bonus used. 

  • Off: PP’s are calculated using only the temporary stat associated with the realm, absent additional modifiers.

  • On: PP’s are calculated using the caster's total realm stat bonus which can include additional modifiers such as racial bonuses, injuries and temporary or permanent magical effects.

ChL #07: Alternative Stat Generation Methods

Controls how character stats are generated. Please note that these generation rolls are impacted by the Character options “Stat Generation: Minimum acceptable roll” and “Stat Generation: Always use minimum

  • Core: Random: Temp stats are generated by 10 d100 rolls, ignoring rolls of less than 20 (default). Potential stats are generated by 10 d100 rolls, the value of which is determined by using Table 5-01. The two prime stats are raised to 90/90. Lastly, reordering the stats is allowed. 

  • 7.1 Random Fixed: Temp stats are generated by 10 d100 rolls, and placed into the stats in order of roll, no rearrangement allowed. As usual, rolls under 20 (default) are rerolled, and the two prime stats are raised to 90/90. The associated potential stats are calculated as in Core:Random.

  • 7.2 Three Column: 3 sets of 10 d100 are rolled. From this set of three, the player selects a set to represent their temporary skills, and a set to represent potential stat rolls (on Table 5-1). The third set is not used. The player can then reorder their temp stats as they see fit. As usual, all rolls under 20 (default) are rerolled, and the two prime stats will be raised to 90/90.

ChL #11.31: Additional DP % for Secondary Skills

Used to provide additional secondary skill development points. The additional points are determined by applying this percentage against the total development points and rounded up.  Note that these points can only be spent on secondary skills.

  • 25

  • 30, 40,

    DP based on Stat Bonus

    Uses the stat bonus instead of the Temp stat to determine development points for the stat.

    • Off: Temp stat is used to determine development points.

    • On: Stat bonus is used to determine development points.

    ChL #11.2: Flat Development Points

    Provides a flat development point total instead of a variable total based on stats.  Note that a number is the amount of developments the character will receive.

    • Off: Stats will be used to determine development points.

    • 25, 30, 40, 50, 60, 70, 75, 80, 90, 100, 150, 200, 10, 20

    ChL #16: PP Development

    Provides a way for PP’s to be calculated differently.

    • Off: Character level is used to determine Power Points.

    • On: The ranks in the skill “Power Point Development” are used instead of character level to calculate PP’s.

    Other: Stat for MM Rolls

    The selected stat(s) will be included when using the MM dice on the character sheet or on the Combat Tracker. This type of roll is identified in the Chat window with the prefix of “Generic MM”

    • AG

    • QU: 

    • AG/QU: This is an average of the two stats.

    • None: 

    Other: Stat for Move Rolls

    The selected stat(s) will be included when using the Move dice on the character sheet or on the Combat Tracker. These rolls are identified in the chat window with the prefix: “MM Movement MM”. 

    • AG/QU: This is an average of the two stats.

    • None: 

    • AG:

    • QU: 

    SL #04 Base Power Points

    Used to allow an alternative way of determining power points.

  • Off: Power points are based on level and realm stat as described in the Spell Law Reference, sections 3.4, and table 3.5.

  • On: Characters use a formula with a base of 10 power points, plus modifiers (which are based on realm stat and level). Please refer to the Spell Law Reference, section 3.4 - Option 4: Base Power Points for the exact formula

    #11.3: Additional DP % for Secondary Skills

    Used to provide additional secondary skill development points. The additional points are determined by applying this percentage against the total development points and rounded up.  Note that these points can only be spent on secondary skills.

    • 25

    • 30, 40, 50, 60, 70, 75, 80, 90, 100, 150, 200, 0, 10, 20

    ChL #16: PP Development

    Provides a way for PP’s to be calculated differently.

    • Off: Character level is used to determine Power Points.

    • On: The ranks in the skill “Power Point Development” are used instead of character level to calculate PP’s.

    Other: Stat for MM Rolls

    The selected stat(s) will be included when using the MM dice on the character sheet or on the Combat Tracker. This type of roll is identified in the Chat window with the prefix of “Generic MM”

    • AG

    • QU: 

    • AG/QU: This is an average of the two stats.

    • None: 

    Other: Stat for Move Rolls

    The selected stat(s) will be included when using the Move dice on the character sheet or on the Combat Tracker. These rolls are identified in the chat window with the prefix: “MM Movement MM”. 

    • AG/QU: This is an average of the two stats.

    • None: 

    • AG:

    • QU: 

    SL #04 Base Power Points

    Used to allow an alternative way of determining power points.

    • Off: Power points are based on level and realm stat as described in the Spell Law Reference, sections 3.4, and table 3.5.

    • On: Characters use a formula with a base of 10 power points, plus modifiers (which are based on realm stat and level). Please refer to the Spell Law Reference, section 3.4 - Option 4: Base Power Points for the exact formula.

    Note: Default Option values are listed first and bolded. Additional options are shown in order of selection choice.

    Note: (*) Indicates a CoreRPG option.

    Rolemaster Companion 1 Options

    Rolemaster Companion 1 Options

    Option

    Description of action

    4.22 Elves And Self Discipline: Sneaky Races

    Used with Rolemaster Companion 1 section 4.22 to determine which races have their SD modifier changed from a negative modifier to a positive modifier if the skill options below are turned on.

    • None: No races will have the SD modifier changed.

    • Elves: The SD modifier will be changed for elves.

    • Halflings: The SD modifier will be changed for halflings.

    • Elves/Halflings: The SD modifier will be changed for elves and halflings.

    4.22 Modify SD for Stalk and Hide Skills

    Controls if the Stalk and Hide skills will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for these skills.

    • On: The SD modifier for the sneaky races will be changed for these skills.

    4.22 Modify SD for Adrenal Moves Skills

    Controls if the Adrenal Moves skills will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for these skills.

    • On: The SD modifier for the sneaky races will be changed for these skills.

    4.22 Modify SD for Diving Skill

    Controls if the Diving skill will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for this skill.

    • On: The SD modifier for the sneaky races will be changed for this skill.

    4.22 Modify SD for Fletching Skill

    Controls if the Fletching skill will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for this skill.

    • On: The SD modifier for the sneaky races will be changed for this skill.

    4.22 Modify SD for Meditation Skill

    Controls if the Meditation skill will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for this skill.

    • On: The SD modifier for the sneaky races will be changed for this skill.

    4.22 Modify SD for Signaling Skill

    Controls if the Signaling skill will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for this skill.

    • On: The SD modifier for the sneaky races will be changed for this skill.

    4.22 Modify SD for Skiing Skill

    Controls if the Skiing skill will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for this skill.

    • On: The SD modifier for the sneaky races will be changed for this skill.

    4.22 Modify SD for Tumbling Skill

    Controls if the Tumbling  skill will have the SD modifier changed to positive for the sneaky races option above.

    • Off: The SD modifier won’t be changed for this skill.

    • On: The SD modifier for the sneaky races will be changed for this skill.

    4.4 Stat Bonuses: Stat Bonus

    Controls how the stat bonuses are determined.  

    • Core: Uses the Character Law ‘05-03 Master Stat Table’ for bonuses.

    • Linear: Uses the Rolemaster Companion 1 formula (Stat-50)/2 for bonuses.

    • Smooth: Uses the Rolemaster Companion 1 ‘A Smoothed Stat Bonus Distribution’ table for bonuses.

    4.4 Stat Bonuses: Development Points

    Controls how the development points are determined.  

    • Core: Uses the Character Law ‘05-03 Master Stat Table’ for development points.

    • Linear: Uses the Rolemaster Companion 1 formula Stat/10 for development points.

    • Smooth: Uses the Rolemaster Companion 1 ‘A Smoothed Stat Bonus Distribution’ table for development points.

    4.4 Stat Bonuses: Power Points

    Controls how the power points are determined.  

    • Core: Uses the Character Law ‘05-03 Master Stat Table’ for power points.

    • Linear: Uses the Rolemaster Companion 1 formula (Stat-70)/10 (round down) for power points.

    • Smooth: Uses the Rolemaster Companion 1 ‘A Smoothed Stat Bonus Distribution’ table for power points.

    4.8 Very High Stats: Stat Bonus

    Controls how very high stat bonuses are handled.

    • Core: Uses the Character Law ‘05-03 Master Stat Table’ for very high bonuses.

    • Option 1: Uses Rolemaster Companion 1 ‘Extended Stat Bonuses’ Option 1 for very high bonuses.

    • Option 2: Uses Rolemaster Companion 1 ‘Extended Stat Bonuses’ Option 2 for very high bonuses.

    4.8 Very High Stats: Development Points

    Controls how very high development points are handled.

    • Core: Uses the Character Law ‘05-03 Master Stat Table’ for very high development points.

    • Option 1: Uses Rolemaster Companion 1 ‘Extended Stat Bonuses’ Option 1 for very high development points progressing like power points but starting at 11 instead of 3.

    • Option 2: Uses Rolemaster Companion 1 ‘Extended Stat Bonuses’ Option 2for very high development points progressing like power points but starting at 11 instead of 3.

    4.8 Very High Stats: Power Points

    Controls how very high power points are handled.

    • Core: Uses the Character Law ‘05-03 Master Stat Table’ for very high power points.

    • Option 1: Uses Rolemaster Companion 1 ‘Extended Stat Bonuses’ Option 1 for very high power points..

    • Option 2: Uses Rolemaster Companion 1 ‘Extended Stat Bonuses’ Option 2for very high power points..

    Note: These options are only available if you own Rolemaster Companion 1.

    Note: Default Option values are listed first and bolded. Additional options are shown in order of selection choice.

    Note: (*) Indicates a CoreRPG option.

    Buttons

    Languages

    The campaigns various languages can be viewed by clicking on the 'Languages' button at the bottom of the Options window.

    ...

    The drop down box that appears to the right of the language, allows the user to select a font for the language. Please note that Fonts are handled differently in Fantasy Grounds Classic vs Fantasy Grounds Unity, and you may see issues when moving from one to the other.

    Currencies

    To view the campaign’s available currencies, click the Currencies button at the bottom of the Options window.

    ...

    To edit a currency delete the existing one and type in a new one

    Sidebar

    The Sidebar button functionality is described here: The Sidebar: Changing Play Modes

    Setup

    To view the Campaign Setup window, click the Setup button on the bottom of the Options window.

    Message of the Day

    To set a message of the day that appears when players login, click the Message of the Day button on the bottom of the Options window.