Rolemaster Classic - Campaign Options
Client
Client | |
Option | Description of action |
Chat: Ring on Whisper | Controls whether the recipient of a Whisper hears a sound when one is received. What generated sound is created is determined by the underlying computer’s settings.
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Dice: Manual Entry | Controls whether or not die rolls are intercepted before the results are posted to the chat window. Accessible by both the GM and players, the functions available are determined by the user.
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Turn: Auto-center map |
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Note: Default Option values are listed first and bolded. Additional options are shown in order of selection choice. Note: (*) Indicates a CoreRPG option. |
Game
Game | |
Option | Description of action |
Chat: Set GM voice to active CT (*) | Sets whether or not the name of an active NPC (in the Combat Tracker) is used in the chat window.
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Chat: Show all whispers to GM (*) | Controls whether or not the GM sees every whisper sent by the players.
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Chat: Show GM rolls (*) | Indicates if rolls made by the GM are marked secret, and not shared with the players.
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Chat: Show roll totals (*) | Controls the display of a total value, comprised of all dice and modifiers
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Desktop: Decal Image | Determines which background image, if any, is shown centered in the Fantasy Grounds Tabletop window.
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Party: Show characters to clients | This affects the Party sheet, and whether or not the ‘Main’ tab is shown on that sheet. This sheet shows PC stats, such as health, attributes and some skills.
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Party: Show inventory to clients (*) | This affects the Party sheet’s Inventory tab. Specifically, this determines the availability of two additional sections (lists) on that tab; ‘Party Coins’ and ‘Party Inventory’. These lists detail each PC’s money and Inventory.
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Table: Dice Tower (*) | Controls the visibility of a dice tower on players and the GM(*) tabletop. This tool provides the player a way to ensure their dice results are only seen by the GM (not even the player sees the results). This tool is used by dragging the dice over the tower icon and releasing them. A chat window notification is provided to both Players and GM with a dice tower icon appearing next to the roll information. However, whereas players only see the type of roll, the GM sees both the type and the results.
(*) If the option “Show GM Rolls” is also set to ”On”) |
Note: Default Option values are listed first and bolded. Additional options are shown in order of selection choice. Note: (*) Indicates a CoreRPG option. |
Combat
Combat | |
Option | Description of action |
Add: Auto NPC initiative | Determines how NPC Initiative is determined when NPCs are added to the Combat Tracker.
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Add: NPC numbering (*) | When adding an NPC to the Combat Tracker, this option determines whether a unique number is appended to the NPC name.
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Initiative: Dice used for Initiative | Selects the die rolling method used to generate the random element of the Initiative value. For more information on the exact definitions of various die rolls, and how to manage them, please refer to the Character Law Reference, section 1.6: ”Percentile (“1-100”) Rolls”
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Player: Ring bell on turn (*) | Generates a sound on a user controlled player's client when their PC is activated in the Combat Tracker. The specific sound generated is determined by the underlying computer’s settings.
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Player: Show turn order (*) | Controls the information shown to players in the Combat Tracker regarding Initiative and turn order of PCs and NPCs.
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RM Table Results: Effect Visibility - Ally | Controls whether or not table result effects for allies are visible in the chat window and in the Combat Tracker. This includes all table results including, damage, criticals and fumbles.
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RM Table Results: Effect Visibility - Non-ally | Controls whether or not table result effects for non-allies are visible in the chat window and in the Combat Tracker. This includes all table results including, damage, criticals and fumbles.
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RM Table Results: Send description to chat | Controls whether or not table results will send the description to the chat window when it is applied to combatants in the Combat Tracker. This includes all table results including, damage, criticals and fumbles.
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Table Resolver: Resolve clears Stack | Controls how the Table Resolver handles accumulated entries.
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Table Resolver: Table sort order | Changes the way that tabular data is shown by the Table Resolver.
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Turn: Show effects (*) | Determines whether effects applied to a creature will be displayed in the chat window as part of the turn notification message.
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Turn: Skip dead or unconscious actor | Alters the behavior of the “Next Actor” button (located on the Combat Tracker) in situations where an actor has zero or less hits, or where certain Effects have been applied.
Specifically, the skipping action is caused by any of the following conditions.
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Turn: Skip hidden actor (*) | Modifies the behavior of the “Next Actor” button on the Combat Tracker, specifically in regards to NPC’s that the GM has not yet made visible to the party.
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Turn: Stop at round start (*) | Modifies the Combat Tracker’s ‘Next Actor’ button behavior, specifically when it is used to advance past the end of the Combat Trackers list of actors.
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View: Health - Ally | Determines how much information about an allies health is shown on the player's Combat Tracker.
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View: Health – Non-ally | Determines how much information about non-allies is shown on the player's Combat Tracker.
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View: Wound Categories | When general health status is displayed in the player Combat Tracker, this option determines the level of information shown about the wound.
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Note: Default Option values are listed first and bolded. Additional options are shown in order of selection choice. Note: (*) Indicates a CoreRPG option. |
Token
Token | |
Option | Description of action |
Auto-scale to grid(*) | Determines the behavior of token scaling (against a 1 grid square), when the token is dragged from the Combat Tracker. Note: if the size of the actor is larger than normal, then multiple grid squares might be used.
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Effect Icon Size | Determines the size of the icons used to indicate various effects which affect that actor. The name of the effects can be found by mousing over the icons.
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Facing indicator (*) | Determines token behavior when it is rotated. When turned on, tokens displayed on the map will show a facing indicator. This allows the token to stay in a fixed vertical position, and facing direction is shown by the indicator.
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GM: Show effects | Controls whether or not effects are shown to the GM via the tokens on the map, and how if enabled. Note: when ‘Hover’ is used, this indicates information only appears when the mouse pointer is moved over the Token and/or the icons/mark.
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GM: show health | Controls whether or not health information is shown to the GM via the tokens on the map, and how if enabled. Note: when ‘Hover’ is used, this indicates that the information only appears when the mouse pointer is moved over the Token and/or the icons/mark. Health uses a graduated color to indicate degrees of health, and is governed by other Options.
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Player: Show Ally effects | Controls whether or not effects applied to allies are shown to players via the tokens on the map, and if enabled how. Note: when ‘Hover’ is used, this indicates information only appears when the mouse pointer is moved over the Token and/or the icons/mark.
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Player: Show Ally Health | Controls whether or not health information about allies is shown to the players via the tokens on the map, and how if enabled. Note: when ‘Hover’ is used, this indicates that the information only appears when the mouse pointer is moved over the Token and/or the icons/mark. Health uses a graduated color to indicate degrees of health, and is governed by other Options.
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Player: Show Enemy effects | Controls whether or not effects applied to enemies are shown to players via the tokens on the map, and how if enabled. Note: when ‘Hover’ is used, this indicates information only appears when the mouse pointer is moved over the Token and/or the icons/mark.
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Player: Show Enemy Health | Controls whether or not health information about enemies is shown to the players via the tokens on the map, and how if enabled. Note: when ‘Hover’ is used, this indicates that the information only appears when the mouse pointer is moved over the Token and/or the icons/mark. Health uses a graduated color to indicate degrees of health, and is governed by other Options.
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Show name (*) | On the map, this controls how names appear on Combat tracker linked tokens.
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Note: Default Option values are listed first and bolded. Additional options are shown in order of selection choice. Note: (*) Indicates a CoreRPG option. |
Character
Character | |
Option | Description of action |
Auto Calculate: Adrenal Defense | Whether or not the Defensive Bonus (DB) for the skill “Adrenal Defense” value is filled.
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Auto Calculate: Max Hits | Determines if the Hits for the character are pre-filled using the “Body Development” skill.
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Auto Calculate: Max Power Points | Determines if the Power Point value is automatically handled.
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Exhaustion: Automatically track | Determines tracking of PC Exhaustion.
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Exhaustion: Multiply based on damage | Determines the application of Exhaustion multipliers.
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Exhaustion: Penalty | Sets the type of Exhaustion Penalty.
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Stat Generation: Always use minimum | Determines where the “Minimum acceptable roll” is applied.
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Stat Generation: Minimum acceptable roll | Sets the minimum roll that will be acceptable during Stat generation. If the roll falls below that minimum, then is rerolled until it returns a value higher than the minimum.
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Note: Default Option values are listed first and bolded. Additional options are shown in order of selection choice. Note: (*) Indicates a CoreRPG option. |
Optional
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.
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ChL #01: Bonus based PPs | Controls how Power Points (PP) are calculated by indicating the type of stat bonus used.
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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”
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ChL #11.1: DP based on Stat Bonus | Uses the stat bonus instead of the Temp stat to determine development points for the stat.
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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.
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ChL #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.
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ChL #16: PP Development | Provides a way for PP’s to be calculated differently.
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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”
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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”.
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SL #04 Base Power Points | Used to allow an alternative way of determining power points.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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4.4 Stat Bonuses: Stat Bonus | Controls how the stat bonuses are determined.
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4.4 Stat Bonuses: Development Points | Controls how the development points are determined.
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4.4 Stat Bonuses: Power Points | Controls how the power points are determined.
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4.8 Very High Stats: Stat Bonus | Controls how very high stat bonuses are handled.
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4.8 Very High Stats: Development Points | Controls how very high development points are handled.
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4.8 Very High Stats: Power Points | Controls how very high power points are handled.
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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.
Adding a new language can be accomplished in a couple of ways:
Right click in the window, and select “Add New” from the radial popup window.
List editor button (forward slash) - This button allows the player to add a new item to the list by clicking the green ‘+” plus symbol.
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.
Clicking the 'Currencies' button will bring up a dialog enabling currencies used in the campaign to be edited
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.