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.

  • On: An audible tone is generated.

  • Off: No tone is generated on whisper reception.

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.

  • Off: Die rolls happen without the rolls appearing in the pop-up window.

  • On: The pop-up window does appear. Please note that the icons that appear in the window are different between the players and the GM. The icons are:

    • (X) A close button, which closes the window without the die being rolled at all.

    • (F) button: GM only. Allows the GM to perform a ‘Faux’ roll.  It appears as a standard roll, but it always returns a ‘0’ result.  Please note: if the option “Chat: Show GM Rolls” is enabled, then the zero result IS recorded in the players chat window.

    • A dice button: This allows the players and the GM to roll the intercepted dice.

    • d100: This text field allows the participant the ability to enter a roll manually. Please note that when players enter values, the chat window results are appended with the comment  ‘[MANUAL ROLL]’. No such appendage appears for GM’s manual entries.

    • d10: This appears to be an unexpected artifact in Fantasy Grounds classic. It should be ignored.

Turn: Auto-center map

  • On: The map will center itself over the actor selected by the Combat Trackers ‘Next Actor’ button.

  • Off: Next Actor centering will not occur.

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.

  • Off: The name is not added.

  • On: The name is added.

Chat: Show all whispers to GM (*)

Controls whether or not the GM sees every whisper sent by the players.

  • Off: Whispers are not seen.

  • On: Whispers are seen.

Chat: Show GM rolls (*)

Indicates if rolls made by the GM are marked secret, and not shared with the players.

  • Off: Rolls are not automatically shared to players.

  • On: GM rolls are not hidden, and are shown to all players.

Chat: Show roll totals (*)

Controls the display of a total value, comprised of all dice and modifiers

  • On: The total is shown.

  • Off: The calculated total is not shown.

Desktop: Decal Image

Determines which background image, if any, is shown centered in the Fantasy Grounds Tabletop window.

  • RM Bloody

  • RM Silver, RM Gold, RM Classic, Off, SmiteWorks

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.

  • Off: The tab is not shown.

  • On: The tab is shown.

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.

  • Off: The sections are not shown.

  • On: The sections are shown.

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.

  • Off: The dice Tower is not shown.

  • On: The tower is shown on players tabletops.

(*) 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.

  • Group: The initiative of the first NPC of each type added to the Combat Tracker will be rolled randomly. Subsequent NPCs of the same type will then use the same initiative as the first.

  • On: Initiative is rolled for each NPC as they are added to the Combat Tracker.

  • Off: Initiative is not rolled when an NPC is added to the Combat Tracker. This means that the GM must determine it when they start generating Initiative via the Combat Trackers menu option.

Add: NPC numbering (*)

When adding an NPC to the Combat Tracker, this option determines whether a unique number is appended to the NPC name. 

  • Append: The next available number from 1 will be used.

  • Core: Random: A random number will be used.

  • Off: No number is appended.

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”

  • Core: 2d10: Generates values between 2 and 20.

  • d100: Generates a value between 01 and 100.

  • Open Ended: Allows results lower than 0 or greater than 100.

  • High Open Ended: Allows results greater than 100.

  • Low Open Ended: Allows results of lower than 0.

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. 

  • On: A sound is generated.

  • Off: A sound is not generated.

Player: Show turn order (*)

Controls the information shown to players in the Combat Tracker regarding Initiative and turn order of PCs and NPCs.

  • On: The Combat Tracker allows players to see everyone's correct Initiative and turn order.

  • Friendly: Combat Tracker will show the initiative and turn order only of other PCs.

  • Off: The Combat Tracker displays no information regarding Initiative or turn order for any other PC or NPC.

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. 

  • All: Table result effects applied to allies will be visible to the GM and players in the chat window and Combat Tracker.

  • GM Only:  Table result effects applied to allies will be visible to the GM only in the chat window and Combat Tracker.

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. 

  • GM Only:  Table result effects applied to non-allies will be visible to the GM only in the chat window and Combat Tracker.

  • All: Table result effects applied to non-allies will be visible to the GM and players in the chat window and Combat Tracker.

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. 

  • GM Only: Table results applied will send the description to the chat window so only the GM can see.

  • On: Table results applied will send the description to the chat window, stating what effect and to whom.

  • Off: Table results are not shared to the chat window.

Table Resolver: Resolve clears Stack

Controls how the Table Resolver handles accumulated entries.

  • On: Stack entries are automatically deleted when resolved.

  • Off: Stack entries must be manually deleted.

Table Resolver: Table sort order

Changes the way that tabular data is shown by the Table Resolver.

  • Standard: Keeps the sort order as given in the reference material. For example: in the standard rules this defaults to ascending for Arms Law entries, and descending for Character Law and Spell Law.

  • Ascending: All tabular data is sorted High to Low.

  • Descending: All tabular data is sorted Low to High.

Turn: Show effects (*)

Determines whether effects applied to a creature will be displayed in the chat window as part of the turn notification message.

  • Off: They will NOT be shown.

  • On: They are shown.

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.

  • Off: The Combat Tracker will stop at the actors turn as normal.

  • On: The Combat Tracker does not stop at the actor, skipping them as it progresses through the order.

 Specifically, the skipping action is caused by any of the following conditions.

  • The actor has zero or fewer hits.

  • The actor has any of the “Unconscious”, “Dying” or “Dead” Effects applied to them.

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.

  • Off: The Combat Tracker will stop at the NPC's turn as normal.

  • On: If an NPC is currently not visible to the players, then the “Next Actor” button will skip over the NPC so that the players continue to be unaware of the NPC.

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.

  • Off: The ‘Next Actor’ button activates the 1st actor in the list without pause.

  • On: The 1st actor in the list will not be activated until the button is pressed again.

View: Health - Ally

Determines how much information about an allies health is shown on the player's Combat Tracker.

  • Detailed: Shows all Hit points, temporary hit points and wounds for all player characters.

  • Status: Replaces the numbers with a health category description based on the View: Wound Categories setting..

  • Off: Shows no information about player and ally wounds at all on the Combat Tracker.

View: Health – Non-ally

Determines how much information about non-allies is shown on the player's Combat Tracker.

  • Status: Replaces the numbers with a health category description based on the View: Wound Categories setting..

  • Off: Shows no information about NPC wounds on the Combat Tracker.

  • Detailed: Shows all Hit points, temporary hit points and wounds for all NPCs.

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.

  • Status: Four wound types are shown: Healthy, Light Damage, Severe Damage and Unconscious or Dead.

  • Detailed: Six wound types are shown: Healthy, Light Damage, Moderate Damage, Severe Damage, Critical Damage, Unconscious or Dead).

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.

  • 80% of Grid: The token is scaled to 80% of the target grid(s).

  • 100% of Grid: The token is scaled to 100% of the target grid(s)

  • Off: The token is not scaled at all.

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.

  • Standard: Uses small icons on the bottom left of the Token.

  • Small: Uses smaller tokens than Standard, placed in the same location.

  • Large: One single icon which shows all effects when moused over..

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.

  • Off: The token is rotated to indicate facing direction.

  • On: An indicator is rotated on the token to show facing direction. The token itself does not rotate.

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.

  • Icons: Individual icons for each effect appear on the token. Hover icons to see details.

  • Icons Hover: Same as Icons except displayed only with a Hover action on the Token.

  • Mark: A single icon appearing on the token. Hover the mark to see all effect details.

  • Mark Hover: Same as Mark, except displayed only with a Hover action on the Token.

  • Off: No information is displayed.

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.

  • Dot: Displays a small circle icon on the bottom right of the token.

  • Dot Hover: Same as Dot, except it is only shown when the Token is hovered.

  • Off: No Health information is shown on the Token.

  • Bar: Displays a colored vertical bar on the right side of the token.

  • Bar Hover: Same as Bar, except the bar is only shown when the Token is hovered.

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.

  • Icons: Individual icons for each effect appear on the token. Hover icons to see details.

  • Icons Hover: Same as Icons except displayed only with a Hover action on the Token.

  • Mark: A single icon appearing on the token. Hover the mark to see all effect details.

  • Mark Hover: Same as Mark, except displayed only with a Hover action on the Token.

  • Off: No information is displayed.

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.

  • Dot: Displays a small circle icon on the bottom right of the token.

  • Dot Hover: Same as Dot, except it is only shown when the Token is hovered.

  • Off: No Health information is shown on the Token.

  • Bar: Displays a colored vertical bar on the right side of the token.

  • Bar Hover: Same as Bar, except the bar is only shown when the Token is hovered.

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.

  • Icons: Individual icons for each effect appear on the token. Hover icons to see details.

  • Icons Hover: Same as Icons except displayed only with a Hover action on the Token.

  • Mark: A single icon appearing on the token. Hover the mark to see all effect details.

  • Mark Hover: Same as Mark, except displayed only with a Hover action on the Token.

  • Off: No information is displayed.

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.

  • Dot: Displays a small circle icon on the bottom right of the token.

  • Dot Hover: Same as Dot, except it is only shown when the Token is hovered.

  • Off: No Health information is shown on the Token.

  • Bar: Displays a colored vertical bar on the right side of the token.

  • Bar Hover: Same as Bar, except the bar is only shown when the Token is hovered.

Show name (*)

On the map, this controls how names appear on Combat tracker linked tokens.

  • Tooltip: The name will appear in a standard tooltip when hovering over a token.

  • Title: The name of each actor on the map appears on the top edge of the token.

  • Title Hover: A name title bar will only appear when hovering over a token.

  • Off: No name is shown.

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.

  • On: The value is automatically calculated and placed.

  • Off: The value needs to be manually calculated and placed.

Auto Calculate: Max Hits

Determines if the Hits for the character are pre-filled using the “Body Development” skill.

  • On: Hits are automatically calculated and placed..

  • Off: Hits need to be manually calculated and placed.

Auto Calculate: Max Power Points

Determines if the Power Point value is automatically handled.

  • On: The value is derived and placed according to Level or another Optional rule.

  • Off: The value is neither determined, nor placed.

Exhaustion: Automatically track

Determines tracking of PC Exhaustion.

  • Off: No tracking of Exhaustion is performed.

  • On: Automatically track PC’s Exhaustion based on their actions in the Combat Tracker.

Exhaustion: Multiply based on damage

Determines the application of Exhaustion multipliers.

  • Off

  • On: Applied Exhaustion is doubled (2x) if the PC is 25% or more wounded, and quadrupled (4x) if they are over 50% wounded.

Exhaustion: Penalty

Sets the type of Exhaustion Penalty.

  • Core: A penalty is -100 when Exhaustion is used up.

  • Gradual: As Exhaustion is used up, the penalty progresses to -100.

  • None: No Exhaustion penalty is used or or applied.

Stat Generation: Always use minimum

Determines where the “Minimum acceptable roll” is applied.

  • Off: It is only applied on temporary stat rolls.

  • On: It is applied to both temporary and potential stat rolls.

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.

  • 20

  • <every 10, so 30, 40, 50…)

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.

  • 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 #11.1: 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, 80, 90, 100

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.

  • 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.

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

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.