View unanswered posts | View active topics It is currently Thu Jun 12, 2025 4:02 pm



Post new topic Reply to topic  [ 677 posts ]  Go to page Previous  1 ... 30, 31, 32, 33, 34, 35, 36 ... 68  Next
 Middle-Earth (MERP) RPG (1-3 Openings) 
Author Message
User avatar

Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
You can download OpenRPG here: http://www.rpgobjects.com/index.php?c=orpg&m=getorpg

You can also get Skype here: http://www.skype.com/intl/en-us/get-skype/on-your-computer/windows/premium


Fri Mar 04, 2011 1:40 am
Profile

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
daddystabz wrote:
This is a houserule that was suggested to me on a forum and I have added my own take onto it a tad. It borrows a bit from the FATE system.

Every PC starts a game session with 3 Fate Points.

A Fate Point may be spent to:
- Add a +50 bonus to a Maneuver or Attack roll if declared before the dice are rolled
- Add a +25 bonus to a Maneuver or Attack roll if declared after the dice are rolled
- Add +25 to DB against one attack
- Save you from an instant death crit table result, instead placing you in a coma for 1d10 hours

Fate Points may not be spent on Resistance Rolls.
No more than 2 FP may be spent on any one roll.
(Note that this heavily favors action and offense over defense. This is intentional as I want to encourage heroic action and attempting wild stunts rather than turtling.)

You gain 1 FP by performing heroic deeds and acting with valor. You can keep doing this until you're up to your full allotment of 3 FP. You may never hold more than 3 Fate Points at a time and they do not carry over from session to session. Each session you begin anew with your allotted 3 Fate Points. When spending Fate Points on a wild maneuver or attack you should describe the cinematic action you perform vividly and with flare. Villain NPCs do NOT have Fate Points, except for important main villain NPCs, at the GM's discretion. So an average orc would never have Fate Points but the Witch King of Angmar likely would.

What do you all think of these 2 rules proposals?


After reviewing this, I'll permit this starting with Sat's game.


Fri Mar 04, 2011 4:27 am
Profile YIM

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: MERP RPG (2-3 openings)
I've got several openings for serious mature roleplayers if anyone is interested. I can provide you a rulebook (pdf) if needed as this game is long out of print.

After fleeing the warg riders with the wounded Dunedain warrior, the party camped at a Ranger outpost for a night and tended his wounds as best they could. They then got reunited with Ashetar and found another Dunedain patrol seeking out the wounded warrior's fate. They joined the patrol and were escorted to a small camp at the base of Amon Sul. The party is being asked to help scout the hills/caves to the north for orcs/wargs from Arathorn IV, the captain of the army encamped at the foot of Amon Sul.

Game Time/Day: Saturday evenings 9 pm-1 am EST.
Session #8
Game Server: Mayhem
Game Room: Middle-Earth Roleplay
Timeline: Fourth Age 1
Game: MERP 2e rules with possible Rolemaster expansion later on.
Level: 2
House Rules: 100 gp to start (ignore 2 gp starting funds), you may pick your background options or roll them randomly. However, if you wish to combine them all into one mighty magic item/heirloom or the like, you must seek approval from me first. You can buy minor magic items with your gold or herbs or the like. See pgs 258-260 MERP 2e.

Also no Orcs/Trolls/Corsairs/Easterlings/Haradrim/Variags/Black Numenoreans as pc races. Noldor are also going to be rare. Sindar or Silvan elves ok, most other men and dwarves, hobbits are alright. Also you may reroll your attributes if they're all lower then 65 one additional time, keeping the results. Remember that you can replace your lowest stat with a 90 for your prime attribute. Also remember any stat below 20 can be rerolled at any time.

Sheets should be in .doc/.rtf/.txt/,pdf or pc node files preferred, but the .xls file that trollblood offered will work too. Send me your completed sheets to my email at landothearchmagi at comcast.net.

House Rules
Fate system for more cinematic play (limited to 3 pts each session per rules on thread)
Roleplay encouraged. Please be sure to state your actions clearly.


NPCS (who hired the pcs) (brother/sister)
Grithnir - Dunedain Warrior
Morwen - Dunedain Animist

PARTY
daddystabz-Dunedain Ranger
debo11-Ashetar Noldor Elven Mage
Maltar - Dunedain Scout (played by Kyanna)
Opening: Animist
Opening: Mage
Opening: Any class


Fri Mar 04, 2011 4:29 am
Profile YIM
User avatar

Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Thanks, Lando. I appreciate it. Hopefully it will be a fun tweak. I have a guy that has been writing me about the game from D20 Radio. I gave him all the info and linked him here, as well as provided him with rulebook. Hopefully he will join soon.


Fri Mar 04, 2011 7:33 am
Profile

Joined: Thu Dec 10, 2009 3:49 pm
Posts: 119
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Nice, I won't get one shotted again.


Fri Mar 04, 2011 12:23 pm
Profile

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
debo11 wrote:
Nice, I won't get one shotted again.


Yea, the Fate system should help and gives the pcs another option which I'm fine with. It's possible to die horribly in Rolemaster/MERP though, so keep in mind wounds/bleeding and other injuries. Just think of all the wounds Theoden sustained at the hands of the Witch King.


Fri Mar 04, 2011 1:31 pm
Profile YIM

Joined: Thu Dec 10, 2009 3:49 pm
Posts: 119
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Wounds? that poor guy got dang near eaten, shaken, thrown, crushed, and flattened all a very short time. lol


Fri Mar 04, 2011 2:21 pm
Profile
User avatar

Joined: Tue Feb 16, 2010 1:59 am
Posts: 551
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
éowyn > Witch King


Fri Mar 04, 2011 2:51 pm
Profile

Joined: Sun Mar 06, 2011 12:23 am
Posts: 1
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
Hi all.

By way of intro, I am new here. I have played around with OpenRPG in the past but never had anyone to use it with. I played MERP a long time ago, and I am a bit rusty, but I still have tons of books and supplements.

daddystabz invited me over and I'd like to sit in and maybe join up.

I have read over some of the thread, sounds cool. Just a couple racial questions. Are the banned races simply because they mostly helped Sauron? My intial concept and the character I used to play was a Easterling archer. . and thief. Nothing to do with Sauron, and more of a chaotic good type. Except for the thieving. If this isn't a problem then I have a character pretty much ready to go. Just have to reroll the stats in game and re-arrange things accordingly. The next question would be as to the name... his name was Subotai...if that takes away anything from the feel of the game... no prob.

If this doesn't work.. well I'll come up with something new.

Thanks


Sun Mar 06, 2011 12:47 am
Profile

Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: Middle-Earth (MERP) RPG (2-3 openings)
I'm not feeling so great, so we'll start probably at 9:30 or so to see if my meds help with my headache. If not I will be postponing tonight's game.


Sun Mar 06, 2011 1:14 am
Profile YIM
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 677 posts ]  Go to page Previous  1 ... 30, 31, 32, 33, 34, 35, 36 ... 68  Next


Who is online

Users browsing this forum: No registered users and 23 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.