HOME DOWNLOADS

*
Welcome, Guest. Please login or register.
Did you miss your activation email?
June 24, 2019, 05:54:58 PM

Login with username, password and session length

Members
Stats
  • Total Posts: 348425
  • Total Topics: 7439
  • Online Today: 16
  • Online Ever: 348
  • (February 22, 2011, 07:24:31 AM)
Users Online
Users: 0
Guests: 14
Total: 14

Dice Roller

Type of Dice Number of Dice

2

4

6

8

10

12

20

100

1

2

3

4

5

6

8

10

Author Topic: The Tale of the Fifth Overseer: Rules and Rulings  (Read 2860 times)

0 Members and 1 Guest are viewing this topic.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #20 on: October 22, 2014, 02:16:59 PM »
But wait!  There's even more!
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #21 on: October 30, 2014, 12:01:18 PM »
Perception rolls:

MERP defines perception as a Static Maneuver, resolved on the table of the same name and counting as an action within the round:

...if a character states that he is watching or examining an area or place, the GM should make a static maneuver roll...

Thus an active perception roll counts as a character's action for the round.  However, the GM may at any time ask for a perception roll when a character is NOT actively searching or examining; the GM-prompted perception check does NOT count as the player's action for the round.

Since every action must be declared before any rolls are made to resolve the actions in a given round, it is important to refrain from making a perception roll -- or indeed, any roll -- before the GM asks for it.  While an action is still unrolled and unresolved, the player still has the option of canceling action and reserving some limited activity in the same round.

Don't jump the gun on rolls.
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #22 on: November 07, 2014, 12:58:48 PM »
Ordering Actions of the Same Type:
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #23 on: November 10, 2014, 01:20:21 PM »
Calculating your Movement rate -- walking, running, or shifting gear.
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #24 on: December 18, 2014, 04:01:59 PM »
The MERP rulebook seems to have no specific rules defining facing or penalties for changing facing.  If someone is aware of a rule that I've overlooked, please feel free to post it with a section reference in the Rules Lawyering thread.

My general viewpoint is that conspicuous omissions in the MERP rules are deliberate more often than not.  We ran into a similar situation recently where the question was posed as to whether or not there was a penalty for firing into a melee; absent specific rules or a reference in the Rules Lawyering thread, I decided that it must have been intended that no such penalty be applied to an archer firing into a melee.

This same principle leads me to the ruling that there is NO PENALTY for changing facing, even if turning around 180 degrees.

Since MERP evidently does not define which squares are and aren't flank, forward, or rear, I'll define them here as they would appear on a layout with squares rather than hexes:


Left Front     Center Front     Right Front


Left Flank      *Character*     Right Flank


Left Rear      Center Rear      Right Rear



No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #25 on: February 05, 2015, 02:07:39 PM »
A rules correction from Tancred; a parting gift, as it were, and useful information:

Just a couple of points that you may have missed regarding Movement Maneouvers:
MM bonus is added to the base movement rate of 50' - see example in 6.4.
When rolling a fumble for a MM you apply the difficulty modifier found at the bottom of the table FT4

Also as another note to consider - the bottom of the MM table also has modifiers that aer applicable to the current combat: -30 due to one limb out which would have an effect on the attack of bs4 although due to the oe roll would not have changed the result except to maybe shift it to a D crit.
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #26 on: February 20, 2015, 04:34:20 PM »
Because all characters will soon be spending the 5 development points they've earned, I've reviewed the rules and limitations on spending those points, so that you can be ready with your choices when they come into effect.

You'll note that these points are supposed to fall into 'categories', but in this case, there are no specific categories for these points.  Thus you won't have to use the "transferring points" rule in this case.  Even secondary skills may be learned.  Just not spells.

However, you will have to heed the "more than one point per skill" technic -- Putting three points in a single weapon skill, for example, would yield only two ranks learned.  And by strict interpretation of these rules, you could not raise a single skill 3 ranks for all 5 points.

Do you specialize, or do you spread them out for the biggest bang for your development buck?  You decide.
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #27 on: February 20, 2015, 04:40:36 PM »
I've posted some primary skill and secondary skill descriptions here, as references to aid in your choices.

No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #28 on: February 20, 2015, 04:41:27 PM »
And more.
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #29 on: February 20, 2015, 04:43:05 PM »
And more.
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #30 on: February 20, 2015, 04:43:31 PM »
And more.
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #31 on: March 05, 2015, 04:59:00 PM »
Encumbrance Technic and Chart:
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #32 on: March 10, 2015, 11:47:54 AM »
Fumbles and Failures table.  Note that Moving and Maneuvering Fumble and Failure rolls are modified according to the difficulty of the original maneuver, while other Fumble and Failure types have similar modifications to the roll for other criteria.  Do try not to Fumble or Fail.
« Last Edit: April 02, 2015, 02:07:58 PM by damilano »
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #33 on: March 26, 2015, 12:09:49 PM »
Ruling:

Inebriation

Strong drink can affect all manner of a character's performance.  For every alcoholic beverage imbibed, a character must make a resistance roll against Poison.  Failure means -5 to all activity for one hour, and results are cumulative.

Each type of alcoholic beverage has a level assigned to it based on its alcohol content.  Common examples follow:

Beverage                                       Level

Beer, ale, wine                                 2
Mead                                                3
Dwarven Ale, Dorwinion Wines        4
Brandy, Beorning Honey Ale            5 
Strong spirits                                   6   
Hobbit Pear Brandy                          7
Golbard's Death Wish Whiskey        9

« Last Edit: April 02, 2015, 01:28:33 PM by damilano »
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #34 on: March 26, 2015, 01:26:01 PM »
Ruling:

Gambling and Cheating

Games of chance where cheating by sleight-of-hand is possible will be resolved as follows:  Each participant will declare at the beginning of the game or the round or hand of the game whether he is gambling, cheating, or throwing the hand.

Throwing the hand requires no roll, unless all participants are throwing the hand, in which case a simple, unmodified d100 will determine the winner.

Gambling requires a d100 roll for each participant, modified by his gambling skill bonus.  The highest total roll is declared the winner of the game or hand.

Cheating requires a d100 roll for the cheater, modified positively by his Trickery skill bonus and negatively by the highest perception skill total among his opponents.  This is resolved on the Static Maneuver table with a difficulty assigned by the GM.  Success means a win for the cheater, whose cheating has gone undetected this hand. 

"Near success" means that the cheater takes the hand, but someone suspects something funny, and future cheating rolls will be modified by -10; these are cumulative, and for each "near success" result, another -10 is applied.

Failure means that the cheating is detected by one or more opponents.

In the event that there is more than one successful cheater, the higher total roll wins.

Different games require different stakes; these may either be specified by the GM or rolled randomly, depending on the situation.
« Last Edit: April 02, 2015, 01:29:11 PM by damilano »
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #35 on: March 26, 2015, 01:42:12 PM »
GM:  And the Company.  Only Falco has any skill at cards.

Rolled 1d100 : 36, total 36
Rolled 1d100 : 60, total 60
Rolled 1d100 : 25, total 25
Rolled 1d100+10 : 1 + 10, total 11
Rolled 1d100 : 99, total 99
Rolled 1d100 : 27, total 27
Rolled 1d100 : 4, total 4
No, the RED is tens.

Offline damilano

  • Moderator
  • Baron
  • *
  • Posts: 1716
Re: The Tale of the Fifth Overseer: Rules and Rulings
« Reply #36 on: March 26, 2015, 01:44:43 PM »
Young Fenwether laughed as he pulled the pot of 40 copper coins across the table towards him.  His father scowled.

"Beginner's luck," he muttered.

"I think you forgot hearts were wild," replied Fenwether.  "Look at that hand!  All clubs and diamonds!"

"Remember what I said about hides and tanning," scolded his father.

GM:  Update:  Funk is down 5 cp.
No, the RED is tens.

 

Ridgway Photography