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Initiative modified by Weapon Speed Modifiers

One of the unique features of RM combat is the pairing of weapons vs armour types where some weapons are superior over others against certain armours and vice versa. Currently the initiative mechanic is 2d10 + QU bonus, I believe, and the type of weapon being wielded doesn't play a factor. The Arms Companion gives a pretty extensive list of Weapon Speed Modifiers (pg. 48) that would make initiative more fun and realistic; i.e. a combatant wielding a two-handed hammer should be at a bit of a disadvantage over an opponent wielding a quicker weapon like a rapier, for example. The modifiers in the table are quite large and it might make more sense to divide them by 10 or use d100 for initiative rolls, but I'm wondering if they could be implemented at the inventory level. Probably a setting in "Options" could toggle "use Weapon Speed Modifiers" to *on* or *off*

Darkforger , 19.08.2023, 16:04
Idea status: under consideration

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