- When targetting multiple actors, only the first roll is applied against all targetted actors.
- Players with an effect of "Stun" or "Calmed" are automatically blocked from attacking.
- When an effect of "MustParry" the parry of an Actor weilding a melee weapon is automatically set to the max of the equipped weapon. With an effect of "Stun" the parry is automatically set to half the OB. Both of these parry values are reset back to 0 when these effects expire.
- The "Spells" tab now has a drop down list to select the actual spell being cast. The player (or NPC) can choose the number of rounds of prep, ESF and prep/class bonuses are calculated automatically. PP are also automatically deducted after the roll is made and effects automatically applied after a failed RR. The effect name must appear in curl braces {} in the spell description.
- If a target fails their RR then the effect of the spell (for example, Stun or Sleeping) is automatically added with the appopriate duration calculated based on the Attacking actor's level or by how much the spell failed depending on the effect. If a target is of the same faction as the caster, then "friendly" spells can be cast on the actors (for example, bless, prayer, blur etc) and the effect is added automatically with the appropriate duration and no RR is required.
- Resistances have been extended to include elements like Heat, Cold, Electricity, Water and Light. Any attacks that have a element keyword (for example, "fire" or "heat" or "flame" for Heat, "cold" or "ice" for Cold etc) will use these to effect the RR and attacks. For effects, I have included the ability to add specific element RRs, like RR_Heat, RR_Cold etc.
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Some rule changes based on using extensions like "XPExtension" and "FG-ClockAdjuster-main.ext"
- The clock adjuster, when adding time will automatically adjust the durations of effects on the Combat Tracker.
- XP is automatically added to the XP tab except for manuevers and Kill Points.
Some mods I made based on my own house rules
- Frenzy consumes triple the exhaustion points.
- Instead of rolling for breakage after each attack, armor and weapons have damage points much like concussion hits. These are tracked in the "Strength" field in the item. Typically for a weapon, the existing strength is multiplied by 10 and for armor the AT is multiple by 100. This is how many points a weapon or amor can sustain before breaking. For every PC attack, the concussion damage (not crit damage) is applied both to the attackers weapon or the defenders armor. This is recorded in the "Break Factor" field in the item. When this number reaches the Strength value, the item is broken and will not function until repaired. Certain modifiers like high quality (non magic bonuses) or magic will increase the Strength dramatically.
- Wound penalties do not effect non maneuver skill rolls, for example lore skills, perception rolls etc.
- Encumbrance penalties are applied to initiative and combat rolls.
- Players have Starvation and Dehydration points which are automatically deducted as time passes (using the FG-ClockAdjuster extension). When they hit their max Starvation or Dehydration points they start to Starve/die of thirst. Starving players begin to lose weight and eventually the Starvation Critical table from Rolemaster Companion V is used. When players eat food or drink water (using a button on the main tab) they points are restored.