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Foen

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  • Birthday 07/21/1966

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  1. You're right - it has been a long time (over two decades) since I last played MERP/RM and I got confused when re-reading the rulebook. I take it all back! Stuart
  2. Just for clarity (as I think I failed my Speak Clearly skill last time), MERP has both a difficulty and a modifier. From the rulebook (1993 second edition, table MT-2), the difficulties for Static Maneuvers are: Routine +30 Easy +20 Light +10 Medium 0 Hard -10 Very Hard -20 Extremely Hard -30 Sheer Folly -50 Absurd -70 So a Hard (-5) Static Maneuver has a -15 adjustment (-10 for Hard, -5 for the modifier) to the skill roll. Hard (-10) is actually the same as an unmodified Very Hard roll. I guess they don't just say Very Hard because the underlying Rolemaster system uses separate tables for each difficulty level, and MERP adventures are also written for use with RM. For Moving Maneuvers, the multi-column approach is retained in MERP. All that said, I'd agree with Agentorange and apply situational common sense instead of looking fo a direct conversion, but that is just my 2c. Stuart
  3. Typically in RM-based games the description of a task has both a difficulty (such as Hard) and a modifier (in this case -10), and would be resolved by using the Static or Moving Maneuvers table. Theses tables have a d100 (potentially open ended) roll to resolve them and a column for each difficulty level. That means the modifier (-10) isn't sufficient in isolation. For MERP, however, I think the difficulty level just translates to another modifier and the static maneuvers table (used for picking locks, but not jumping pits) only has one column. That makes static tasks a bit easier to convert. Stuart
  4. I think you have the Ultimate licence, which means your players don't need to buy FG at all: they can install the unlicenced version of the client and connect to your games for free. Foen
  5. Thanks! While it isn't possible to accommodate every permutation of BRP, please let me know if the ruleset is missing anything obvious! Cheers Stuart
  6. Forgot to answer your second question: there isn't a native version for the Mac, but folks run it under Windows emulators and there are posts on the FG site explaining the various levels of success. As a DirectX product, emulation isn't trivial, but I believe it is satisfactory. Stuart
  7. I'm not familiar enough with Stormbringer to give a definitive answer: if it has a different basic mechanic (such as d20 skills instead of d100) then modding will be quite difficult, but if it is like recent BRP then it should be straightforward. In the latter case, you'd need to input skills, spell/power types, possibly the characteristics (APP vs CHA, for example) and the default weapons. Modding the ruleset doesn't include adding new races/monsters, spell descriptions etc: that stuff is standing data which can be entered by the GM/player anyway, and is called 'module' material in FG-speak. Adding modules for standing data is useful (so players and the GM have easy access to it), but is separate from changing the underlying game mechanics. The free user guide explains ruleset modding, and can be downloaded from the FG site, or from here. Hope that helps Stuart
  8. The ruleset licence does not allow you to share it. The first time you connect, the ruleset downloads (which may take a few minutes) but thereafter the connection speed is very good. If you want GMs to share, each needs to have a legal copy of the ruleset.
  9. Only you, as GM, needs a copy of the extension and the ruleset. The players only need a copy of Fantasy Grounds - their machine will download an encrypted version of the ruleset and extension when they connect to you, so they don't need their own copies. The last sentence in the quote above is specifically aimed at folks who might buy the ruleset, change some graphics and edit the ruleset logic to create a RuneQuest ruleset (say), then try to resell/give away that RuneQuest ruleset to other folks. It would be viewed as a derivative of the original IP and would fall foul of copyright law. You are still allowed to modify the ruleset and use it with your group, because you aren't redistributing it. Hope that helps Stuart
  10. Different products (virtual table tops, VTTs, or virtual gaming tables, VGTs) have their pros and cons. Some are free, some have immersive graphics (like MapTools' line-of-sight/fog-of-war), and some are more game-customisable. FG focuses on the latter, with rich character sheets tailored to the game system, combat utilities and (often) access to the full text content of the game system rulebooks. There is a relatively unbiased site, www.fouruglymonsters.com, which caters for multiple VTTs, although it has recently been trimmed down a bit. I built the BRP (and CoC) rulesets for Fantasy Grounds, and think it is a good conversion, but it depends what you are looking for. I'd be delighted to answer any questions. Cheers Stuart
  11. Just to let folks know that I've posted a free extension (ruleset plug-in) on the FG Wiki called Eldritch Horror to allow Call of Cthulhu-compatible games to be played using the BRP ruleset. It *isn't* the same as a bespoke CoC ruleset (there is already an official one of those) and therefore doesn't include any CoC artwork or reference material. It just changes the character skills and characteristics to reflect the BRP elements typically used in Call of Cthulhu. Did I mention it was free? Foen
  12. RosenMcStern is correct - only the GM needs to have the BRP ruleset, but everyone has to have Fantasy grounds installed. As regards Fantasy Grounds licences, you either need the GM to have the Utlimate licence and then the players can install the free unlicensed FG software, or the GM needs to have the Full licence and then the players need to have at least the Lite licence. Hopefully that makes sense! When a player first connects to the GM, the player's software downloads an encrypted local copy of the ruleset and adventure material into a local cache. If players already have the ruleset installed, this is a much smaller download. as this is only done once, it isn't usually an issue. If you want to avoid the download, you can get the GM to email you a copy of the cache and save it where FG can find it. That means you can connect the first time very quickly. Foen
  13. The user guide can be downloaded from the link above without having to buy the product. That way you can get a feel for what is possible. Hope that helps, Foen
  14. See the new thread: BRP for FGII has now been published.
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