Modifying the MERP/Rolemaster crit charts for a d20 Modern game

molonel

First Post
So my players asked me to use crit charts.

"Are you SURE?" I asked.

"Yup. Give 'em to us, now!" they replied.

"Okay."

I obtained a copy of Arms Law & Claw Law on Ebay. Obviously, the instant death effects are easy enough to explain.

But how would you modify the different crit levels (A through E) to make them fit in a d20 game?

And how would you relate Rolemaster "hits" with D&D hit points? I haven't played Rolemaster in a long time, but +40 hits should equate to what, 10 hit points? 4? 20?

This is a general design question that is more about translating mechanics between two different games, rather than a question about D&D rules, so hopefully this is the correct forum.
 

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Buy TEN MILLION WAYS TO DIE! by Iron Crown Enterprises. :)

Oh, by the way, you take D&D hit points and add 20. Then you have the approximate number of hits one can take. Of course that doesn't stop critical hits.
:)
 

molonel said:
So my players asked me to use crit charts.

"Are you SURE?" I asked.

"Yup. Give 'em to us, now!" they replied.

"Okay."

I give it a week before they change their minds. :D

But how would you modify the different crit levels (A through E) to make them fit in a d20 game?

I suppose you could assign them by number. A natural 20 could be an "E", a 16 (if it hits) could be an "A". Thats pretty rough but honestly I'm not sure that it can be done better than just roughly.

Hmmm, maybe you could use the confirmation roll to adjudicate the crit severity? Something like 1-4=A, 5-8=B and so forth?

And how would you relate Rolemaster "hits" with D&D hit points? I haven't played Rolemaster in a long time, but +40 hits should equate to what, 10 hit points? 4? 20?

Also really tough considering that you could have an RM character with 10 hit points at level 15 if you don't want to buy ranks in Body Development. I'd go with what Elton suggested. At best this is also going to be pretty rough.

All that being said, I hope your PC's like rolling up new characters. A big part of my gripe with the crit charts in RM is that it takes a long, long time to to roll up a new PC. The combination of a convoluted character creation system and frequent PC death's is not a good one. Not that you'll necessarily have that problem.
 

Rather than use Arms Law/ Claw Law - you should try to get a hold of the original critical charts for firearms included in SpaceMaster.

SPAM weapons crits were extremely nasty though. The intent of the entire RM system was to be more realistic with weapon damage.

If you are of the view that your typical Roman Legion is going to get butchered by a squad of modern day marines - SPAM will certainly support that outcome on the battlefield.
 

Steel_Wind said:
Rather than use Arms Law/ Claw Law - you should try to get a hold of the original critical charts for firearms included in SpaceMaster. SPAM weapons crits were extremely nasty though. The intent of the entire RM system was to be more realistic with weapon damage. If you are of the view that your typical Roman Legion is going to get butchered by a squad of modern day marines - SPAM will certainly support that outcome on the battlefield.

Interesting. I've already put TEN MILLION WAYS TO DIE! in my order cart at RPGnow.com.

Do you happen to remember which book the crit charts were in, for SpaceMaster?

Or is that book sold as a PDF anywhere?

Off to Ebay.
 

OK,
Sadly, I've thought about this. And here you go....

When in d20 you have confirmed a crit do the following:
Roll 3d6. Add 1 for every full 10 points of damage the attack did (you don't multiply the damage as you normally would). Add +3 for a 3x crit weapon and +5 for a 4x weapon. Target gets a DC 25 fort save to which he can add his armor and natural armor bonus. If successful reduce the crit by one stage ("A" goes to no crit). DC 40 reduces it by 2.

Total is
<=10 A crit
11-13 B crit
14-16 C crit
17-19 D crit
20+ E crit

Roll the critical normally. Every 2 points of RM damage is one hit point of damage (bleeders of 1/round go to 1 per 2 rounds).

"Can't parry" becomes "flatfooted" and "can't dodge, fight defensively, use combat expertise or anything else that helps AC"

"At -N" becomes "At -N/10 (round to more negative number)" (and +N becomes +N/10) If the penalty is just "-20" rather than "-20 to attacks" the penalties are to all attack rolls, skill checks, init, and fort/reflex saves and damage rolls.

"Stunned for X rounds" becomes "stunned for X/2 rounds, round up"


You need to figure out what removes the penalties. I'd say minor magics should remove minor penalties, but be worthless against big things. So for example:

An Nth level "cure" spell can cure up to N in (D&D) penalties but has no effect on bigger wounds. Natural healing will cure 1 point of of penalties per week if you make a DC 10 fort save, +1 per 10 you make it by. A healer can replace your fort modifier with their skill check (take the better one, both take the penalty the character is currently at though). Once it gets low enough a cure spell will work.

Once a person gets to full HPs an additional cure spell (CLW or better) will stop a delayed death effect. As will a heal spell no matter what.

Heal solves all problems.

So someone who has a "D" grapple critical on 81-85 would be:
* Knocked prone
* stunned for 1 round
* disarmed (redundant in 3.5 as stunned does that)
* flat footed (but able to act after the stun ends) for 2 rounds.

Example:
Bob the fighter is hit by a longsword for 12 points of damage. The attack threatens and confirms using standard rules. The attacker rolls 3d6 and gets a 12. He adds one because the attack did 12 points of damage, so the total is 13, a "B" crit. Bob has a Fort save of +6, and an armor bonus of +9 in his +1 full-plate. So he rolls a d20, getting a 12 and adds 15, getting a 27, which reduces the crit to an "A". Attacker rolls d100 on the slashing table and gets a 89. Things look grim for Bob. He gets:
+8 hits ==> +4 damage
stunned for 2 rounds ==> Stunned for 1 round
unable to parry for 2 rounds ==> flatfooted and unable to dodge etc. for 2 rounds
bleed 2/round ==> bleed 1 HP/round
At -10 ==> At -1 to attacks, damage, fort and reflex saves and skill checks.

Other issues:
Large and very large creatures use different crit charts normally. I'd ignore this for "large", use the "large" for "Huge" and the "very large" for gargantuan. Big things just shouldn't be that tough in D&D. Further I'd suggest treating "A" crits as "normal", "B" crits as magic, etc. rather than using the actual categories.
 
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molonel said:
Interesting. I've already put TEN MILLION WAYS TO DIE! in my order cart at RPGnow.com.

Do you happen to remember which book the crit charts were in, for SpaceMaster?

Or is that book sold as a PDF anywhere?

Off to Ebay.

I think this should do the trick for you: http://store.ironcrown.com/detail.jsp?itemId=1430964&category=23191

BTW - As I recall, there was a movement towards simplified crit charts in later versions of the game. My SPaM 1st ed Tech Law (the link is to 2 ed) had A-E crit charts for most weapon types.

Later versions of the game had simplified charts - so in Cyberspace, the roll was modified on one table without the full A-E individualized results.

I believe the Tech Book in SPaM 2E - which is what I linked you to - still uses the individualized A-E charts (which is what you want).

EDIT: Correct. Checked with a friend who has SpaM 2E - Tech Book 2E is definitely the one you want and it's only $5. One stop shopping for all your explosive and automatic weapon fire needs.
 
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brehobit said:
OK,
Sadly, I've thought about this. And here you go....

When in d20 you have confirmed a crit do the following:
Roll 3d6. Add 1 for every full 10 points of damage the attack did (you don't multiply the damage as you normally would). Add +3 for a 3x crit weapon and +5 for a 4x weapon. Target gets a DC 25 fort save to which he can add his armor and natural armor bonus. If successful reduce the crit by one stage ("A" goes to no crit). DC 40 reduces it by 2.

Total is
<=10 A crit
11-13 B crit
14-16 C crit
17-19 D crit
20+ E crit

Roll the critical normally. Every 2 points of RM damage is one hit point of damage (bleeders of 1/round go to 1 per 2 rounds).

"Can't parry" becomes "flatfooted" and "can't dodge, fight defensively, use combat expertise or anything else that helps AC"

"At -N" becomes "At -N/10 (round to more negative number)" (and +N becomes +N/10) If the penalty is just "-20" rather than "-20 to attacks" the penalties are to all attack rolls, skill checks, init, and fort/reflex saves and damage rolls.

"Stunned for X rounds" becomes "stunned for X/2 rounds, round up"


You need to figure out what removes the penalties. I'd say minor magics should remove minor penalties, but be worthless against big things. So for example:

An Nth level "cure" spell can cure up to N in (D&D) penalties but has no effect on bigger wounds. Natural healing will cure 1 point of of penalties per week if you make a DC 10 fort save, +1 per 10 you make it by. A healer can replace your fort modifier with their skill check (take the better one, both take the penalty the character is currently at though). Once it gets low enough a cure spell will work.

Once a person gets to full HPs an additional cure spell (CLW or better) will stop a delayed death effect. As will a heal spell no matter what.

Heal solves all problems.

So someone who has a "D" grapple critical on 81-85 would be:
* Knocked prone
* stunned for 1 round
* disarmed (redundant in 3.5 as stunned does that)
* flat footed (but able to act after the stun ends) for 2 rounds.

Example:
Bob the fighter is hit by a longsword for 12 points of damage. The attack threatens and confirms using standard rules. The attacker rolls 3d6 and gets a 12. He adds one because the attack did 12 points of damage, so the total is 13, a "B" crit. Bob has a Fort save of +6, and an armor bonus of +9 in his +1 full-plate. So he rolls a d20, getting a 12 and adds 15, getting a 27, which reduces the crit to an "A". Attacker rolls d100 on the slashing table and gets a 89. Things look grim for Bob. He gets:
+8 hits ==> +4 damage
stunned for 2 rounds ==> Stunned for 1 round
unable to parry for 2 rounds ==> flatfooted and unable to dodge etc. for 2 rounds
bleed 2/round ==> bleed 1 HP/round
At -10 ==> At -1 to attacks, damage, fort and reflex saves and skill checks.

Other issues:
Large and very large creatures use different crit charts normally. I'd ignore this for "large", use the "large" for "Huge" and the "very large" for gargantuan. Big things just shouldn't be that tough in D&D. Further I'd suggest treating "A" crits as "normal", "B" crits as magic, etc. rather than using the actual categories.

There has been a lot of excellent recommendations in this thread, but this one is magnfique!

Thank you.
 


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