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Rolemaster Unified Releasing December 3rd
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<blockquote data-quote="Hurin70" data-source="post: 9884594" data-attributes="member: 6875491"><p>That's awesome!</p><p></p><p>My one bit of important advice for them is this: Core Law presents two different options for how to handle the action economy, and another two for how to handle player movement. While all the options are roughly compatible, two options are much easier for first-time players to understand (and much less complicated). So, I strongly recommend that first time players choose one of two options for each of the two: </p><p></p><p>--For the action economy, don't use the 'Phased Round', but rather the 'Faster Rounds' (aka 'Simple Round') option. In the Simple Round, each character spends all 4 of his action points at once (i.e. takes all their actions for the round) at once, and then you move on to the next character in the initiative order. This is similar to the D&D/Pathfinder system. </p><p> Core Law also outlines a more detailed system whereby each character only spends 1 AP at a time before moving on to the next character. You can definitely do this if you want a very gritty, tactical system that gives characters more of a chance to react to what other characters do; but it also slows the game down a lot, so I recommend just going with Faster/Simple Rounds to start. </p><p></p><p>--Similarly, Core Law outlines two options for handling movement. In one system, you just spend action points simply: each action point you spend on movement allows you to move up to your movement rate (BMR, or Base Movement Rate). This is similar to the PF2e system, and I've found players pick it up quickly. </p><p> Core Law also outlines another roughly compatible option, where players choose a 'pace' (walk, jog, sprint, etc.) and take a correlating penalty to actions in the round. This system again is more granular and more like previous RM editions, so you can definitely use it; but it is more complicated and likewise slows down play because players will often need to consult a chart to see how far they can move in any given phase. </p><p></p><p>So, I strongly recommend new players choose the two simpler options for actions and movement.</p></blockquote><p></p>
[QUOTE="Hurin70, post: 9884594, member: 6875491"] That's awesome! My one bit of important advice for them is this: Core Law presents two different options for how to handle the action economy, and another two for how to handle player movement. While all the options are roughly compatible, two options are much easier for first-time players to understand (and much less complicated). So, I strongly recommend that first time players choose one of two options for each of the two: --For the action economy, don't use the 'Phased Round', but rather the 'Faster Rounds' (aka 'Simple Round') option. In the Simple Round, each character spends all 4 of his action points at once (i.e. takes all their actions for the round) at once, and then you move on to the next character in the initiative order. This is similar to the D&D/Pathfinder system. Core Law also outlines a more detailed system whereby each character only spends 1 AP at a time before moving on to the next character. You can definitely do this if you want a very gritty, tactical system that gives characters more of a chance to react to what other characters do; but it also slows the game down a lot, so I recommend just going with Faster/Simple Rounds to start. --Similarly, Core Law outlines two options for handling movement. In one system, you just spend action points simply: each action point you spend on movement allows you to move up to your movement rate (BMR, or Base Movement Rate). This is similar to the PF2e system, and I've found players pick it up quickly. Core Law also outlines another roughly compatible option, where players choose a 'pace' (walk, jog, sprint, etc.) and take a correlating penalty to actions in the round. This system again is more granular and more like previous RM editions, so you can definitely use it; but it is more complicated and likewise slows down play because players will often need to consult a chart to see how far they can move in any given phase. So, I strongly recommend new players choose the two simpler options for actions and movement. [/QUOTE]
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Rolemaster Unified Releasing December 3rd
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