Hey folks! Anyone know if the RM Companion I is compatible with the FRP extension?
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Hey folks! Anyone know if the RM Companion I is compatible with the FRP extension?
You shouldn't have any issues if you keep a balanced game.
If it is:
Optional Spell "Laws" + New Spell Lists - They should be monitored during play &/or read beforehand, checking them for balance issues with the expectations of your game. Arcane is detailed in RMSS (RM3 is RM4 FRP compatible). See the ICE #5600 - RMSS - Arcane Companion as well. You will, of course, have to input the lists yourself. This is what I am doing as I need them.
Optional Character "Laws" - Races - check for the current version implementation, otherwise you will need to rework these for compatibility. I have done this a fair bit. Professions, there are generalised guidelines in FRP about the different types (non-spell users, semi's, etc), see ICE #5800P - RMFRP - Rulebook, p.103 for Spell List DP Cost Table T-2.4 &/or use ICE #5806P - RMFRP - Expansion - Character Law, p.119 Master Standard Skill Category Development Point Cost Table M-2.8 to act as a guide for specifically related professions. Alternatively, see "Converting From Old To New" in ICE #5807P - RMFRP - Expansion - Gamemaster Law, p.111. I tend to implement things in a mashup way by utilising all references to guide me. Again, you will have to input the new professions yourself.
Items and Equipment - haven't really changed. Just add them in as new items.
Tactical and Physical Factors - They haven't really changed much. Use as is. I use the Breaking "150" in all my games. I don't use the CCS.
Creatures - Check for the current version implementation, otherwise they have never really changed after 1e. Otherwise, you will have to input the monsters as new NPCs yourself - I do this quite regularly as I convert D&D creatures and other gaming systems, (including unlisted creatures from RM1, 2, & 5) to RMFRP.
City Design: Use as is, but you will need to add any tables yourself
Childbirth and Sibling Generation: Use as is, but you will need to add any tables yourself.
Game Aids: Enter the data needed yourself. E.g. Kit #2 The Outdoorsman: Add this as a new Item with its description stating the pack's contents. Then provide links to the individual items in the description for easy access.
Thanks Griffonbait!
How about the force from weight and throw mass factors?
The data will work, however the Optional Rules will not work as they are RMC rules.
The race data will not be 100% your best to redo them as they are missing the Body Development points for automatic hitpoints.
Else Griffonsbait details seem to be correct.
Optional Rules would probably need to be a separate extension or mod, I don't know how complex it would be to code every single option into dropdowns in a setup window, but it could pretty soon make the extension unusable.
Yeah, I do add my own data as needed. Optional rules will only come up occasionally unless they are a main part of your ruleset usage.
I use many optional rules based around ChL, AL and SL for various situations. Those data sets I have made are mostly given to Ardem and are in the FRP, but they do not have rules that change the FRP system basics - they are usually data sets of Spell Lists.
Crit Tables like: Acid, Mangling, etc, that are not part of FRP, I still use from RM2 days, but I haven't added them in as rollable tables. Rather I make the table into an image (from the book) and the players can see that (if they so wish) when they roll on it. It does have more manual work to add PC effects/conditions - bleed, stun, etc. Other rule like Close Quarters Combat and Restricted Space Combat are implemented on the fly.
Update 2.36 Just a quick update to keep thigs compatible with 2.1.33 just released
Ok guys I have added this to forge. I let you guys know when that is complete, so no need to check the forums for updates.
Ok guys all done. This means no more checking to see if there is a later mod or ext as it it will update for you.
FORGE approved
https://forge.fantasygrounds.com/shop/items/211/view
Remember to remove your mods and EXT from the data/extension and modules directory's as this get saved to the Vault.
2.38 is in the Build queue on Forge for the new version of RMC 2.1.34
Nothing new just make sure it compatible.
Excellent work Ardem! A definite QOL move.
Tell you the truth it is also a QOL move me as well, the only issue is the delay from when I put it up to when it get pushed out. Not sure why they not automating this procedure. I guess they are checking it not a virus or other such things but I am sure they can look at some on the contributors and mark them as reliable.
Not sure.
Hi, great extension - our group loves it.
Will it work with FG Unity? We've seen that Classic is going out of support so want to think about moving over
Hi DeChanterelle, thanks for your comments always appreciate the love.
I only program for unity now, not for classic as it no longer supported by FG.
I really love the forge solution, completely solved the update thing of it.
Related to adding companions, I am about halfway of preparing Arcane Companion. Yes I know the progress is slow....
Yeah that sort of stuff progress is always slow.
Is anyone working on the Martial Arts Companion? I'd like to add the revised rules for MA Strikes and Sweeps ( I never liked the original ones with ranks) and also the Nerve Strike table. I'm happy to do donkey work if someone has the XML structure etc?
I was planning to do all the Companion books, but Arcane Companion is moving so slow, that if anybody starts with any of the other companion books I can take them out of the list. MA Companion was not next on the list anyway, I was going to do Channeling, Mentalism, and Essence in that order first.
@skippern,
I'm facing having to incorporate some of Arcane Companion into my game in the weeks ahead. I'm not certain how the XML datastructure entry works, but I am a coder in my "day job" and could potentially help assist there if there to help out. I'm doing a game in Dec. so, after seeing your post, I realize, why double efforts here.
I am adding the data into the game manually, and will send @Ardem a zipped campaign save. I have completed all professions and all open and closed spell lists, currently working on base lists. I haven't done any single tables as of yet.
I think it would be easier to generate the tables in straight HTML and convert with some script, so you could write the table in a WYSIWYG HTML Editor, rather than using the FGU, but haven't looked into that
@Ardem any advice?
I had a question about XP and calculations.
I totally understand that the sheet requires a good amount of manual entry (which is cool by me), but I had a question about how XP is calculated for Encounters, as I am perplexed by a few things..
First, I have a Level 2 Goblin vs. a Level 1 PLayer (and Level 1 Party Average) it shows the XP as 180 in the Encounter sheet. What is driving that number?
Also, does that number (or any) take into account Creature Bonus XP ( from Creatures and Monsters book?)
Thanks
Hi Nicodemus,
The encounter XP is actually being inherited from the RMC ruleset. If you push the refresh button it should get the average party level for the PCs on the party sheet. Then it figures out the base XP based on the NPC level and the average party level and adds the bonus XP for the NPC. Please let me know if you have any questions.
Thanks,
Dakadin
Are the professions and training packages from School of Hard Knocks a part of the RMFRP extension?
Thanks Dakadin,
That would explain the discrepancy between what I am seeing in RMFRP and the app (given it's using RMC tables).
Question, if I were to make my own updated look up tables and/or modify my local install to reflect RMFRPs values for XP and Bonus?
Hi Nicodemus,
Yes, you could make an extension that overwrites the CombatManager2.calcBattleXP function to accomplish that. Please let me know if you have any questions.
Thanks,
Dakadin
Okay, so I pulled the trigger with FGU and just purchased the Rolemaster Classic, grabbed the RMFRP extension, installed everything and have been trying to create a character -- This is going to be a HUGE LEARNING CURVE for me. I hate being so technologically challenged.
Hi windmarkbob,
Try watching the videos here: https://www.fantasygrounds.com/forum...p?17264-Videos
They were made for RMC but it should get you started since for the most part it should apply to RMFRP. Please let us know if you have any questions.
Thanks,
Dakadin
Thank you!
The RMFRP Extension also appears to use the RM2 Exhaustion tables (at least as associated with Pace), is there a plan to update these in the near future? I assume I can make a local extension that updates this as well? Dakadin, can you let me know what file I 'll need to locate to mod. Thanks again!
Nevermind, found it rules_move.lua :)
I was just coming here to let you know. The other exhaustion code is in the CombatManager2.onTurnEnd function just in case you need that too. :)
Thanks Dakdin, super helpful. So am I correct in assuming I need to modify :
DB.setValue(nodeEntry, "exhaustioncurrent", "number", DB.getValue(nodeEntry, "exhaustioncurrent", 0) + (0.5 * nExhaustionMultiplier));
Specifically the 0.5 to whatever number I want (for melee/missle/spell sections)?
Also is this only calculated after a character has done a melee/missile/spell action, against a targeted enemy, and the round is resolved?
Yes you will need to modify those 3 values and it does keep track of if the combatant has used a melee, missile or spell attack. It can't do it for non-attack spells because there isn't any automation on them.
Thanks a ton, and also thank you for the ruleset, it has really brought back a lot of joy to me and my gaming group who last played RM back in the 90s. These old men are happy to return and with automation its never been easier to play RM
Do I need to (or should I) also install and load CoreRPG?
Sorry I'm soooo far behind the curve on this.
Thank you for your help, and massive thanks to everyone who worked so hard to make RMFRP playable on Fantasy Grounds Unity.
You do not need to specifically load CoreRPG.
CoreRPG comes with Fantasy Grounds, it's pretty much what it sounds like. It has a bunch of core functionality that other rulesets can build off of. Typically, a ruleset is layered over CoreRPG.
So for RMC, CoreRPG loads, then RMC, then the Extension for FRP.
When you load a campaign, you will see something like this in the Chat, the FRP extension I have is pretty out of date, I have not subscribed to the Forge extension, but the general idea is the same.
https://i.imgur.com/blQBs5l.png
Thank you.
I'll probably dig back into it this weekend and start climbing the learning curve mountain ahead of me.
Sorry been snowed under with work. I haven't done anything with exhaustion code yet, however if you want to share your code I make sure it in the next update for FRP, else I will need to do it at a latter date, as I am super busy with work at the moment and have a look at it later.
Sumilo
FRP 2.2.1 wow where did you dig that one from. FRP is on forge so you can get the latest updates there automatically <smile>
Ardem
I sent you a DM with the details on my exhaustion value update
Dakadin
For some reason I am only seeing Exp calculated for attacks made by NPCs, when I make an attach with a PC it never seems to update. Any thoughts on what I might be doing wrong here?(this is before I changed any values, just wanted to see it work "naturally" )