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  1. #1

    YAKO's BHT extension: small bug?

    Dear YAKO, dear all,

    I have seen that YAKO's BHT extension, which should calculkate the hit points /Body development value in line with the original Rolemaster ruleset (calculation is much different from the calculation of "normal" skills) has just been upgraded, as have his other extensions. Great, YAKO's extensions are really useful.

    However, I think that there is a small bug in the BHT extension. Look at this character:
    Body Development calculation basis.jpg

    He has
    - 98 CO value
    - +20 CO bonus
    - 51 rank bonus (= the element of HP that come from rolling a dice for every skill rank in Body Development)
    - No level/profession bonuses because he is a Ranger, who do not get these in Body Development
    - No other bonuses

    According to Rolemaster Classic rules, the Hit points should be
    - CO Value/10 (rounded up): 10
    PLUS
    - Rank Bonus: 51
    and the the sum of these two MULTIPLIED WITH
    - (1+COBonus/100): 1.2

    So: (10 + 51) x 1.2 = 73.2

    Hence hit points should be 73. However, they are not, they are only 71.

    I observe this with all PC in my group. Displayed HP are always 1 or 2 points below the calculated value.

    Does anybody else have this issue?

  2. #2
    If I'm not mistaken, there's a part of the rule that rounds down and another that rounds up...
    And the extension also calculates the race's maximum hit points.
    Here's the formula.
    Skill rank in Body Development is one of the factors that determine how many hits (concussion hits) a character can take without passing out. The character is entitled to increase his base hit total (BHT) by 1-10 (roll D10) each time that he raises his Body Development skill rank by one (certain races use different dice, see Table 4-1 and chapter 4.0). See section 5.4.

    Starting Base Hits: Each character starts with a base hit total equal to their temporary Constitution stat divided by 10 (round up).

    Maximum Base Hits: A character's base concussion hits cannot exceed the maximum allowed for their race (see Table 04-01).

    Total Concussion Hits: This total concussion hit used for a character during play is their base hit total (BHT) plus the BHT multiplied by their Constitution bonus/100. (i.e. the Co stat bonus used as a percentage figure).

    Summary for determining total Concussion Hits:

    1) Start with a base hit total (BHT) equal to Constitution/10 (round up).

    2) Each time the Body Development skill rank is increased by one add 1-10 hits (some non-humans use a different die for hits. See table 04-01) to the base hit total (up to the racial max + Co Bonus, see Tables 04-01 and 05-03.)

    The actual concussion hit total used in play = BHT + (BHT x (Con Bonus/100)) round down.

    Note: If a character takes more concussion hits than the sum of his total hit points and his Constitution, he will die in 6 rounds due to massive shock and internal bleeding (see section 10.9). The exact number of rounds can vary due to race; see chapter 4.0 and Table 04-01.
    KICK| TWITCH | YOUTUBE
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  3. #3
    Quote Originally Posted by YAKO SOMEDAKY View Post
    If I'm not mistaken, there's a part of the rule that rounds down and another that rounds up...
    And the extension also calculates the race's maximum hit points.
    Here's the formula.
    Skill rank in Body Development is one of the factors that determine how many hits (concussion hits) a character can take without passing out. The character is entitled to increase his base hit total (BHT) by 1-10 (roll D10) each time that he raises his Body Development skill rank by one (certain races use different dice, see Table 4-1 and chapter 4.0). See section 5.4.

    Starting Base Hits: Each character starts with a base hit total equal to their temporary Constitution stat divided by 10 (round up).

    Maximum Base Hits: A character's base concussion hits cannot exceed the maximum allowed for their race (see Table 04-01).

    Total Concussion Hits: This total concussion hit used for a character during play is their base hit total (BHT) plus the BHT multiplied by their Constitution bonus/100. (i.e. the Co stat bonus used as a percentage figure).

    Summary for determining total Concussion Hits:

    1) Start with a base hit total (BHT) equal to Constitution/10 (round up).

    2) Each time the Body Development skill rank is increased by one add 1-10 hits (some non-humans use a different die for hits. See table 04-01) to the base hit total (up to the racial max + Co Bonus, see Tables 04-01 and 05-03.)

    The actual concussion hit total used in play = BHT + (BHT x (Con Bonus/100)) round down.

    Note: If a character takes more concussion hits than the sum of his total hit points and his Constitution, he will die in 6 rounds due to massive shock and internal bleeding (see section 10.9). The exact number of rounds can vary due to race; see chapter 4.0 and Table 04-01.
    Thanks for the quick response, YAKO!

    I think we are using the same formula. BHT + (BHT x (Con Bonus/100)) = BHT x 1 + BHT x (Con Bonus/100) = BHT x (1+(Con Bonus/100)). For the PC that I have uploaded, BHT is 10 from CO/10, rounded up, and 51 from the dice rolls. 61 BHT in total. His Con Bonus is +20, therefore his total hitpoints should be (10 + 51) x 1.2 = 73.2. Rounded down to 73.

    However, you see on the screenshot that using your extension, it is only 71. Not a big discrepancy, but one that I see in am my players‘ characters

  4. #4
    When this happens, the best thing to do is reset the character's Level and Constitution Stats, and delete the Body Development skill.
    Then reset the Constitution Stats and check if the Hit Value is correct.
    After that, add the Body Development skill again and finally add the character's level.
    KICK| TWITCH | YOUTUBE
    BRAZILIAN
    GMT-3
    FANTASY GROUNDS UNITY - ULTIMATE VERSION
    PLAYER ONLY
    FORGE CREATOR



  5. #5
    98/10 = 9.8 - Round up = 10
    Body Development = 51+20% = 61.2 - Round Down = 61
    Hits = 10+61 = 71
    KICK| TWITCH | YOUTUBE
    BRAZILIAN
    GMT-3
    FANTASY GROUNDS UNITY - ULTIMATE VERSION
    PLAYER ONLY
    FORGE CREATOR



  6. #6
    Quote Originally Posted by YAKO SOMEDAKY View Post
    98/10 = 9.8 - Round up = 10
    Body Development = 51+20% = 61.2 - Round Down = 61
    Hits = 10+61 = 71
    Hello YAKO,

    if you allow, I think you are making a small interpretation mistake here. The correct formula to use is the one that you posted in your first post: „The actual concussion hit total used in play = BHT + (BHT x (Con Bonus/100)) round down.“ This formula corresponds to the one given in RM Character Law (p.55 in my version, see orange marked parts in the attached screenshot ). It means that it is not only the Body development rank bonus (the 51 in our example) that benefits from being multiplied with 1+CoBonus%, but also the (CO-Stat/10, rounded up) element of the BHPT. So you would need to calculate (51 + 10) x (1+20%) =73.2, rounded down to 73.

    This discrepancy is most probably why I have a discrepancy across all my group‘s characters.

    IMG_0362.png

  7. #7
    I don't know if you have access to the Fantasy Grounds Discord server, but I believe that would be a good place for us to clear up this doubt, since there are people there with more experience than me in Rolemaster Classic.
    Because now I'm also in doubt.
    But honestly, I believe what I did is correct, because without the extension I created, it wouldn't add the Constitution/10 value rounded up to the Hits.
    KICK| TWITCH | YOUTUBE
    BRAZILIAN
    GMT-3
    FANTASY GROUNDS UNITY - ULTIMATE VERSION
    PLAYER ONLY
    FORGE CREATOR



  8. #8
    Hi YAKO,
    Yes, will do this now.

  9. #9
    Hi YAKO,
    Yes, I ahve done this a seciond ago, just below your last post there. Sorry, work has kept me busy the last two days

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