Sei sulla pagina 1di 98
ARMS Law & CLaw Law Designers: S. Coleman Charlton, Kurt H. Fischer, Peter C. Fenlon Jr. Terry K, Amthor, Bruce R. Neidlinger, Bruce C. Shelley, Leonard "Swamp" Cook Cover Art: Angus McBride Interior Art: Shawn Sharp Additional Art & Graphics: Richard H. Britton, Gail Mcintosh Project Specific Contributions: Editor: Coleman Charlton; Layout: Eileen Smith, Cheryl Kief, Andrew Christensen; Cover Graphics: Cheryl Kief; Pagemak- ing: Kevin Williams, Suzanne Young, Leo LaDell, Coleman Charlton; Editorial Contributions: Kevin Barett,Pee Fenlon, Terry Amthor, Proofreading: Chet "Uh, that's Chad" Brinkley, Eileen Smith, Andrew Christensen, Cheryl Kief, Kevin Williams. ICE MANAGEMENT — Production Manager: Terry Arathor: Sales & Customer Service Manager: Deane Beeiebing: Art Director. Richard Briton: Eulting & Development Manager? Coleman CChaslion; Presiden: Peter Fenlon; Marketing Manager: Yohn Morgan: CEO: Bruce Neidinger; Controller: Kurt Rasmussen, ICE STAFF — Licensing: Kurt Fischer, Print Buyer: Bill Dowas: Production Superisor: Suzsone Young: Art & Graphics Sta Haypes Spront; Editing & Development Staf: Tery Amor, Kevin Baret, Rob Bell, Andrew Christensen, Pete Fenlon, Jessica Ney, John Ruemmler, Chad Brinkley; Production taf: Larry Brook, Kevin Dalton, Cheryl Kief, Jennifer Kleine, Leo LaDell, Paula Petes Eileon Smith, Laura Tuley, Kevin Williams, Suzanne Young. Operations Saf: Mare Rainey: Sales & Customer Service taf John Brunkhan, Heidi Heffner, Becky Pope, Shipping Staff Jon “Fra” Breckenridge, Rober "Crennie” Crenshaw, David "Big Dave Johnson, Corey "EU" Wicks. PLAYTESTING — Olivia H. Johnston, Larry B, Simms, Bruce C ‘Shelly, Heike Kubasch, Charles P. Goforth Jr, David B. Sweet, Stephen E. Moffat, Ward Hagar, Sheldon Price, Gary Eiserman. David Carer, William Stafford, Brenda G. Spielman. Jessica Ney. “Mark Sirovnik, Ruth Sochard, Bill Bingham, Polly Dixon, Mark & Deane Bepiebing, Suzy Maroney, Irie Coons, Jane Halvorsen, Steven and An Ch SPECIAL CONTRIBUTIONS — Olivia Johnston, Lt. Col. Rishard Bailey (USA), Steven E. Moff, Jahn David Rumrale, Meliss A, Johnson, Bruce C. Shelley, Tom Williams, David Wagner, Howard Huggins, Cand Swinky. Copyright 1980, 1984, 1989 © by Iron Crown Enterprises Inc... Al rights reserved. ‘Second US. Edition, September 1989. M No reproduction without auther’s permission Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1606, Charlatesvile, VA 22902, Stock # 1100 ISBN 1-55806-090-1 CONTENTS 1.0 Introduction 1.1 ROLEMASTER 4 1.2 OTHER FRP SYSTEMS eb 1.3 DICE ROLLING CONVENTIONS... 5 2.0 Definitions 3.0 The Tactical Combat Sequence 3.1 THE BATTLE ROUND SEQUENCE 3.2 EXCEPTIONS 3.3 ORIENTATION ROLLS. 3.4 MOVEMENT CONFLICTS 3.5 CANCELING ACTION ..... 3.6 HASTE AND SPEED 4.0 Defensive Capab 4.1 ARMOR ... 4.2 SHIELDS 4.3 PARRYING 4.4 DEFENSIVE BONUS 4.4.1 Armor Quality... i 4.4.2 Quickness Stat Bonus iva ED © econ 4.43 Adrenal Defense 13 4.4.4 Position and Cover -.rnnnsnnnen 13 4.455 Spells. cass 4.46 Special Items ee 4.4.7 Shields... : vena 1D 4.4.8 Partying 13 2 ARMS LAW & CLAW LAW 5.0 Offensive Capabilities 5.1 WEAPON COMBINATIONS «occ tA 5.2 OFFENSIVE BONUG...... so 14 5.2.1 Skill — Expertise 15 5.2.2 Stats — Physical Prowess. 15 5.2.3 Level (Experience) ...reurmsnnnerneeene tS 5.2.4 Weapon Quality... si 16 9.2.5 Spall... oo seven 16 5.2.6 Special Items 16 5.2.7 POSIHION snnnnesntsnnnesnnesnnnionnnnnnie 5.28 Status serena AB 5.2.9 Partying sn 16 5.2.10 Left-hand Use...... 16 5.2.11 Range 16 5.2.12 Reloading .. soon 1B 5.2.19 Armor Missile Attack Penalti€S so. 16 5.3 MOUNTED COMBAT 16 6.0 Combat Resolution 6.1 INITIATIVE DETERMINATION... 17 6.2 ATTACK RESOLUTION - 17 6.3 FUMBLE RESULTS 18 6.4 NON-FUMBLE/FAILURE RESULTS 18 6.4.1 ConcUSSION Hits... nnmnnnnneennnn TB 6.4.2 Critical Strikes . 18 6.4.3 Criticals against Large and Super-Large Creatures .....csssns 19 6.4.4 Critical Interpretations. 219 7.0 Maneuvering and Movement 7.4 MANEUVERING : 20 7.2 MOVEMENT... ea En cd 7.2.1 Movement 21 7.2.2 Encumbranee ... 22 7.2.3 Exhaustion oe 7.2.4 Summary ... a ao) 8.0 Arms Law Tables 8.1 ARMS LAW CRITICAL STRIKE TABLES .....80-84 8.1.1 Slash Critical Strike Table soneceerseeees BO 8.1.2 Puncture Critical Strike TABIE w.sunsnnennn'81 8.1.3 Krush Critical Strike Table 82 8.1.4 Large Creature Critical Strike Table 83 8.1.5 Super-Large Creature Critical Strike Table .84 8.2 MISCELLANEOUS TABLES ....... - 90-93 8.2.1 Fumble Table leven 90 8.2.2 Maneuver/Movement Table. 91 8.2.3 Battle Round Sequence us 92 8.2.4 Armor Table 92 8.25 Shield-Parry Table stn 88 8.2.6 Defensive Modifications Table............. 92 8.2.7 Offensive Modifications Table 92 8.2.8 Initiative Determination Table .... jeveeee BB 8.2.9 Maneuver Modifications Table. 93 8.3 ONE-HANDED SLASHING WEAPONS... 8.3.1 Dagger Attack Table 8.3.2 Falchion Attack Table 8.3.3 Handaxe Attack Table 38-45 41 8.3.4 Main Gauche Attack Table 8.3.5 Scimitar Attack Table 42 8.3.6 Rapier Attack Table 43 8.3.7 Broadsword Attack Table 44 8.8.8 Short Sword Attack Table....... 45 8.4 ONE-HANDED CONCUSSION WEAPONS... 46-51 8.4.1 Armored Fist Attack Table 46 8.4.2 Club Attack Table 8.4.3 War Hammer Attack Table 48 8.4.4 Mace Attack Table 48 8.4.5 Moming Star Attack Table ... 50 8.4.6 Whip Attack Table 51 8.5 MISSILE WEAPONS 52-58 8.5.1 Bola Attack Table 82 8.5.2 Composit Bow Attack Table 53 8.5.3 Heavy Crossbow Attack Table 54 8.5.4 Light Crossbow Attack Table... 55 8.5.5 Long Bow Attack Table 56 8.5.6 Short Bow Attack Table... 57 8.5.7 Sling Attack Table. a. 8.6 TWO-HANDED WEAPONS. 5963 8.6.1 Batlle Axe Attack Table 59 8.6.2 Flail Attack Table .. 60 8.6.3 War Mattock Attack Table 61 8.6.4 Quarterstaff Attack Table 62 8.6.5 Two-Hand Sword Attack Table crag 68 8.7 POLE ARMS 6467 8.7.1 Javelin Attack Table 64 8.7.2 Lance, Mounted Attack Table 65 87.3 Pole Arm Attack Table..... 66 8.7.4 Spear Attack Table 67 9.0 Optional Rules 9.1 CHANGING TARGETS 24 9.2 MISSILE WEAPONS IN MELEE..... 25 9.3 FIRE WHILE MOVING 25 9.4 RELOADING 25 9.5 CHANCE FOR INITIATIVE DETERMINATION ..25, 9.6 SHIELD BASH 25 9.7 WEAPON BONUSES FOR MISSILE WEAPONS 25 9.8 OPTIONAL ARMOR DAMAGE RULE enn 26 9.9 BARE HAND ATTACKS 26 9.10 ADDITIONAL EFFECTS OF "STUN" ROUNDS 00. 26 10.0 Non-Rolemaster GM Guidelines 10.1 HEALING GUIDELINES ... 27 10.2 AD&D® CONVERSION NOTES 27 10.3 MARTIAL ARTS GUIDELINES... 28 11.0 Claw Law Tables 11.1 ANIMAL ATTACK TABLES 68-76 11.1.1 Beak/Pincher Attack Table eee | 11.1.2 Bite Attack Table 69 11.1.3 Claw/Talon Attack Table... 70 11.1.4 Grapple/GrasprEnvelop/Swalow Attack Table non a 11.1.5 Horn/Tusk Attack Table 72 14.1.6 Ram/Butt/BashvKnock Down/Slug Attack Table... . 73 11.4.7 Stinger Attack Table ast 14.1.8 Tiny Animal Attack Table ose 75 11.1.9 Trample/Stomp Attack Table 76 11.2 MISCELLANEOUS ATTACK TABLES .....77-79 11.2.1 Fall(Crush Attack Table 7 11.2.2 Martial Ars Striking Attack Table 78 11.2.3 Martial Arts Sweeps & Throws Attack Table .. 79 11.3 CLAW LAW CRITICAL STRIKE TABLES ...85-69 11.3.1 Grapple Critical Strike Table .....eenne85 11.8.2 Martial Arts Strikes Critical Strike Table ....86 11.3.3 Martial Arts Sweeps&Throws Critical Strike Table 11.3.4 Tiny Animal Critical Strike Table..... 11.8.5 Unbalance Critical Strike Table . 12.0 Additional Weapon Statistics 13.0 Animal and Monster Statistics 18.1 ANIMAL STATISTICS 32 18.2 MONSTER STATISTICS........ son 82 13.3 DETERMINING THE TYPE OF ATTACK .......33 13.4 CONVERTING AND CREATING CREATURES 33 14.0 Questions and Answers ARMS LAW & CLAW LAW 3 ES SS |.) Ba INTRODUCTION ‘Arms Law & Claw Law ® deals with the integration of armed and tunarmed combat into a fantasy role playing environment. It is designed to be used as as one of the three comerstones of the Rolemaster™ system or as the melee and missile combat system for other FRP games. In the latter case, it can be used as a whole ‘orinparts. Now reformatted and reorganized, 2nd Edition AL&CL can add flavor, realism, and depth to your campaign without sacrificing playability. AL&CL has been designed to provide a logical, detailed, manageable procedure for resolving combat between individuals ‘and small groups. Although this system may be unwieldy for melees involving more than 30 combatants, the guidelines can easily be simplified for such situations In addition to the comprehensive set of standard rules, optional rules are provided to provide even greater detail and depth. A Gamemaster should examine each of these rules to determine i it is appropriate for his game and world system, Certain simplifications and organizational devices have been used to increase playability. Nonetheless, consistence and flavor are emphasized. Afterall, the world of combat isa exciting one indeed. Key Fearui + A fantastic medieval melee and missile combat system with individual attack tables for thirty weapons and statistics for dozens more. + Adozenattack tables thatintegrate the size, instincts, and fighting patterns of a wide variety of animals, monsters, and practitioners, Of the martial arts. + Ten Critical Strike Tables for: Slashing, Puncturing, Krushing, Grappling, Unbalancing, Tiny Animal Attacks, Large Crea~ tures, Super-Lange Creatures, Martial Arts Striking, and Martial ‘Arts Sweeps & Throws. +A Fumble table and a Moving Maneuver table. + Comprehensive rules cover every essential aspect of armed and unarmed combat in a FRP environment: fumbles, parrying. ‘moving, maneuvering, critical damage, initiative determination, orientation, armor, and much more. Tue Tantes ‘The Arms Lan tables are organized by a numbering system that begins with "8,"; while the Claw Lave tables are organized by a numbering system that begins with "I." This numbering system is the result ofthe fact thatthe two parts were originally published a separate products: AL in 1980 and CL. in 1982. This 2nd Edition of Arms Law d& Claw Law maintains that numbering system even though all of the tables are grouped together by type: i.e., all critical tables together, all attack tables together, etc. In addition, all ofthe tables are found in back of this product for ease of use. We decided to maintain the original ‘numbering scheme because most of the ICE products in print refer to these tables by the original numbering scheme. In order to help alleviate some of the problems caused by this organization, we have provided a Table Index found on the lastfew pages and the Table of Contents found on pages 2 and 3, 4 ARMS LAW & CLAW LAW 1.1 ROLEMASTER Rolemaster (RM) is ICE's complete fantasy role playing sys- tem, combining Arms Law & Claw Law (AL&CL), Spell Law® (SL), and Character Law & Campaign Law™ (ChL&CaL). The non-boxed” rules in ALCL are designed to be used with the standard Rolemaster system. The rules in ChL&CaL are intended tocoordinate and combine all ofthe individual RM systems. Thus the rales in CiL&Cal. should take precedence over the rules inthe other individual products when the complete RM system is used Rolemaster has 5 separately indexed sets of rules: Arms Law & Claw Law (AL or AL&CL) Spell LAW osname sa BLY Character LAW nn . (Cit) Campaign Law. (Cat or Cpl) Rolemaster. (RM) Ingeneral,a specific rules “section” in Rolemasteris referenced by using the abbreviation for the appropriate set of rules, the word "Section", and the appropriate section number (or numbers or range of numbers). Forexample, thistextis in AL&CL Section 1.0. Ifa section is referenced without an abbreviation, that section can be found inthe same setofrules.asthe reference. Forexample, this text isin Section 1.0. i > —>— ga Rovemaster SuppLeMENTARY MATERIAL Rolemasteris supported by avariety of play aids, Such products can decrease the time and effort required for the creation of an exciting game, and increase the amount of realism and detail obtained during play. ‘These play aids include: Creatures & Treasure™ (C&T) —ICE'scompendium of informa- tion and statistics for three key elements of fantasy role playing: creatures, treasures, and encounters. Italso includes guidelines and statistics for dozens of new races. ‘The Rolemuaster Companions™ (RMCs)—Compendiums ofnew spell lists, new professions, new races, new monsters, and a variety of other optional material, rules, and guidelines, ‘The Shadow World™ Series — Modules and adventures in a rich, self-contained fantasy environment designed specifically for use with for RM, but which can be used as isolated or hidden areas in any GM's campaign world ICE's Middle-earth ® Series — A wide variety of rules, guidelines, and modules for use with fantasy role playing in J.R.R. Tolkien's, Middle-earth, Note: For readability purpases, these rules use standard English grammar when referring to persons of uncertain gender: Le., masculine pronouns. In such cases, these pronouns are intended to convey the meanings: shethe, his! her, etc 1.2 OTHER FRP SYSTEMS If you wish to use AL&CL with another FRP system, just read the material given in the Boxed sections like this one found throughout the rules. These Boxed sections give suggested guidelines and information that are useful when integrating AL&CL into your non-Rolemaster FRP game. In addition, Section 10.0 provides further guidelines for rnon-Rolemaster GMs; specifically role players who use the ADED® system®, AD&D "is TSR's trademark for fantassrte lasing prs and these rfereneesarein noveasmenn to indicate hat ICE hasaticensesiom TSR tei regard othe oF an of oar prods. 1.3 DICE ROLLING CONVENTIONS Each die used in ALCL is 20-sided dice which gives a result between Oand9. If two of these dice are used, a variety of results ‘can be obtained, However, results between I and 100 are the primary basis of the AL&CL system (ie., RM is a “percentile” system). Note: 20-sided dice can be obtained at your focal hobbyand game stores Percenrie ("1-100") Routs 1-100 Roll — Most of the rolls in Rolemaster are "1-100" rolls, (also called "D100" tolls). To obtain a 1-100 result rll two dice together — one die is treated as the "ten’s" die and the other as the “one's” die (clesignate before rolling, please). Thus random result between OL and 100 (a"00" is treated as 100) is obtained. Example: The GM asks a player to make a 1-100 roll, The wo dice are rolted: the ten's die isa "4" and the one's die is a°7". Thus the result is "47", Low Open-ended Roll —To obtain a "low open-ended roll" first make a 1-100 roll. A roll of01-05iindicates aparticularly unfortunate occurrence fortheroller. The dice arerolled again and the resultis subtracted from the firstroll. Ifthe second roll is 96-00, then a third roll is made and subtracted, and so on until a non 96-00 roll is made. The total sum of these rolls is the result of the low open-ended roll Example: The GM asks a player to make @ low open ‘ended roll, and the initial rollis 04 (i.e, between 01 and 05). A second roll is made with a result of 97 (te. between 01 and 05); soa third roll is made, resulting in 2.03. Thus, the low open-ended roll that the GM re- quesied is 96 (= 04 - 97 - 03), High Open-ended Roll — To obiain a “high open-ended roll" firstmakea 1-100 roll, A oll of 96-00 indicates a particularly fortunate occurrence for the roller. The dice are rolled again and the result is added tothe first roll. [f the second roll is 96- 00, then a third roll is made and added, and so on until a non 96-00 roll is made. The total sum of these rolls is the result of the high open-ended roll Example: The GM asks a player to make a high open- ended roll.and the initial roltis a 99 (t.., berween 96and 100). A second rofl is made with a result of 96; so. third roll is made with a result 04. Thus, the high open-ended roll that the GM requested is 199 (= 99 + 96 + 04) Open-ended Roll — An open-ended roll is both high open- tended and low open-ended, \ Noy-"1-100" Rotts 1-10 Roll —In instances when a result (roll) between | and 10s required, only one die isrolled. This gives a result between Oand 9, but the 0s treated asa 10. Such a rol is referred to as "I-10" or "DIO" 1-5 Roll — Roll one die, divide by 2 and round up ("IDS"), 1-8 Roll — Roll one die; if the result is 9 or 10, reroll until a 110 8 result occurs (°1D8"). 2-10 Roll —Roll wo dice, divide each result by 2 round up)-and then add the two results to obtain the "2-10" ("2DS") result, Other Required Rolls — Any other required rolls are variants of the above Unmopirtep Rotts (UM) Certain resultson somerolls indicate an immediate effectand no modifications are considered. ‘These rolls are marked on the appropriate charts with a UM. For example, all weapon attacks result in a fumble ifthe initial unmodified 01-100 roll Falls within the fumble range of the weapon, ARMS LAW & CLAW LAW 5 Lea ee) 2.) a DEFINITIONS ‘Themajority of unique terms found in AL&CL are not described below: rather they are usually described when they are used in the text, The terms defined below are frequently used or they are very important for using and understanding AL&CL. Action: An action isthe activity whieh a character may perform during a round (10 seconds). Attack Roll: A "Roll" that is used to determine the results of a melee or missile attack, Chance: Often in AL&CL an action or activity has succeeding or occurring, and this chance is usually given in the form of #%. This means that fa roll (1-100)is made (see below) and the result is less than #, then the action or activity succeeds (oroccurs): otherwiseit fails. Alternatively, youcan oll (1-100) and add the result o the ifthe result is greater than 100, then the action or activity sueceeds (or occurs); otherwise it fails. Combat Roll; See “Attack Roll.” Concussion Hits: See “Hits Critical Strike: Unusual damage due to particularly effective elemental atacks. Note: The term "eritical” will often be used instead of “critical strike" Defensive Bonus (DB): The total subtraction from the combat roll due to the defender's advantages, including bonuses for the defender’s quickness, shield, armor, position, and magic items. Dice Roll: See “Roll.” Experience Level (Level): A character's level is a measure of his current stage of skill development, and usually is representative of his capabilities and power. Fires To make a missile attack (verb) or missile attack(s) (noun). Fumble: An especially ineffective attack or mishandling of a ‘weapon which yields a result that is disadvantageous for the attacker. Gamemaster (GM): The gamesmaster, judge, referee. dungeon- master, etc, The person responsible for giving life toa FRP game by creating the seiting, world events and other key ingredients He interprets situations and rules, controls nonplayer characters, and resolves conflicts its (Concussion Hits): Accumulated damage, pain and bleeding, that can lead to shock, unconsciousness, and sometimes death (also called Concussion Hits). Each character can take a certain number of hits before passing out (determined by his "Body Development” skill Initiative: The factor that determines which the order in which combatants resolve their attacks, i.e. the combatant with the highest initiative attacks first Level: See "Experience Level. Maneuver Roll: A rol! that is used to determine the results of a maneuver. Maneuver: An action performed by a character that requires ‘unusual concentration, concentration under pressure, or a risk (c-g..climbing a rope, balancing on aledge, picking a lock, ete). Maneuvers requiring movement are "Moving Maneuvers" (MM). and other maneuvers are called "Static Maneuvers” (SM), “Melee: Hand-to-hand combat (i.c., combat not using projectiles, spells, oF missiles) where opponents are physically engaged — be ita fistfight, a duel with rapiers, ora wrestling match. 6 ARMS LAW & CLAW LAW Missile weapon: In Rolemaster this indicates a low velocity airborne projectile, usually froma manually fired weapon. Such ‘weapons include an arrow from a bow, a quarrel from a eross- bow,astone froma sting, ete. Thrown weaponsarealso included inthis area. Normally, missile weapons do not inelude projec- les fired by explosions or otherhigh-velocity propulsion means (eg, guns are "projectile weapons") Offensive Bonus (OB): Each character has an “offensive bonus ‘when he is using a weapon — this OB includes bonuses forthe character's stats, superior weapon, skill rank, magic items etc This OB is added to any attack rolls that are made when he i using that weapon, Orientation Roll: A rol! representing a character's degree of ‘control following an unusual action or surprise Parry: The use of part of acharacter'soffensivecapability effect ‘an opponent's atack, Profession (Character Class): A character’ profession isa rellec- tion of histraining and thought pattems; in game terms, itaffects hhow much effort is required to develop skill in various areas of expertise, ‘weapon: Asopposed toa missile weapon, this indicates lly fires a high-velocity projectile Realm: All spells and the power required 0 cast spells are classified inthe three "realms" of power: Essence, Channeling, and Mentalism, Resistance Roll (RR): A dice roll which determines whether ornot a character successfully resists the effect of a spell, poison, disease, or some other form of adversity. Roll: In AL&CL two different colored 20-sided dice are used to ye any activity requiring a*Roll"; such dice are available in most hobby and toy stores. Each ofthese dice has two setsof the numbers: 0,1.2,3.4 and 9, These dice can be used to obtain a variety of results. These various results are described in Section 1.3 Round: The time (10 seconds) requited to perform one action, Self-reloading: Refers to any weapon which reloads (or re- charges) itself and is ready for another shot almost immediately (ie. it is capable of two attacks in the same round). Most projectile weapons fall into this category, while normal bows and thrown weapons do not. Normally self-reloading weapons only occur in FRP games in the form of magic items. Shot: A missile attack, Skill: Training in an area which influences how effectively a character isable to perform a particular action oractivity. "Skill Rank” is a measure of the effectiveness of a specific skill. Stat (Characteristic): One of 10 physical and mental attributes ‘which are considered most important to an adventurer in a FRP gaine, Stats dictate how well a character develops his skills, moves. fights, takes damage, absorbs information, etc. Static Action (Static Maneuver): An action performed by a character which requires unusual concentration, jor thought under pressure, and does not involve pronounced physical movement Swing: A melee attack (noun) oF to make a melee attack (verb). ‘Target: The term "target(s)" refers to the being(s), animals), ‘bjeci(s) and/or material that a melee attack, missile attack, or spell attempts to affect. Eee ) 0) Sa THE TACTICAL COMBAT SEQUENCE ‘The Rolemaster tactical combat sequence is based on a time frame of 10 second battle rounds and one minute turns (ie., 6 rounds equal one turn). Normally, each combatants allowed one autack ol perround, whether ithe aspell, missle (bow and thrown fire), or melee. The rationale behind allowing missile and melee combatants only one rollevery ten secondsisthat, though he orshe ‘may actually swing or fire more often than this, only one effective ack is made in a given round. The other swingvshots are ssumed to be nullified by a shield, movement, a Weapon, and/or fate. The basic principle to Keep in ming is that each action percentage of a round to complete. For example, one can physical attack asa least a 50% activity, casting a spell as a 75% activity, preparing a spell as a 90% activity, and movement 0-100% activity. ‘Thus someone that casts spell may not make another atack ‘The time allotted to each round may vary with the game system and the preference of the GM, but the following sequence of action is recommended with rounds or turn segments of 6 to 10 seconds ea Cances From Ist Eprtion AL&CL 2nd Edition AL&CL and Rolemaster assume that missile (bow and thrown weapon) attacks take 50% activity as opposed to the normal 75% for Ist Edition RM. Forconsistency, both 2nd Edition RIM and ICE's science fiction RPG, Space Master, use this 50% figure with very specific “reloading” times. Eventhough they arenot normally encountered in an FRP game, allowances have been made for multi-shot (ie., self-reloading) ‘weapons like revolvers, submachine guns, and plasma repeater rifles. Afterall, certain magic items might have this capability. ‘The RM “Missile” phases are now called “Fire” phases, and there are now two Fire Phases (and of course, two Fire Result Phases), Only hand weapons which do not require reloading may fire in both phases (e.g., not a bow, crossbow, or single shot firearm). Examples are revolvers, automatic pistols, and assault rifles rom our world, These weapons can be fired more easily and frequently, and are thus offered two rolls during the round se- quence, Details of exactly how self-reloading weapons are to be Used are found later in this 150) MEA 35.0100 ‘Assumes An 3 fet ep ARELGind 1207810) MIRA Ssmct00 copy (Can aie sinple ed weapons Beata io. 4a) MEAD 011100 = ns pci abies. Beal (Gia) 50) 1g10) MERA oLF100, = ‘Asumes Bose eet ong. a) 40) VEE sa. st00 Supe | tmetigen Coir my we wenpns 04605 FARA s0cBiso ‘ttiogo | ttesunmea see a XS) VEME SMPs 100 = Hi sul bie. ita) MFAIF >sLPi0 = ‘Asunce Cab e et wie as). Soe. 20MBAI00—SierY——S0wpope | Tomer en WE: Deon fon 33) FARA 4DLaalco) LEY Spon ‘er sytem may be plac ae) FFA youpsi0o —wstcry pope | motese css, 609) EFA. Tooubslco SOLE atWa opt : se) VHA. TRSURaICO—SOHCrY——L20Wpept | 2s damage wih nepon 1160") VRIEA IsoWBs100 ETOH LeswWpept | 2 damage wih megan 440) Yor oMcie 40H Wp ope | ve peperon ean we Wes te") HEA Zoos TOHCH0.— Tanto | Da Dragons une aoe gle (Git) Bios) NEVE amcor = Tilo lr could as sc Ete 100) YEE SOLBSO—— POLGis Givipso | Baesicar ae He SEB ne lene (nea AIR) 140) WHER so.zai0 Ge) Bacal Imp i SL nd {weak EARTH) 10) VRE oussi = SoMGry = (rea FIRED ao) YHA sousimd —SIMGry acral re Hes i ued (weak WATER) Yao) SHEA eocmsio Baer Becralare pct SE ed {owerakA) 130) XBR TOBA LG Boise Imp ed power EARTH) 1G) VBA Tpommston $C) = p (power FIRE) 160) YEA omiisi0g.—701.Ge Beclicalswe Hew if ed, {powers WATER) 10) VHER TOOMBaIOO SLU Bacay Input SEs ee ‘age eo") MFA. cunt Worlige, an we weapons Gene ao) Vewe SMB330 SMG (rl ae Gir mt 300) SSL 8100 suc 2s damage wih nespon ‘meaum) 200) mf estate Sonic 3 damage wi weapon (hs) a0) SSHHAIO) TOC As damage ih weap tin a9 20TI——_25Wpont ‘Wear ato, op OB vais wih Zece Chines Cockate Doo (ls) (Palen) (Paci (Palety) (Patevd, Dopplanie Deseo yield nggee geer zeae Gem Fe) ist) TooMpato0 = soc Usa a ieee ‘Cay ar) HHoRBaI00——6aLcre ‘Theses fort eens nad (Sion t6a0%) Rocbstl) Mec ott Land he Lae He Atos) 2030") Isamalo0 ELE en tft he crite chats sey ast") 200HBeIOD UOC Shed when Gol tacked. ion 905) SONEII00 hn isconusslstli Sri 730) ouco Liv Hs unos abit Hay 10) SOCIO. —_30¥/pop1 acura abies ipposntt au0) Soucus7sLPad Hestiani asi Hobgobin 140), oon 350¥popt Wears amor, OB vas wih iv Hye 1620") compo {Teas euch head get a Stack es vos, Towpion Hac wery mul bie, sod Ick Notice 1a, Sowpt0D Hesunual abi Og (aai) 120) ssiBw0 aM Wpespeii ree vintages ius) 10) TmoLiass BOC. Wpenpabiiy ses wh meee. ‘Or (nn smb) 10) Iswpe0” THO Women, ire and nen fhe Wiebe) 10) ssWipis Tus ‘Us weap and amo, Alder 140) ‘ows surins Lewis aguas hers {commnnde) 140) ‘ows sr Rules age clans groups Ore. Pons 300) agua as sonia | Hasamosat abies Rec hag Hi) ite) Omuciioy LP. = Tin ey ol aa tas Sphine 309) rowcso Has Boas Ester vious phys bes. thn 820) HOHTSIO0—-200HCre Fanpop | $4 dhmage wh weapons we aval ‘roll (tcl sma) igo) Inter HOLCOMB Sennetign. ‘Gln ae) Hao) Tootis70 “HONCHO SLB Semineligen (siete) Hew) ToWpept SOBs) Lower | ar wpeam! amor ns dammed {Shia io) MoWpep!——-AOLBSTO (ser opal amor (nis red dead (Cas) 100) 2asspis0Tiswpig Cinses sin St Una rom Cis) an) fisibec Spx ‘ihe sym may bead into (Cie) 160) oss p50 theses Sie forCles¥ (Cael) ar) sips ML ‘2 Vinced ot bean tL and (chs) aoe) Hiows70 LBD War given tod cate (eins Vb) ar) 20 | taowpso——sueBsan ‘ted whan he Une e ataced eel 40) IeoLHoI00 soba Habana bl Werewatt 4505) Gsimss Lc Hasunasal abi Werder a0) ssc MLC Hasina abi eer 163s) aurea aL Ci20 alunos ARMS LAW & CLAW LAW 35 SSS | 4.0 QUESTIONS AND ANSWERS Over the years we have received and answered many questions regarding the interpretation of AL&CL rules. In this section, we present some of those questions and our answers fo them; 2 GM ‘may use this material for rules clarifications or as optional mate- rial, Tue Barrie Rounp Sequence How do you handle combatants reacting to the activities of other combatants ‘during around? This show we handle activity cach phase after the GM decides (for himselt) what the NPCs plan todo, the PCs intentions are announced, sal then activites tre esoved by some sro nitive determination. combatant that moves oF ‘maneuvers less than his allowable total (even by 5 oF 108) may reset to an ‘opponents movement (ez, change facing, move slightly, et): he must make a ‘soestal ericson ow noice de uly the Wats to Fact 0, Wa characterolds back at east SO of is aetvty, he may make a manewer rol te if he can strike an opponent that ies to run by. Alternatively, afterall ‘ofthe intentions ofthe combatants ar revealed, you mightsllow some combaians to cancel thee planned action avd mike a maneuver roll t se what peroentage activity hey get for ome ther activity (ase thediieliy on the new sev ha the combatant wants ater How do you handle Orientation in your games? We use Oriessarion Rolls 5 «very very general mechanism assist the GM in determining how aware characters are ofthe general atial situation. Gene ally they fall ito two main categories, Fist character performs an nds faction that may leave him cisoriened Ce. ongdoorng ding. comb, in Dlingand spianingavay froman tack, coming out of stunned stat, el.) in this ase low toll may restrict the characters follow-up actions whilea high ol mht ‘mean ha no restrictions apply. Sexond, comeing i happening on te baletild that dispssionae, uninvolved abserver Would probably notice, but which a character involved inthe bate might not How can o character avoid being surprised? Toavoid being surprised, we allow aroll modified by the character's perception nthe situation (e.g, noisy room wi lots of distractions might give w-90, I he ‘harater is expecting te station to accu it might be +0, e,). The difculy Should be based upon the situation: eg. i a chuwezer has made a sucossfl talking rol to snesk up on anolier ciracer, it might be "very hard to avoid surprise), Derensive CaPasiLiries Can a character wear two suits of amor at once? ‘Normally ou cant wea mare than one sit of armor, they sre designed that way. Tf you do allow it, we would suggest you combine both armor penalties nd then increase resting penalties by at feast 50%. ‘Wearing Armor Types 5-8 seem to be worse than wearing no armor. What's the story? Seetion 4.1 of AL&CL says exsely this ubout Armor Types 5-8: *.. wor as weather protection by ceraincivans and acon protecon by some mite anu irenuias, "Thus ATs5-8areconsideredto be cold-weather clothing and heap "armor for slit type combatants, These ATs are casero than AT I, but they rece ‘he severtyafheeritealstekenas showin the chr forstring erica ¥s below: A B c D EB ATL 55 ® 94 102 m ATs 70 4 too u3 ie ATe 75 a 10s, us Bs Any *0 ® 103 20 ur ATS 85 98 Ms 129 Ho ‘So normal, non-adventaring characters with noma Quickness... n0 Quick: ness bonus) in ATS 58 will ie less often and sustain less serious injuries than chargeters in AT 1, 'This sa very good reson for militia to wea hi cheap, and easy 10 lat couse, armor. ‘As fras the Quickness penalty goes, remember the Qu Penalty only negatesy ‘cancels « Quickness Bonn It doesnot have any effect ona charter with zero forless Qubonus, Ths ormal charters wath an average Quickness of 60-75 il ot be affected all by the sor Qu penalty. Quick charters sould Wea hs 36 ARMS LAW & CLAW LAW lighter armors take advantage oftheir Quicknoss bonus, «Why do you hk Conan, Aragorn, the Grey Mouser, and oer great fantasy heroes wore at ost ‘ein shin instead plat armor? Because they were realy quick and avoided the heavier oe) 1 want to make greaves more important in my game, what should Ido For Greaves, jou may wish to rll percentage chance that erica to @ specific limb is nullified «perhaps 6% fr meta greaves, 40% for rig eather _greaves and 25¢ for sot leather "greaves"), Movement penalties for RM geaves ate already but into the Armoe Penalties Table, ‘Can a character use his shield against one foe and parey another? ‘Theshield DB isa passive bomusthat nay beapoliedioany one fein the proper position Le cote font o othe shield lank) this bonus pple in sdiion fo any DB due o other favors (ie, Quickness, paying, ete). A character may paury one Toe with his weapon and apply the shld DB to anther foe or he en parry the sme fo that he uses his shield DB agains ‘Can martial artists parry weapon attacks? ‘Yes. Partying isa representation of the empass tha he character puts on defensive versus offense ina given ound. So when martial ast partes Weapon with part of his OB he actually dodges more that round or biceks the uy that Wield the weapon, a combatant wes 100% of hs OB ope, dose sil ave to make an attack? 1 player uses all This OB wo parry, he mus stil make aack at #0 OB; hn has the chance of fumbling or geting in w lucky swing, ‘Why cant you havea skill bonus for a shield? ‘You may allow characters to develop ‘shield ski, but we do ao suggest you doso, Shel skllallows acharacertoin effect doubihis atack/pary Gon and thus Unalances things in Ue system. For example if you allow the development of 'sield skill’ it would be sap to use a 2-Handed weapon or pole arm since You would enly have hol the potential stack + parry wtal bonus Of & I-Hsded ‘weupondsheld combination. Orrensive Capasitities Can an exceptionally trong character use | "2-Handed” weapon in one hand? ‘We donot nomally allow 2 Handed weapons 1 be used in one hand (except forlastard swords, jo and nunchaku), Bur ifackaracter wih enormous sae, ‘wanted to do 30, you might allow him to develop seperate skill with 2-H ‘weupon used inne hand and shea spol a special penkly of between -20 end = 50 depending upon the weapon, ‘Why don't weapons with 2 magie bonus deliver more damage than normal ‘weapons when they achieve maximum results? ‘is assumed that a weapon with a "boous" (ea Mit uaterstaf) is used the ae way. balanced the ame way and delivers the same maximum damage as any skeapon of fue iype — eau otherwise normal skill rank wth that ‘weapon would not be usable and skill wuld hve wo be developed separately for the bonus weapon. This means that the bons weapon lives damage more frequently andts easier tostrke and parry wih butt doesnt deliver more damage when option reli ae obsines. The exoeption to tis eth ext with Mithril and magic weapons against Large and Super Large ereatures ae more deadly ‘One of my characters wants to throw sand in an opponents face during ‘combat, help!? "Thechiracer could develop on OB with "thrown sand” (a a thrown weapon), He would use the Grapple Atack Table Small atack maximurn) with double ‘ormal shield DB and no weapon DB: and the rarget may parry normally i hei ‘avarethe atack is coming. A non-zero reslt would deliver no normal damage ‘uit would force the target iomake Resistance Rollapainta steel tick (ee Sor ChLACab), mie by -I per hit dliveedand-1O or ese severity of any cial (i.e. -10foran A, 20 fora Bec Ita foe Is down, surely he's prone to attack? Why can’t you apply both the down bonus and the prone bonus? ‘The prone horus normaly used for ally ingetve foes; downed foe are til sctve anal may be relling sound on the sound. Tf you tink the peal to 3 ‘owned and prone foe is not high enough use both bonuses. Comsat RESOLUTION How do you handle attacks agains a sleeping oF unconscious foe that y sanding over? ‘We jst require a simple maneuverto kill n unconscious or seeping fo, This is ealed having an overwhelming advantage How do you handle damage to structures? ‘We don't have afzed method for handline damage wo strctres, we just ary tig something when we need it. Cusrenly, we assign doors a AT of 20 (sone, ‘metal, or metal enforced) or AT 12 wood) and wertain number ofits (50-1000) and let people “attack them normaly How would you determine if an arrow fired at foe wth a shied mises or ‘ticks inthe shield? Iftheurrow would ave hit the rgeiffe had not hada shield, youmay assume ‘hat the arow eiter stuck in the shield or glanced off. ke the it fromthe normal attack DoLargeand Super-Largeereaturesstill ‘ables? Yes | eel the sting attack table delivers too much damage; what should T do? For your own game, you can always decrease the his given out by vious weapons (eg. half the hits. quarter the hits, ct) MANEUVERING ‘Why don't characters without armor get a big maneaver bonus? ‘A character in AT I has a 0 armor penalty; character in AT 18 has sways has at least a -20 amor penalty forall of his maneuvers; this is equivalent ro the itference berwoena very agile charter wit 298-99 Agility (20 bonus) and an average character with 240-88 Agility (40 borus), ie. reall big diffrence. In ‘xtion the AT 1 ges entire Qu Domus for his DB, while the AT 18 character gets 2-20 Qu penalty Martia Artists We find martial artists to be too powerful in combat; what can! we do? From our experiences with RM tactical situations, 8 martial artists (MA) ‘advantages due to Adtenal Defense ae balanced by: his higher development po ‘costs: by his inability to bene from armor shields, magie armor, magic shields ‘and magie weapons; and by his weaknesses in mise fire stations nd agains ‘animal snd certain spel tacks, norng sit bonuses and assuming wo sil ranks per fvel in combat sil), 4 10 evel MA wil have an OBKDB rox of: 16472 for Adrenal Defense + ‘72 for skill bonus OB + 20 for level bans, Ignoring iat bonuses and assuming +10 or +15 equipment and assuming two sillranksperlevelincomba skills a 10h evel Fer will ave an OB&DP tol (of: 186 up 0 181) = 35 (up 1050) For shield + 10 (up 015) for amor + 72 for skill bonus OB +30 for level banus + 10 (upto |S) for weapon, ‘To develop the shove capabilities wil cost the Fighter 13 Development points per level forone melee weapon and one missile weapon, it will cost him just | or 2 DPs per level foreach adition weapon he wishes to develop skill frat rate ‘fone sil rank per level To develop the above capable wil cos the Manial Anst 26 Development pons per level for just one aca of maria ats and no other weapons. 1. wiles! 4SDPs per lve! for bosh areas of martial arts and one missle weapon a one skill sank pe level ‘So martial artists may be good! in combat, but to do so they will give up and the capt 1 do anything ele ‘Inamissle combat the MA's abilities really decrease: his ADef is halved 1036 against mises, and cannot be used at all if the MA is hokng abow (ie, ADet feannot be used i “aon- weapon kata weapon” is Red in hand). In addition, the MA cannot normally use part of his OB to pay mise attacks (he he has no shield), Meanwhile, the fighter gets his full shield and armor bonus andean parry ifte holds asic ‘Many animal nd spell tacks will tear wpa MA in no armor, while a Fighter in ehain o pate does beter. If your ame does not have weapons, armor and shield with bonuses, marti artists willbe very powerful. Ifyou give Macial Arts ots of stu like “bracers ‘ordefens” and allow them o "pary” missle avacks with their OB, they cin also _getoutof band. Butas write he disadvantages of martial artists balance ou! the Advantages in most ofthe campaigns we have been associated with fe CREATURE CAPABILITIES Can animate and monsters parry? Intelligent creatures can parry noxmully i they have something to party with (ee..homsashell,amor et). AGM may wish o allow other animal 0 pry" by dodging in a manner similar to Adrenal Defense inthis cae, only ha of the parry OB is added tothe animal's DB (eg. ifhouiimal uses 40 ofits OB for ary, 1s DB would only be increased by 20. How do human stats compare with ereature stats? For the “strength Initive Determination modifier when animals are fought, use the Size factor for who has the greater strength (reat normal humans 38 "M™ size; asuome ate for he same size unles Some othe factor makes it cleat who is stonger Human Speeds" would normally range from Creeping Fast inanimal terms, ‘Why do creatures take so many hits? ‘Our asunpton for animals having a large number of hts that: is only represent pain, shock, an minor damage tat lads to unconsciousness: they do not represen crical damage. Mea (without trsning) endo fant, pas-ou, or Eo into shock when encountering 100 much pain, white beasts tend Yo react to pain insintively by evoiding it or by atacking the source of the pain. Seldom do aggressive animals "pass out". Animals have other major disadvantges: they tend to act ina predictable manner and they ean not pay attacks, 1 feel your creature statistics are too powerful; my groups seem to have 10 much trouble with normal animals. What should do? ‘Your problem with sia for Rolemaster creatures is caused by play balance factors inberent inthe flexibility and diversity ofthe system. A wypical player character fighter can stat with an OB of around 33-48: +10-25 (or sas, a character ges fee 90's in is prime sas) +20 (for 4 skill ranks) +3 (or his love, ‘With de optional hobby rules (9 stl ranks) and background options this an be raised to an OB of $3100. He can start with armor anda shield tt give him sn [AT of 5 to 20 and a DB of 25:50 (with a shield, depending on st), ‘So yousee that when stating character OB ca tinge from-25 0 100 and DBs will vary enormously, ply balancing sta for creatures becomes adficlt chore ‘Creatures cannot parry. they are extremely vulerable to missle ire, and they wil foften hee when faced with detemined opposition. In a normal adventuring sittin, characters aren a group that has a cohesiveness thats ot available to ron-social efeaures. Such a group also has the advantage of missile fc, ‘rzanization, and planning that cant be msiche by ereatzes, "The main problem is tat while we Tel the sts given in ALCL and C&T are balanced and appropriate for adventuring group, they are not aways consistent with “realistic” situations lke ones we might encounter in our world. The C&T stasshould be taken as puidelines far example, the Ene. stat should ony be ued ina foal random environmen Ifyou feel the animal stats ae oo large (and gre hat they are probably 9 large fra "realistic" environment, jus decrease them across the board by say 25-50% and you wll havea low-powered environ ment for your groups. ‘You ar conect about animals being dangerous, I was once ina group of five Ist level characters that gor runaround for aver 20 rounds by one angry boa we barely wounded i ana i Finally just wandered off, we never killed) Th however, isrealistic. Medieval groups would hunt boa in groupe of 4-20 men wi dogs, horses, and special equipment (e.bear spear) or Sma group consisted ‘fa Warrior Monk, a Ranger with a sword, a Fighter with a regular spear an ‘Asologer, and x Healer — needless to say we dit have mach of ehnce, MIsceLLANEous How were the AL&CL attack tables created? ‘Tie RM attack tables were computer generated, but the program was “dala. stiven”. Tht, each columm (... each AT for each weapon/attack) had ase of ‘data about 15 pieces of information associated with it that reflected how effective that atch weapon was agains that parteular AT So you can cee that each tack "uble requires 300 pieces of data to generate. To futher complicate this process, some of he tack tables were iniially generated in his manner and then moliied ‘du to pay-testng ane input fom various sources, ‘Why does the fantasy weapon, Inga, do two ertials? First the Igank does? crits because is magical and we assume it ands two, (My characters are bleeding to death; help!? “is per round can normally be stopped witha compress and bandage If he patent does noe move at mee than & walking pace forthe next 8 hous (up to 1. 2,or its per round depending uponamaneuver rod) A tourniguet on limb ean Stop 4to {Ohi perround onan wound, butuntl ke wound eas the tourniquet rust be loosened once every 24 rounds and 3 his er round take fr 5 rounds. Some of my players cheat; what ean T do? ‘'m sory, but you have to handle ceating on your owe. Ifyou have real problems, create a special table in which a characters oll converted to the rll that is actually used (ep, tllof 64 might be converted by the table toa 31,458 102 24,299 10143, ete). ARMS LAW & CLAW LAW 37,