Islandhopper,
That was really helpful. OK, I can see a number of differences now as compared to D&D that you mentioned. Somewhere on the internet this game is compared to old Rolemaster. Do you have any familiarity with that game?
No, never played it, but saw some material of it.
I only know it slightly, didn't really play. It seemed really charts intensive.
Heard of that too
How does Meal Magic and Lore play? I have an idea of the character system, which seems fluid.
Attributes uses (using the D20), Affect these areas. (And using quoted references (slightly modified) from the Main book as well). Pages 46 to 50.
Primary Block
Stature--- (used only one time, during the Character Creation process). Roll on a chart, to determine the height, weight and natural strength; of the PC (this is fixed permanently,
Strength—determines how much weight can be carried, this includes, the types of armor that can be worned. The stronger the PC, the more heavier, the armor that one can have (which includes on what race is selected also.) But there is a catch on wearing the more ‘heavier/better protection’ armor. (*)
This attribute also affects the means to make rapid movements; therefore affecting his/her percentage change to attack and defend, Strength also affects a character’s ability to sustain damage, and the amount of weight that one can lift relative to their own size.
Coordination—is a measure of the character’s manual dexterity, speed, and ability to maneuver. This pertains to both his/her athletic skill and fine more ability.
This affects also the ability to move deftly, affecting the percentage chance to attack and defend, and to perform athletic endeavors.
Health—is a measure of Stamina and physical hardiness. A high Health indicates that the character has plenty of stamina. Furthermore, the higher a character’s Health, the more resistant to disease that character will be, and the more quickly the character will heal.
In game terms, a character’s Health affects his/her ability to replace lost hit points, as well as to replace evocation points used by magicians, who expend energy as they cast spells. Health also affects the character’s ability to sustain damage, his/her ability to resist fatigue, and the amount of weight he/she can carry.
Beauty—is a reflection of the character’s physical appearance. As a frame of reference, this score is based on what is generally considered comely by most Mannish societies. In general, some races will seem more or less beautiful to the eyes of Men, however; it is true that there are beautiful persons who exist among all of the races.
In game terms, Beauty affects the percentage of tasks that are influenced by the character’s physical appearance.
Intellect—represents analytic ability, including the capacity for logical thought. A high intellect would represent the abilities to solve complex or abstract problems and study academic material. Mathematics and astronomy are examples of skills related to intellect.
In game terms, a character Intellect affects his chance to execute task that require analytical thinking. If the character is a magician, it affects his ability to learn new spells.
Reason—is a measure of the ability to apply prior knowledge to a practical situation. The skills related to reason are wide ranging, and might everything from “Instruction,” essentially playing the role of a teacher, to “Streetwise,” the ability to work through a situation requiring shrewdness or practical understanding.
In game terms, a character’s Reason affects his ability to execute tasks involving common sense. If the character is a magician, it affects the character’s ability to cast spells or activate symbols.
Creativity—represents the ability to be inventive or innovative. Linguistic skills and the learning of new languages are influenced by the creativity attribute. Creativity also plays a role in skills as the writing of music, poetry, and calligraphy.
In game terms, a character’s Creativity affects his ability to execute tasks requiring ingenuity or artistic ability.
Presence---is a measure of the character’s ability to handle social situations and interactions. Those of high presence may be strong leaders in a group situation, and /or strong negotiators in situations that finesse and influence.
In game terms, a character’s Presence affects his percentage chance to execute tasks such as negotiation, influencing others, and performance arts.
Secondary Attributes—(as description by title only): Willpower, Evocation, Perception, System Strength, Fitness, Load. Your primary attributes affect these areas greatly.
Racial modifiers can affect your stats with positive or negative penalties.
On the skill front, something quite different than what D&D can provide, as mentions in my previous post. Depending on the race selected. They can be given a template of racial skills that are taught them, from the early years, as they grow. Additional ‘mundane’ skills can be added (with the DM’s approval), this is before the ‘profession’ is even chosen.
The level of ‘expertise’ can adjusted to represent on the hos-posh, on what the character knows, and what knowledge areas they are strong and weak in.
I have only a few other questions - sorry if I seem pesky, I am just looking for something new, but there is so much out there!
Yes there is, but what is chosen, is what we will feel most comfortable with. And no, you are not pesky.
What is the combat system like? Their website claims it is realistic and fast-paced.
A round in MML consists of 5 seconds.
(*) In related to wearing better/more protection armor, the ‘catch’ is that the heavier the armor, the slower on the reaction time to combat. (Weight is factor in on the Initiative modifier).
The Design of the engine was done to represent the near possible elements of true physical & magical combat.
Compare to Dungeon & Dragons current and past mechanics, the true grit of ‘reality combat’, was never allow to seep in, because of the certain complexities, that would seem to bog down on the overall atmosphere, to make the game fun & enjoyable
*This is subjected to variant views on what is considered—from a fun & enjoyable perceptions*
Showing the differences: MML illustrates the physical exertion, on weight of armor use. Physical fitness to see how long one can sustain the same fighting output in so-many rounds before fatigue sets in.
Injuries sustain during combat, can affect your means (on the percentage roll) to fight or defend effectively in the long run.
As example, your PC can be render with a crippling, unconscious or death blow, in the very first round, if a major vital area is hit. Surviving such a blow, will depend on what the armor worned, and what protections is provided. If your PC head is marginally protected with a decent medium helmet, the majority of the damage from the weapon used might be absorbed first on the helm, then if there any left over, the rest goes to the affected area. And depending on what is left…it can go from mild, to crippling, or very severe, or death in one round *it can happen quickly*. (In MML, body hit locations are used, with the body itself, divided into areas that can sustain damage, until they are made ineffective).
Weapons use---can also alter your initiative ratio, the weight, speed and reach are factored in, during the combat round. The damage of the (physics reality use on MML) weapons is very different than D&D.
Comparisons—the Longbow---The differences from 3.5 to 4th Edition and MML damage and range stats…
3.5 Edition—Cost 75 gold pieces, Dmg(Small creatures)—D6, Dmg(Medium Size)---D8, Crit-x3 Range Increment—100 ft, Weight 3 lb.
4th Edition---Prof(iciency?) +2, Damage D10, Range 20/40 (for battlemap uses), Price----30gp, Weight---3lbs.
MML---Pull Rating—80lbs, Initiative Modifier---6, Point Blank Range/10 yards--3D10 Dmg/ Effective Range/50 yards--3D8 Dmg. Long Range/90 yards--3D6 Dmg, Extreme Range/200 yards--1D10 Dmg. Weight 1.2 lbs, Cost 26 Bronze or Silver.
Even though the Dmg ratio alternate on the range, by MML chart, if a non/vital area is still hit, your performance in battle will be still affected on what damage is taken. And if a critical roll is established, well, wherever it lands, pray hard that your armor can absorb most of it (depending where on the armor has the greater protection and sometimes even that may not be enough). Or an exposed area is struck (no armor protection period), that event has been explained just above, on the possible results.
Magic fights receive the same benefits as well.
If there is failure on the roll, it may or may benefit you, or the opponent.
AC rating does not exist in MML. The ability is hit is base on whenever the incoming blow can pass the opponent’s defenses.
The majority of attacks can be defended, if using a sword and shield (close combat), the player can attack with weapon, and defend with shield, when the opposition attacks them.
Characters can dodge incoming missiles attack, but the percentage ratio is set very low (yeah, don’t think doing Kung Fu stuff here), the weight of gear and armor can play havoc even with the small chance you might have on that roll.
In reverse, if you have medium to light armor, you will have a better reaction time (penalties soften up), but in return, that armor will not provide the great protection that is needed.
No armor, (just clothing in general), will give you the means to get extra attacks, but you may have a crappie defense percentage, depending again on what is worn, and what weapon is used. In the case of no shield, the weapon in hand, will act as offensive and defense also *depending on what is faced*.
When characters reach their ‘Fatigue’ point in combat, even if, by chance you didn’t take any injuries throughout the combat rounds, a roll check will be required to see if the ‘rest call’ will be heeded to recover from the excretion of activities. If the roll is failed, then you must for 6 rounds (if that correct), to ‘catch your breath’ as they say.
There are certain powers, that can alleviate that problem, if the battle is that important to win (wait, consider every battle is must to win), or take a chance to fall back, and hope that your companions can handle it, until you return refreshed. *Having a Healer on hand will help greatly*
If you are injured, the damage sustain will add up, and will be calculated to see how much it affects the ‘body’ overall. There are several levels of injuries that will affect your percentage roll and possibly your attribute numbers as well.
There is no resurrection in this game. So…chose your fights wisely.
In this game, there is a body hit location; armor hit location, what weapons are effective (for damage) on what type of armor is worned. This is the meat of MML; there is some armor that has a high threshold on taking great amounts of damage. But those are the ones that can slowdown the reaction time in combat, greatly.
Wearing full Plate armor is great, but if the opponent is wearing lighter armor, will get more attacks on you. Meanwhile, ye will be stuck with one attack per round, no matter what you Init. Roll might be, and if you get injury…retreat if you can, I mean that with all sincerity.
How is magic presented?
Ah Magic…okay…first off, the slot system DOES NOT exist here. Second, depending on what profession, in the arcane field is picked, there are benefits to some.
Second, depending on what profession is selected, you can start off knowing a substantial amount of spells. You may know a lot, but what will limit your use, is the cost.
Upon character creation, if you are a caster of the arts, your primary attributes will generate a fixed given number (a pool of points), e.g. let’s says 62 points. Within that ratio, and depending on the cost of the spell invoked, again an example, a Life Elementalist using Eyes of the Wolf, cost 14 EP (Evocation Points). Now, depending on your roll, the points required can fluxate, by a successful roll, the normal cost goes on, if you get a critical success, the cost use is cut in half, or if you fail badly, you might burn up the cost in double effect and may disrupt your remain pool as well. (Yupe, there are dangers in spell casting as well) But with one noted acceptation, armor will not affect the energies used but will affect your Initiative roll, depending on the weight.)
The style of magic in MML is represented by these 3 areas; Wizardry, Elementalism and Symbolism.
The first one need no description, the second, Elementalism is based on the five elements, Air, Water, Fire, Earth and Life. And the Symbolism represents the power of magic by combing rituals and special geometric shapes.
Most of the formation on the magic writing was researched, using actual earth’s history. You will not find any important names that are well known through D&D magik history.(That is a good thing).
The view on magic, in the MML setting is seen as just ‘there’ in tone. The majority of the population just think it is just ‘mind tricking’ stuff, while those are ‘aware’ are wary, and there are those who know…and feels its present must be kept to a minimal. But again, whatever tone is set, is basically up to the Storyteller.
What about magic items, treasures, and monsters? How is the world?
Magic items—I cannot say anything of substance yet, because I have not encountered the usual ‘me find a great item of power’ jaunt.
Treasures—MML is not set up, with the precursor, of finding treasure out in the open. (Sorry, couldn’t help myself there). If there be treasure to be found, the usual tales of whispers, a founded map, or someone mentioning lost items of great value haven’t cross my character’s path yet.
Monsters—Tales of old, used in earth’s history, are used as the templates in MML’s monsters, and yes, there are some familiar ones, seen in D&D, that have been formatted to the MML engine. The major differences between them is, wait, here an example coming again.
Take the much hated and loved Kobolds, half Hit dice creatures, easy to kill, from the previous editions of D&D. (in 4E, they might have some bite now)
Take those same creatures, rev them up on the MML engine, with added battle tactics and weapons….you will have a different outcome. I have been told, that an old D&D module with Kobolds in a cave has been visited several times (using MML conversion)…the outcome as I was told, has been the same.
The attackers will get their butts handed to them, all the time, and the deepest penetration some far, was forty feet inward, and no further. The previous attempts before, met with failure and death, at the cave’s main entrance.
My reaction on every time I hear that…is like, DAMN, that sucks!
And happy…the (play-tested) Kobolds rule in MML, for now.
And oh yeah, MML monsters are a tough bunch.
The World---There are three different styles/types; one can do in the MML settings—
Spartan setting/In the Spartan campaign setting, the resources available to the player characters are limited. It is likely that characters will begin the campaign with few skills, and the ones they do possess will be developed as the campaign unfolds.
Adventurer’s Campaign/This is the common campaign setting in Metal, Magic & Lore. It is recommended for groups of all experience levels, including those who have little or no experience with role-playing games.
Heroic Campaign/The Heroic campaign setting is the stuff of legend. Player characters will take on qualities that are seemingly larger than life, and they will have many resources at their disposal.
Is this too much to ask?
Well, you got a lot today. (Laughing)
What is given here is just a smudge, if you really need to know more, the best offer I can advice, is to buy the main book. There is more detail info, there, to what I am giving here.