Stat Gain Rolls

Copyright Nicholas HM Caldwell © 2005

Edited by Nicholas HM Caldwell for The Guild Companion

"The value of the stat may go down as well as up"

According to the core HARP rules, players may increase the stats of their characters by expending Development Points. Since the value of a character's stats determine the number of Development Points available, there's an obvious virtuous spiral of spending Development Points to gain more Development Points, and a tendency for characters to tend towards ever higher stats in the long-term. A tendency, moreover, for high-level characters to start looking similar in terms of their stats.

Rolemaster avoids this problem by having stat gain rolls at the start of each new level after 1st level. The implementation differs between RM2 and RMSS/FRP, but the process is similar. Roll d100 for each stat, and look up the result on a table - the value of the stat may go down as well as up. Higher stats are less likely to be increased than lower stats.

The aim of this article is to provide an equivalent mechanism for HARP. As befits HARP, the implementation will be much simpler than in either version of Rolemaster. Two options will be presented, one in keeping with the spirit of HARP will only ever increase or maintain the existing values of stats, the other will allow for stat decline as a result of the rigors of adventuring but will also permit faster increases. If either option is used, characters may no longer increase their stats by spending Development Points.

Option 1: Heroic Stat Gain Rolls

Beginning at 2nd level, and every level thereafter, and before any Development Points have been expended for the new level, roll d100 (not open-ended) for each stat in turn. Compare the dice roll with the table below, increasing the stat by the number indicated. Once a stat gain roll has been made for all the stats, recalculate the Development Points and start spending!

Heroic Stat Gain Rolls
d100 Roll Stat < 100 Stat is 100+
01-95
No change
No change
96-98
+1
No change
99-00
+2
+1

Example: Edwin has reached 7th level. His player begins making stat gain rolls. Rolling for Strength, he gets a 74, which is no change according to the table. Rolling for Quickness, he rolls 97. His current Quickness stat is 82, so this means that he can add 1 to the stat for a new value of 83.

Option 2: Realistic Stat Gain Rolls

Beginning at 2nd level, and every level thereafter, and before any Development Points have been expended for the new level, roll d100 (not open-ended) for each stat in turn. Compare the dice roll with the table below, increasing or decreasing the stat by the number indicated. Once a stat gain roll has been made for all the stats, recalculate the Development Points and carry on with normal level advancement

Realistic Stat Gain Rolls
d100 Roll Stat < 100 Stat is 100+
01-05
-1
-1
06-90
No change
No change
91-95
+1
No change
96-98
+2
+1
99-00
+3
+2

Example: Ralf has reached 7th level. His player begins making stat gain rolls. Rolling for Strength, he gets a 91, which for a stat less than 100 is +1, so his Strength stat goes up by 1 to 81. Rolling for Quickness, the dice comes up with 04, which means that the stat is reduced by 1. Win some, lose some.