Great Rolemaster Memories

I was reading this blog yesterday and it got me to thinking about the topic. Do I try and write adventures with “memorable situations” (cool setting, unique creatures or plot twists), or do great gaming memories derive from something else?

It wouldn’t surprise me if pop culture subtly influences GM when writing material. Shouldn’t an adventure or campaign be framed properly in narrative form, much like a movie script? With so many system specific and generic adventures, isn’t there a motivation to come up with a clever new take on an old idea? Do we try and wow our players with a new obstacle, trap, monster or puzzle?

We all play RPG’s for a variety of reasons, but one unifying experience we all share is a great memory of gameplay. Every player has a favorite memory and every GM can probably relate an equally memorable game incident. But when discussing this with my players and other Rolemaster games, those great memories weren’t necessarily derived from something unique introduced by the GM, or a specific challenge written into the adventure.

For me the one differentiator that Rolemaster enjoys compared to other systems, that comes up often, is the Open-Ended Roll and to a lesser extent Unmodified 66 and 100 results on critical tables. If you think about it, OE rolls are a baked in mechanic that guarantees amazing, some might say miraculous, results during gameplay. Rolling a “20” in D&D is nothing like rolling high open-ended. Over and over, I heard stories of the “Hail Mary” roll, the multiple OE and resulting critical that saved the party, defeated the baddie or allowed for a unusual success.

As a long time GM, I’ll occasionally put my “thumb on the scale” to assist the party, but nothing compares to a player rolling and hitting the “00” when the chips are down. That’s a serendipitous result I can’t write into the adventure and I enjoy it just as much as my players.

During the development of RMU there was a steady stream of suggestions and ideas to improve and streamline the ruleset, but one item that was considered sacrosanct was the crit charts. Despite the negative connotation of “chartmaster”, the majority of the RM community wanted to keep the crit charts! But if you were to dig down, I don’t think it was the charts themselves, but what they represented. Part of the random magic of Rolemaster. That’s what creates great gaming moments that are remembered fondly.

What’s your Rolemaster memory?

As a player did you beat the odds with a once in a lifetime dice roll?

As a GM did a once in a lifetime roll change the game situation radically or take the game in a completely new direction?

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Shadow World Economics. How many Alchemists can there be in Kulthea?

I feel like the recent publishing of RMU Treasure Law is a good time to delve into an issue I’ve touched upon slightly in past blog posts. How many alchemists are required in Shadow World to create all of the magic items and work the various enchanted materials and alloys found in the various supplements?

Terry was always adept at creating cool, and powerful, items for his various NPCs and key persona but a quick examination of the various Master Military Charts will show that most militaries, groups and organizations also had their “standard kit”, much of it superior or magical in nature.

A few examples:

  • There are 500 Duranaki Warriors, each with +10 Kynacs (ignore the fact that Keron has an intrinsic +20)
  • There are 42 Duranaki Captains Aids, each with +30db Bracers, +10 Shurikens, AT8 Cloak and headbands that protect as a full helm!
  • Sulini has 500 Warriors, each with a +5 Broadsword and +10 bow.
  • There are 1600 Sentinels in the Elven Forest in Jaiman. Each has Cloak +40 to hiding, +5 Long Knife and +10 Longbow.

This are just general militia members. If you look at specialized groups like the Eight Orders, the Messengers, Navigators or other secret or powerful groups then the number of magic items really piles up. The Loari are currently making A LOT of specialized magic weapons for the Kuluku–this is on top of their “normal” alchemical/enchanting work that they do. Then, dig into the NPCs, many loaded with powerful magical items, you get the sense that magic items may not be that rare in Shadow World.

But there are really two issues at play: who is making the more powerful items that, based on Rolemaster item creation requires very high level Alchemists and perhaps more importantly, how can they produce the volume of magic items no matter what their potency? One could argue that militias, armies and guards draw upon an armory for their kit and are required to hand those items back at the end of their service. So once a certain inventory of magical gear is generated it remains stable after that.

One thing that Rolemaster players love is digging into the realism/verisimilitude/data used in the game! One would imagine that with all of these magic items there are many mass production facilities found throughout Kulthea, or at the least, each powerful organization has their own specialized Alchemist factory to generate the unique items for their members. But that really doesn’t seem to be the case. Looking through the various city books, Alchemists are about as common (or rare depending on how you see it) as other specialized casters like Astrologers.

Magic items are cool, and Terry came up with a lot of neat and interesting items. But he didn’t seem that concerned with the the underlying economics that were needed for his world building. This is more noticeable because Rolemaster was one of the first systems that created a workable system for making magic items: the Alchemist lists. One of the principals of Rolemaster Alchemy is the binary process of Crafting and Enchanting. Magic items must first be manufactured using “Work” spells found on the Alchemist Base lists, and then spells or abilities are imbedded in the object.

I have a lot of issues with this approach, so I’ve done away with those “Work Materials” spell lists. Work spells are really “spells as skills” and removes any incentive for tradecrafts. Furthermore, there is no requirement for a caster to learn the appropriate craft skill; they just learn the applicable spell and somehow gain knowledge of the crafting process that would take years or decades to master? Should a skinny 20th level Alchemist be able to Work Laen just because he can cast a spell? Where does the knowledge of forge work, hammering, smithing or any other applicable subskill come into play? It doesn’t under the Alchemist spell lists.

A better solution, one already provided by Terry solves a lot of the issues around bonus item creation. Materials that have an natural bonus can simply be crafted into suitable items: swords, armors, cloaks, shields etc. through tradecrafts; spellcasting is not necessary. Per the Master Atlas:

SPECIAL WEAPON ALLOYS
These correspond (roughly) to alloys described in Rolemaster.
The number in brackets is the intrinsic bonus given to a blade
fashioned of this material because of its hardness and ability to
hold an edge.

So Laen has a natural +25 bonus. If one wanted to stick to corresponding “levels” of such material–in this case 20th level to correspond with the Spell Law “Work Laen” spell then crafting Laen would require 20 ranks of smithing or laenworking or whatever skill the GM indicated. Standard skill acquisition of 2 ranks/lvl means that a competent craftsperson can work Laen by 10th level. It doesn’t require a 20th Level Alchemist Spellcaster. This fits well with many of the cultures that utilize Laen but don’t seem to have expansive Alchemist populations. The Udahir in The Iron Wind being one example.

Separating the Crafting process from the Enchanting process supports the need for tradesmen or acquiring tradeskills. It allows for large production of bonus items by regular craftsmen using superior/enchanted materials like Tethium, Keron or Quevite. So Alchemists can utilize workshops of skilled craftsmen and they can spend their time on Embedding unique abilities or spells into those items.

Do your players utilize Alchemists to make them special magic items? Are Alchemists common in your Shadow World campaign? Should Alchemists need to be 15, 20th or even high level to create magic items from superior materials like Laen, Eog or Star Iron?

What are your thoughts?

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Spell Trees – Abandoning RM Lists

A lot of the frequenters of this blog have diverse approaches to their concepts of RPG magic. As we wait for RMU to become a finished product, I continue to struggle with the spell list approach to magic. Brian has written about the balance between thematic and mechanistic concepts in list design, so the model I’m currently reworking borrows heavily from HARP’s scaling system, using Rolemaster’s traditional spells.

Here’s a simple modification that can clean up what I consider to be a bloated, repetitive list system with something a little more streamlined.

Experimental character sheet using the Spell Tree model.
  1. A player spends DP to purchase ranks in a “tree”. A player’s skill in this tree determines their overall power in this particular branch of magic.
  2. A player then spends DP to purchase spells. Each spell on a tree has two numbers (X/Y) associated with them:
    • X is both the number of ranks required in the tree to cast the spell as well as the PP cost. It also determines how much a spell can be scaled. For example, if a Firebolt costs 6 PP to cast, and increasing the range costs an additional 3 PP, in order to cast a range-scaled Firebolt, the player needs 9 ranks in the spell tree to do so.
    • Y is the DP cost to purchase the spell. As currently designed, this number is half of X, rounded down.
  3. Several spells on each list have become Cantrips, which can be cast without a PP cost. The first two cantrips on a tree are free, but any cantrips after that cost 1 DP to learn. Many of these effects are relatively minor spells such as Heat Material, Ignite, and Projected Light. Here are some of the classics, with scaling options that essentially match the levels a traditional spell list would allow the effects:

These spell trees I’m using are a little broader in scope than lists, but players can pick and choose which spells they wish to purchase. For example, the Mage lists have been combined into three spell trees unified by concept: Energy Law (Fire & Light Law), Fluid Law (Air & Water Law), and Solid Law (Earth & Ice Law). Between the cost of developing ranks in the tree and purchasing spells, the cost of mastering all the spells is comparable to the traditional RM system.

None of this is particularly innovative if you are familiar with HARP, but I feel like this helps streamline the whole concept of spells. I have always felt that the RM system is a little “forced” in places and, even with the new RMU Spell Law, many (not all) of the spells that have been added to certain lists are simply fillers. Where am I going with this? In theory these trees can be expanded as needed. If you come up with a new spell, simply add it to the tree and assign it a level and cost.

I should note, that in using this system, I am also essentially “squishing” levels a bit in RMU. If you look at the spells from level 20-50, most of them are repeat versions of lower level spells: Mass, Lord, or True versions which essentially just add targets or range — this is now covered in the scaling options. Many of upper level effects I either omitted, or re-leveled down to 25th (I’m treating 25 as a new “soft” level cap, similar to the old level 50). I personally don’t feel like getting a level-50 spell like the ranger’s Dolphin Speed is a game-breaker at 25th level. Once characters hit level 25, they are pretty powerful already.

One side effect of this system is that if a character chooses to put two ranks into a tree each level, he can access higher level spells faster. However, this comes at the cost of ignoring other spell trees or areas where the character should be spending DP.

Any thoughts? I’m not sure if the explanations do the concept justice, but the more I look at the traditional layout of Spell Law some of the carryovers from the old system, the more this appeals to me.

—-—-—-—-—-—-—-—-—-—-—-—-—-—-—-—-—-—

Note: This revamped magic system also goes hand in hand with another modification I’m working on: Generalized and Specialty ranks. Characters can develop 1-2 ranks each level in a general skill set (such as Social) for a +3 bonus each rank which apply to all of the specialties with a skill, and then 1 rank each level into each specialty (Influence, Leadership, etc) for a +5 bonus. This makes characters more skilled in a general, but specializing is more cost-intensive.

More on this last concept in later posts, but I wanted to include it for the sake of seeing the direction I’m going in altering the core rules.

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Experimenting with Level less Resistance Rolls

At this risk of opening the door to more blogs about rules (which I try to avoid) I wanted to post about my current experiments with level less resistance rolls. It’s important to understand that my current gaming group has accepted the fact that I frequently change rules from session to session. Sometimes dramatically. They take it in stride and certainly provide an instant feedback loop. They are also pretty good distinguishing between what might be a good system rule and what may benefit or hard their character and note their own biases.

For a primer on previous blogs and VERY good comments I would suggest the following:

Generally we’ve been testing Resistance Rolls in our repeated playing of Legends of Shadow World, so the gameplay is very high level. So where are we right now?

  1. We use “Stats as Skills”. So the actual Stat(or a average of several) is used as the modifier. This works best when stats are actually the product of random generation or has a normal variation. Not every stat for a PC should be 75+.
  2. Resistance falls into 4 categories: Fear, Poison/Disease, Mental Attacks, Essaence/Magic.
  3. RR’s use a Success 100+ so it works the same way as all other skills.
  4. Fear. There were good arguments as to why Fear should have a factor of level since it reflects experience and maturity so I keep playing around with it. Natural Fear effects (ie from a Dragon, Undead or Demon) is given a Difficulty modifier like an MM/SM. I generally use a Difficulty modifier range of +100 to -150 rather than Difficulty labels like “Routine”, “Hard”, “Absurd” etc. For cast spells that create a Fear effect I use the resolution for Essaence/Magic below in #7.
  5. Poison/Disease. Same as Fear. Poisons and Disease are given a Difficulty level/modifier. For example, Jeggarukh (level 6 circulatory) has a -40 severity modifier. A target with a 80 Constitution would need to roll over a 60 to resist. The level of failure determines the effects of the poison.
  6. Mental Attacks. We use the SD stat as the primary modifier PLUS the # of skill ranks in Mental Focus (a developable skill).
  7. Essaence/Magic. We use the average of Re/In/Em stat to resist Essaence/Magic. We don’t distinguish between “Realms”–it’s all just Essaence. In our game, Realms are just the way magic is manipulated and shaped. There aren’t three types of power (plus the 3 mixed hybrid). I always thought that silly.

So for #6 and #7 what is the target resisting in a level less system? Again, we use a Success 100+ for a spell casting roll. The amount over 100 is applied against the target. So let’s say Barry the Mage casts Fear at Selma the Simperer. Barry rolls a 55 on his spellcasting roll, adds his skill bonus and modifiers of 75 for a total of 130. The excess of 30 is used against Selma in her RR. Selma has a SD of 70. She needs to roll at at least a 60 to resist the spell.

One option that I use with the above system is using the # of Power Points in both the spellcasting roll (a negative to the caster to represent the dangers of using power) and the # of Power Points as a negative to the target as a proxy for the potency of the spell. So more dangerous for the caster to cast, but more potent for the target to resist. This is similar to using the PP’s as the level of attack versus just the level of the spell.

Finally I’m still playing around with a RR versus Stun/Surprise. I like it, but don’t want to add more RR rolls to combat. That’s the gist of it, and it has worked. I play around with bonuses, modifiers and various options but always try to keep to the 100+ success so almost all resolutions are unified.

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RMU and it’s implied setting.

[Disclaimer. I haven’t finished reading the RMU Core book and haven’t even started on Spell Law or Treasure Law, but I wanted to start the discussion and/or provoke some thought!]

Because RMU Creature Law has not been published yet, this post may be a a bit premature. We’ve blogged a lot about the relationship between game rules and the associated setting; mostly the “gap” between Rolemaster and Shadow World. Now that RMU is quickly becoming whole and fully formed I was wondering what the rules are implying to you about a setting? Professions, races, spells and now alchemy rules all inter-relate and drive a concept about a setting. To me, clearly it’s not Shadow World but neither is it a generic quasi medieval, European setting nor a Gygaxian ecosystem. We’ve always argued that a ruleset should have strong supporting adventure material. Maybe just adventures in the beginning, but ideally a world setting that matches the metaphysics of the magic system, a cultural history to support the races and economy, and a physical framework for adventuring. To me, RMU is not a dungeon delving system. But the rules should inspire the setting and the setting should support the rules…

My first setting impression that RMU invokes is a bit of a steampunk setting. Perhaps it’s the dabbler or the style of Treasure Companion that feels more tech than magic. I’m reminded of the the Ketty Jay setting: flying ships, a construct/golem, daemonist, ancient civilizations, magic and firearms.

I’ve included a few links to past posts, but I’m very interested in readers thoughts!!

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Picture of the Day

This is Goa Gojah located in Indonesia. The cave features a screaming mouth as an entrance, and the monster’s face is surrounded by a sea of flames. I thought it was very “Tomb of Horrors” and always a reminder that there are real life inspirations for fantasy settings. (besides New Zealand in general)

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“Punching Up”: Warrior Monks in Shadow World

It’s been a long time since I’ve played a character in Rolemaster. Early on I became the GM and have filled that role to this day. But when I did play it was usually as the Warrior Monk “Caylis” (who later became a regular NPC in my Shadow World campaign). In general Monks have been problematic in RPG’s–with some cool abilities but lot’s of weaknesses and shortcomings. Like many of RMs professions, the Warrior Monk was drawn from the templates D&D provided.

Some memorable special abilities in D&D include “Feign Death” and “Quivering Palm”, neither of which made the translation to RM. Due to RM’s lack of inherent professional abilities, RM’s Warrior Monks were just unarmed fighters with a few low cost skills like Adrenal Defense and Adrenal Moves. So unless you play a spell-casting Monk, you didn’t have much for special abilities and had some limitations:

  1. Inability to wear armor or be encumbered to utilize Adrenal Defense
  2. Martial Arts were arguably not effective against animals and much larger creatures.
  3. No parrying.
  4. Martial Arts have to be developed in Ranks, so the most effective Rank 4 will lag in development (and skill bonus).

Early rules did include some options for quick strike, multiple attacks and engaging multiple opponents and also had rules for Weapon Kata so Warrior Monks had some increased combat abilities, but were basically slightly less effective fighters. While I still am a fan of Warrior Monks they definitely had their limits. So where do Warrior Monks fit into Shadow World?

Fortunately, Terry incorporated both the Warrior Monk and the Monk into a famous monastic institution: The Changramai Monastery. As Terry notes in Emer I, the Monastery is more of a school and training center than a true monastic or religious organization. Nonetheless, the Changramai were renowned for their fighting ability and the school hires out skilled Changramai to serve as bodyguards throughout Kulthea. To be hired out, Changramail need to have achieved at least the “Third Veil” which is around 10th lvl.

There are a number of references to the Changramai in Canon with which we can construct a better picture of the Changramai. Some mentions in the books include:

  1. The Nomikos Library used Changramai extensively as guards throughout the facility. Nomikos Changramai are 6th lvl.
  2. The Nameless One is protected by 4 Changramai.
  3. The “Black Velvet” Brothel also uses Changramai as guards.
  4. Kyan Kim is a named NPC and trained in the Changramai school, living in Eidolon. He is 8th lvl.
  5. The Monastary was established in 2500 Second Era. “It is believed that the Changramai are disenchanted Xiosians who left the service of the Titans”
  6. Terry introduces a new special weapon: the Jata. This is a thrown, circular, 3 bladed weapon that has virtually magical properties to attack multiple targets AND return to the thrower.

There are a number of other references of powerful figures in both Eidolon and Haalkitaine that use Changramai for guards. The implication is that they are either very competent, or so feared that they are never tested. But how does the realities of the Warrior Monk profession stack up to this reputation? Throughout the books, Changramai are described as “imposing”, “intimidating” and:

  • Changramai monks can catch arrows, run on walls, leap incredible heights, punch through stone walls, and defeat half a dozen well-armed foes simultaneously with their bare hands.
  • Are fearsome experts at unarmed combat. It is said that they can see things invisible and know a liar by his voice.

Certainly Monks, with their spellcasting ability can perform some of those feats, but are Warrior Monks truly that adept? If you look at Changramai stat block, the typical Nomikos Changramai is 6th lvl, has 90 hits, AT1 with a 90DB and has a 90OB using MA Strikes R4. Depending on your liberal use of Adrenal Moves, Warrior Monks would be hard pressed to “punch through stone”, “leap incredible heights” or “catch arrows”. As an added comparison, using Jaiman stat blocks, a Erlini Sentinel is 5th lvl, has 85 hits, AT1 50DB and a 90OB is Short Sword. Really not much of a difference. Changramai are basically comparable to many of the rank and file warriors in the Master Military Tables found throughout Shadow World books.

Of course those are rank & file. We would assume that the Nameless One, or Haalkitaine Royalty would engage higher level Changramai as befits their position, status and wealth. But even higher level Warrior Monks are just going to comparably scale up by level in comparison to Fighters. They still won’t have those legendary abilities ascribed to them, or attainable by Monks via their spell lists.

But if you want to “Punch Up” the abilities of Warrior Monks, or just the Changramai Warrior Monks, I would offer up a few of my own solutions:

  1. I eliminated the development Ranks for Martial Arts and instead use the Ranks as the effectiveness of the combat style. This is similar to the size limitations found on in the various Claw Law attack charts. The Changramai and Kortri Ta Shiin styles are Rank 4; lesser unarmed combat might be limited at Rank 1, 2 or 3. This represents the superiority of these fighting styles and reflects the deadliness of the Changramai combat system. Removing the Rank skill development also frees up a TON of DP’s for Warrior Monks to expand in other skills.
  2. I allow for parrying with martial arts–no bracers needed. If parrying is really a proxy for an offense or defense posture, than even an unarmed combatant can emphasize active dodging/defense over a full attack.
  3. I use specific weapon modifiers, unarmed combat has very low modifiers for initiative, engaging multiple opponents and attacking and engaging targets in 360 degrees. This gives martial artists a implicit advantage over weapon wielders for a variety of combat situations and allows them to engage multiple opponents with the least amount of penalties. This chart also includes penalties for parrying missile weapons–allowing Changramai to swat arrows away!
  4. I’ve modified Adrenal Defense and rolled in the “Yado” secondary skill. This allows Changramai to not only parry missiles but to catch them.
  5. I use a modified Adrenal Strength and Speed that further benefit martial artists.
  6. I have unlimited skill rank development and a modified rank bonus progression that allows for characters to accelerate a few skills through focused development. The creates a tradeoff between average development of a broad array of skills or fast development of a smaller, focused set of skills. This seems appropriate to a unique combat school like the Changramai Monastarey.
  7. Finally, I use a “no profession” system to my Shadow World campaign. Changramai Monks are neither “Warrior Monks” or “Monks” and have access to the BASiL Mentalism “Self” Spells. With these lists and the changes above, the Changramai skills are complete, indeed they are powerful as depicted in the Shadow World books.

Have you utilized the Changramai in your game? Have your players ever faced off against them or perhaps have Changramai training?

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Cool Things in Shadow World

I’ve blogged about the various, unique aspects of Shadow World as a setting, but today I thought I would note some very specific things that differentiate Shadow World and are great additions to the game.

Favorite Familiar:

Tameki. Introducted in the Cloudlords of Tanara, Tameki are small animals resembling black Terran housecats. Tameki have short, silky blue-black fur, large blue or violet eyes, and upstanding
triangular ears. They differ from cats in that their paws have longer, dexterous ‘fingers’ and their torsos are slightly shorter. Very acrobatic, these small creatures are able to leap amazing distances.

Obviously cats are featured a lot as Wizards and Witches pets, but Tameki are just enough that they feel familiar and different enough to add flavor.

Favorite Material:

Keron. A black, very shiny alloy. The substance is strong but flexible and holds a keen edge. When polished it has such a high luster that it looks wet or oiled. It does not corrode, and should be treated as
enchanted.

I don’t use alchemy spells in Shadow World to enchant item bonuses. Instead I rely on Kulthea’s naturally occurring metals and alloys that can be forged by smiths. (Thus, I don’t need to have groups of 30th level Alchemists working in sweat shops batching out Laen or Eog items). Keron is Shadow World’s “Mithril”–a cool material that is intrinsically tied to the setting.

Stone/Mineral/Gem:

Bloodstone. A soft, sandy stone dark red in color, this material can stop a would bleeding up to 5 hits per round! In seconds. This is often overlooked, but what an incredibly valuable stone. Better than a herb or a spell, portably and rugged.

Baddie Critter:

Gogor. Not unlike gargoyles or huge bats in form, Gogor are black as
midnight, with tough hides and leathery wings. They stand about
7 feet tall. Their heads are elongated with a certain reptilian appearance.
Huge, protruding green glowing eyes see in complete darkness.

I’m a fan of all the artificial and specific “monsters” in Shadow World, but Gogor are a good foe for a capable group. My players have some remorse from opening stone jars found in an ancient facility. What they hoped was treasure….

Special Weapon:

Kalta. A Loari Dart Pistol with a 10rnd clip. Very cool, practical, and not game changing. I’m a fan of small projectile weapons and thrown weapons. They add a coolness factor to combat, are a unique skill for players and they don’t impact game balance.

Riding Animal:

Kith. A giant six legged panther? Sign me up for that!!!

Cool Item:

Rod of Tanys. Not magic, but a tech remnant, this grey metal cylinder is 2″ diameter and 1 foot long. No it’s not a light saber, it’s a “power whip”!!! There A LOT of cool magic items that Terry has created, but I like the cinematic nature of this weapon.

Favorite Practical Spell:

Warning Portal. Found on the Warding Power list in EMER and SWMA, this simple spells allows the caster to set a magical trip wire across a portal. If someone crossed the barrier, the caster is alerted. This is a 1st level spell. It’s practical, reliable and needed in an adventuring group. I’ve been working on BASiL warding spell lists, and this good spell design.

Those are just a few of my favorite things. I found that on each re-read of the SW books I found something new, something I forgot or a new idea is sparked. Are there any particular things in Shadow World that appeal to you?

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Spell Law Deconstruction: Spell Attacks, Resolutions and Resistance Rolls

One consequence of my BASiL project is a critical, and hopefully objective, review of the spell mechanics found in Spell Law. I’ve blogged on “deconstructing spell law” under a number of topics here on the Rolemasterblog; perhaps too many times to provide relevant links. But today’s blog is related to my previous posts on Resistance Rolls (HERE and HERE) and might be helpful to review when reading this entry.

Spell Law establishes some basic classes of spells: Healing, Informational, Elemental, Force etc. It feels like the foundation of a consistent set of principles that covers various spell effects, but unfortunately falls short. I dropped this entirely in BASiL for now, but I’m in a review process and may reinsert spell types again. {I haven’t reviewed RMU enough to see how they might have address this issue}. At issue is the varying classifications of spells compared to the spell resolution.

Three Types of Fire Attacks.

As an example let’s review the differences between Firebolt, Wall of Fire and Call Flame. All are classified as “Elemental” spells. Firebolt has it’s own attack table and Directed spell skill to resolve attacks like a traditional weapon. A target’s defense is determined by AC and defensive bonus. Wall of Fire is a fixed effect that delivers a Heat Critical and specifically states that there is no RR. Call Flame doesn’t specify a resolution, but based on RAW, I believe a BAR is rolled and the initial target is given a RR. One could argue that the missile style of the Firebolt lends itself to a weapon attack resolution, the Wall of Fire is in a fixed position and thus has a unavoidable effect if walked through or touched. Call Flame is a bit of a hybrid. It could be considered a targeted spell (like the Firebolt) when manifesting (takes 1 rnd to form) and then a fixed unmoving effect (like Wall of Flame) for it’s duration of 1 rnd/lvl.

I’ve got no problem with Firebolt and Wall of Flame resolution, but does Call of Flame require more thought? Perhaps a better resolution is to treat the manifestation as a Fireball for attack purposes and then a Wall of Flame for the spells duration. Why am I parsing this?

I don’t think a physical attack, whether Elemental or Force, should be resolved using a magic realm resistance roll. Essence RR’s are modified by the Empathy stat. If Call Fire was imaginary or a nerve attack then ok, I might buy that argument. But Call Fire is actual flames–any defense against that should be physically based: quickness, a “dodge” or maybe even an intuitive reflexive flinch.

Let’s use a more apt comparison: Fireball vs Vacuum. Both are aimed, area spells but neither have a directed spell skill. Fireball is an explosive burst of fire and is resolved on a attack table using physical parameters: range, area of effect, defenders DB etc. Vacuum is a “Force” spell, but still an implosive burst of air. It’s a real, physical manifestation and yet, a target makes a v. Essence resistance roll.

There are numerous examples of similar spells that are physical attacks, don’t have their own attack table but are treated like intangible magical effects that can be mitigated by a magical resistance. It just doesn’t work for me. So what are some options?

  1. Generate individual attack tables for any applicable spells. That sounds like a lot of work, and more tables.
  2. Have the spells use existing established attack tables to save the extra work, but to model physical attacks and physical defenses.
  3. Establish a Resistance Roll that is based on physical stats. Qu/Qu/Int for example? This is the metaphorical Dodge; a slight twist of the body, a ducking of the head or similar that avoids the spell damage.
  4. Allow a targeting process that if successful, inflicts a mandatory result. Basically a Wall of Fire but with a accuracy roll.
  5. Use the “Dodge” skill with these types of spells (physical attacks that don’t have it’s own attack table).

If you’ve followed my BASiL project you know that I generally opted for #2. Plant attacks use the Grappling Attack Table, Wave Attacks utilize the Ram/Butt/Bash Table etc. Since these have attack tables I do allow for directed spell that models a casters mastery and increasing efficiency of the spell.

However, I’ve also experimented with a physical resistance roll that is used for reaction times: ambushes, physical spells etc. Like many of you, I will continually tinker with my house rules, but one thing is certain: I don’t believe that using magical resistance against a physical attack (magic or otherwise) is a good resolution rule.

What do you think?

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Follow Up: Magical Languages in Shadow World

Now that I have had a few years of playtesting on my magical languages I thought I would blog a quick update. This is a follow up to my 2018 blog post on the subject and the added comment I posted in response to others.

For a quick summary here, I have made magical languages a skill rather than just a assumed ability that is gained when learning spells. In fact, it’s odd that Rolemaster doesn’t embrace magical languages as skills given the need to codify virtual anything as a skill. (I’m looking at you RMSS!) My goal is to create barriers to learning spell lists within my “free market” approach without arbitrary rules about Open/Close/Base or learning lists via “A”, “B”, “C” et al spell picks. (Base list restrictions is just another “Rules for Rules” example).

I originally had 20 or so magical languages I was trying out, but over time I’ve reduced them to just over a dozen. This is due entirely to my thoughts on mapping the development of magic use from the Ka’Ta’Viir (arguably Arcane or possibly Mentalism) to the multiple “realms” that I use in BASiL. So while I created a few of my own, I started with the base magical languages that Terry helpfully provided! I generally classify them as “High” or “Low” which corresponds to Base/Closed and Open classifications in Spell Law.

Aludos:* The “alphabet” of Enruning. Aludos is the language of “short hand” magic used in inscriptions, runes, glyphs, sigils, hieroglyphics and other codified, written magic. This is not a spoken language, but Aludos allows a caster to execute inscribed magic as well as interpret other’s work. (This magical language replaces the function of the Rune skill)

Elemos. High language of Elements. This language is used for casting the high spell lists of Elemental Magic.

Enruth:† Language of Imbedding Magic. Used for alchemy and enchanting objects. Glottogonic analysis suggests the Enruth evolved from a mingling of Elemos and Aludos.

Krônyt:* The High language of physics magic. Used for spatial, physical and time manipulation spells.

Kugor: The High Language of Dragons. It is virtually impossible for other races to use due to limitations of the vocal chords.

Kuskarûk: An arcane language utilized in “Dark” spellcasting. It is believed to be a corrupted form of Orhan power and was introduced to Kulthea through the Charon pantheons.

Logos:† (‘The Word’) The discipline of word-thoughts: mnemonics, method of loci, meditation, transcendence and schema that allows a caster to utilize Mentalism magic.

Meanas: The high language of Illusions, Shadow and Misdirection.

Morgradoth. Language of the Pales and Void. Used for Demonic summoning and controlling spells.

Nomos: “Common” Language of the Essence, used for most lesser Essence spells lists.

Sylmaria: High Speech of the Flows. Almost musical in nature, it is required for spell lists involving the Flows of Essaence. This language is very difficult to learn. Its teaching is closely guarded by Loremasters and Navigators.

Shurak: Language of Fire

Uscurac: The ancient magical language of the Ka’Ta’Viir and “Arcane” magic.

Var Arnak: Language of the spells of the Unlife.

Xytos:† Language of Power-words (Essaence). This language is a limited vocabulary of single word spells and closely related to Uscurac.

With BASiL spell lists are assigned a language. So a caster that wants to learn a diversified selection of lists will probably need to expend additional DP’s learning multiple lists. In addition, the caster can’t cast a list above the level of their Magical Language skill rank AND the Magical Language skill bonus is the bonus used for the SCR. All and all it’s worked great and mimics the original arbitrary spell list acquisition rules using the core Rolemaster premise: skill acquisition.

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