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I may be making some assumptions here but I am guessing most of the readers here are English speaking. That most English speaking territories have some sort of TV shows along the lines of Strictly Come Dancing, Dancing with the Stars, Dancing on Ice. I also assume that as roleplayers we do not watch Strictly Come Dancing, Dancing with the Stars, Dancing on Ice.

Bear with me, I am going somewhere with this.

So whereas the fans of those sorts of shows are avid watchers of fleckles, hip action and correctly pointed hands and feet we are more interested in different sorts of moving manoeuvres.

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In a recent forum post there was a reference to mounted combat. The horses were all fast moving, galloping around and their movement rates were huge, in the order of 400′ to 500′ a round.

This is partially a problem with 10 second combat rounds. If two combatants were in melee range at the end of round 1, eg the clash of lances in a joust then 10 seconds later they could be 900′ apart (500′ + 400′). Try using a battle map for that! I for one would need a bigger dining room table.

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I thought the commentary on “Illusions” in my lastbuy phentermine with prescription was pretty good, so I thought I would discuss another spell mechanic that might need to be re-examined: Summoning.

Spell Law contains a number of spells to summon/conjure Demons, creatures and other beings in Essence and Channeling. ┬áBut really it’s a just a big hot mess of vague, confusing spells.

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I am sure that bulk answering these questions twice a week completely misses the point of #RPGaDAY but to be honest I don’t care.

Yesterday Sparta commented on a post I wrote at the beginning of July. The significance of that is that we are obviously reaching new people and they are looking at what we are writing. This is a good thing. I have no idea but it is entirely possible Sparta and others found the blog through the #RPGaDAY hashtag.

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My last post mused on the impossible goal of designing balance into a high level adventure. Among one of the issues I touched upon was the lack of effective buffs in RM Spell Law. But the problem is much broader than that–there is a breakdown of spell design at higher levels. Perhaps the original designers didn’t see much game play use for high level spells?

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I am intrigued by ITDs critical tables. I have never seen them but it came up recently in a discussion on on armour by the piece that there are different critical tables by location and only three locations; limbs, head and body.

For me the only piece of RM that has to be retained is the critical; everything else has to earn its place at the table. If it is more effort that it adds to the game I am inclined to cut or replace it.

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All the recent talk about stats got me thinking about some different ways to make stats more important or useful in standard RM or RMU. These are just rough, thoughts, mind…no actual play testing in most cases.

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Peter’s recent blog, buy phentramin-d at walmart, created a firestorm of comment activity. 64 comments to date! Much of the back and forth touched up on professions, attributes, knacks and character creation. Certainly, the thrust of the debate was centered around the Professions vs No Professions commentary that Peter and I have continued on the RolemasterBlog and previously on the Rm Forums.

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Most of my emails and forum messages have been asking about when I’m going to post the Mentalism spells for my Spell Law re-write. While Essence and Channeling were fairly straight forward, I’ve ended up re-working Mentalism several times–and now I’m doing it again! Part of this was a desire to really differentiate the realms: Essence is manipulation of the physical world and elements, Channeling is driven by the God’s aspect, “life forces”, and miraculous effects, and Mentalism are spells of mind and will. But what does that mean? What should Mentalism spells encompass for powers?