Sleeping with the enemy!

This week my challenge is to read up on OpenD6. The reason for this is that they have have a very simple approach to descriptive critical wounds, they have hit locations based upon the attack roll and features like ‘stunned’ and bleeding. At first glance their combat system seems a lot less fluid or more cumbersome than Rolemaster but on the other other hand the rule set is a lot more flexible in that it copes with spells, shotguns and superpowers all in the core rules.

Mini Six is a bare bones system based upon the Open D6 core system.

One of my intentions is to scavenge any interesting spell effects for my magic system. I, like BriH, intend to create a stand alone magic system. I would like mine to be compatible with all flavours of RM, from HARP to RMU. It has a working title right now of SPaM (Spells, Powers and Magic).

What I can scavenge from OpenD6 will be added to spells I have scavenged from the 5e SRD spells. This continues the circular journey. RM was originally a set of house rules for D&D and now I am house ruling RM to add in the best of 5e.

The finished product eventually will be released under a badge of Open100 and be free for anyone to modify and extend. Take a look at this… In the ‘star’ box out (upper left) you can see how Might Six has taken and extended Mini Six…

Getting back to Magic…

SPaM will sit alongside my open monster companion. These two alone will be sufficient for any independent adventure writer to create standalone adventures for Rolemaster.

One of the points that BriH mentioned in his post http://www.rolemasterblog.com/spell-law-reconstruction-many-spells-many-powers-generic/ is that my ideas may be too freeform for a completely new GM and player group to have to construct entire spell lists right from day one.

The solution to that is also a solution to another problem. Many of the monsters need spell lists and innate spell abilities. One criticism of the monster rules in RMU was that you almost had to roll up every orc before you could play any combat. I don’t want to do that to my potential users. So the solution would be to create exemplar spell lists from my freeform pools of spells and the exemplars would be all the spell lists required by all the monsters in monster compendium.

So now you will get the flexibility of pools of spells and unique lists sat alongside exemplar lists.

I think that should address that weakness. Is it enough?

How many Spells is enough?

BriH touched on this with his high level adventures but a very high level spell caster is highly likely to have every open and closed list and every base list to the max. Obviously the rules in play can affect that. I am playing my lay healer in a game where almost everyone in the world has at least some kind of magic and every family has a spell caster.

In that game 10 ranks in learning a spell list is enough for automatic success and you can learn lists in parallel. You can learn one list for every powerpoint/level you gain. The GM also allows you to add your stat bonus to the spell gain roll if the chance is not automatic.

To put that in perspective due to background options I have 4 power points per level and a total stat bonus in PR of +50. At 1st level I had 7 spell lists and I am learning 4 more for next level.

If that sets the tone for the character going forward then by the time I am 6th level I could have every open, closed and base lists to 10th level. By the time I am 12th level I will have all lists to 20th. By 21st level I would have my 10 base lists to 50th level.

My character is exceptional. I pushed my PR to 100 with a background option and then rolled the skill at magic and got a further +25 bonus. Even without those extreme odds any pure caster should have nearly all the lists to 10th level long before they get to that level themselves.

In the game I run I am stricter on spell list acquisitions. You get +5 per rank and there are no bonuses to the roll. That is the RAW with no options in play. The intention was that a 10th level caster should have in the region of 8 lists. I wanted magicians to have fire law OR light law OR wind law not everything right across the board.

The problem with too many lists is that it gives you too many spells. Just from a playing perspective if you have 400 spells to choose from and many of them are stackable to create new effects then very few players or GMs will know all the options. I have always loved low level spells. Many of them have the effect based upon RR failure, like sudden light. So even though it may be a low level spell it can be devastating in the hands of a higher level caster.

Another objective of limiting the number of lists being learned is that a party with two magicians now do not necessarily have two of everything. The casters have very different lists and what lists you buy is an important strategic choice.

In my game it also promotes spell research as adding spells to your existing lists does not cost DPs in the RAW game.

I am finally zeroing in on the house rules I would like to fomalise for an alternative for Spell Law. I have touched on this many times in the past.

I am most definitely getting rid of all three realms. There is now simply just ‘magic’.

My lists are no longer linear progressions. Lists are now more like three dimensional cubes. In one dimension they still go from 1st to 50th. But I am bringing in HARP scalability so each spell can have a depth. I also allow multiple spells at the same level so lists can have a thickness to them.

A first level character starts with a couple of sentences to describe the list of their own devising.

The next step is that the player chooses a first level spell from a pool of all the first level spell to fill the first slot. Every slot may hold a spell of that level or lower. So in theory if there were two first level spells you wanted but no second level spell then you can take one as your first level spell and one as your second. Spells do not have names anymore, just effects. When the player adds a spell to their list they create a name for that spell. The names and the spells must fit the description at the top of the list. The GM can veto any spell on any list.

The point is to avoid a single list with fly, invisibility, fireball, lightning bolt and regenerate on it. Essentially characters could recreate fire law as a list or lofty bridge but slot in a few of the other related spells such as Sunfires into Fire Law or some of the channeling movement spells. More interesting though is mixing some of the barrier law spells with the other ‘wall’ spells from base lists all over Spell Law.

All the lists created by a single character should have a single theme of concept to them. So if you are “Pyromancer” then any fly spell would have you carried on fiery wings, teleport would have you leave in a column of flame and so on.

So far this is all untested at the game table. I hope I have given enough detail of how this would work.

My question is… If you really could pick all the spells on every list, now many lists do you think you would want as a spell caster?

P.S. My warhorse and I are travelling today and competing all weekend so you may have to wait for replies to comments as I could be a bit busy.

New Generation Orcs!

Once upon a time Rolemaster was a drop in set of house rules for D&D. These monsters bring things full circle. These are the monsters from the D&D 5e SRD converted back to an approximation for any version of Rolemaster. Some monsters will be weaker than the official Rolemaster monsters for your version of Rolemaster. Some will be tougher. As a GM you should look at the monster and decide if you need to adjust the number encountered to take account of any variation in power.

Every monster has a mini stat block. Monsters exist to be killed, out smarted or avoided. They are not there to be invited home to meet the family, you do not need full PC quality stat blocks. These mini stat blocks are there to give you a ball park figures for when you need start making rolls for the monsters. Strength is a combination of Strength and Constitution, Speed is Agility and Quickness, Intelligence is a mix of memory and reasoning, Empathy is both Empathy and Intuition, Presence is a mix of Presence and Self Discipline.

Attacks and OBs.

I am not using the rules in the original Creatures and Treasures for converting AD&D monsters to Rolemaster. As Hurin pointed out some the RM2 monsters were a bit arbitrary. Another point is that original RM did not have multiple attacks. Two Weapon Combo did not arrive until RoCo2. The way that C&T dealt with multiple attacks was to increase the OB of the creature, part of the flurry of blows style of combat round. I am going back to the D&D style multiple attacks as that is what the PCs have. It also makes monsters slightly more dangerous as the more attacks, the more chances of that open-ended up roll!

Base Rate.

There is a big change between new and old Rolemaster and that is the round length. RMU rounds are 5 seconds, RM2 rounds are 10 seconds, HARP rounds are 2 seconds. The movement rates are quoted as per second, so you can time 2, 5 or 10 as you desire.

Armour Types

This is the biggest change between version. RM2 & RMSS have 20 armour types. RMC (with the combat companion) and RMU have 10 armour types. The listing will show both but 3/20 means AT3 if you are using AT 1-20. An AT of 2/10 means AT 2 if you are using ATs 1-10. Armour in HARP is expressed as a DB modifier. As a rule of thumb if you take the AT in the 1-10 scale and times it by 10 you can add this to the DB and you will not be far off the mark. So for example an Orc in this collection of monsters has an AT of 3/10, 2/10 means AT3 in RM2, AT2 in RMU and for HARP it will need +20 DB (2×10). Any number in brackets after the AT is the creatures natural DB rounded to the nearest whole +/-5. For example the orc has a Speed of 60. That is an approximation of its Agility and Quickness. Under RMU that would give a +2 stat bonus and a +6DB. Here it is rounded to a +5DB.

Overview

Comparing my Orc to a RMC Orc and we have the same movement and the same hits. The RMC Orc wears armour and carries a shield but this something that the GM can change. My orc has a higher OB. This is in line with the sample character sheets I have that all show starting characters are much more powerful than the original characters and NPCs bundled with books like Heroes and Rogues. The NPCs I was sent all, right across the board, had higher OBs, DBs and hits. They all also had higher perception skills which is equally life saving!

So here is the ‘open’ Orc that is usable with RM2, RMC, RMSS, RMFRP, RMU and HARP.

Orc

Orc Grunt

Level 3

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 50

ST SP IN EM PR
80 60 35 50 50
+15 +5 -10 +0 +0

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 67 Weapon Spear or Javelin

Environment: Temperate hills

Organization: Gang (2-4), squad (11-20 plus 2 5th level sergeants and 1 leader of 9th level), or band (30-100 plus 150% non-combatants plus 1 5th level sergeant per 10 adults, 5 8th level lieutenants, and 3 11th level captains)

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colours that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 3rd level.

Combat

Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the great axe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honouring a truce) only as long as it is convenient for them.

Orc Sergeant

Level 5

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 80

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 95 Weapon Great Axe or Spear

Orc Leader

Level 9

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 134

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 150 Weapon Great Axe or Falchion

Orc Lieutenant

Level 8

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 120

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 135 Weapon Great Axe or Falchion

 

Orc Captain

Level 11

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 150

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 165 Weapon Great Axe or Falchion

So Where Next?

I think I have a working formula for doing a conversion from 5e to a sort of averaged version of all the RM flavours. These are not meant to be achieving a carbon copy of the Creatures and Treasures monsters but new and different versions. Many of the monsters will be completely new such as the Aboleth who simply does not exist in any flavour of RM.

I think these will be great fanzine material as that is less likely to fall into players hands. I can remember getting White Dwarf or Dragon magazine and really looking forward to new monsters that my players didn’t know. That is the effect I am after!

Thought Experiment Update

I huge thank you to everyone that sent me character sheets!

The brief was intentionally vague to give everyone creative freedom. Most people produced a non spell using rogue or thief which is what I has sort of expected. My Xan is exactly in that vein.

Things that really stood out were that I got three RMU characters. Seeing as RMU is still in play test and the experiment was for people who had house ruled character creation I had only expected one RMU character and that was Hurin’s who uses individual skill costs.

An interesting aside here but RMU is not yet published and the developers are pretty determined to stick with category skill costs. On the other hand there is already one ‘officially sanctioned’ optional rule in the form of Hurin’s individual skill costs published in the Guild Companion completely undoing the developers work. Only in Rolemaster eh?

The fact that RMU character creation is being house ruled while still in play test make one wonder about what is being tested? My personal intermittent play test is still RAW but with JDales new tables applied.

Back to Xan

I have distilled the character down to just a few really basic numbers. If you were reading a module or adventure and she was an incidental NPC then you may just get a one liner.

The ‘average’ Xan taking every sheet I received looked something like this.

#Hits 64, OB (shortsword) +59, DB +14, Perception +28
She typically has 18 additional skill including primary and secondary skills.

If you compare that to the off the peg NPCs in Character Law (RMC version) you get

#Hits 20, OB (shortsword) +30, DB +0, Perception +15.

The house ruled characters are far more functional than the off the peg NPC. In addition nearly every Xan has a secondary attack and either multiple attack or two weapon combo and many have given her a thrown dagger as well.

Interestingly, one came back with a single spell list.

I do want to look at the characters in more detail later but I thought I should really do something immediately as you all took the time to send them to me.

So the immediate take away is that all these Xans are more functional than RAW characters. I make my starting characters more functional as it is more fun to be capable than not. There is more fun in being able to survive more than one hit with a sword, all baring the critical, than not. These heroes are more heroic than RAW player characters.

The impression I have got so far is that house rules in general are making RM more survivable for starting characters than the rules a written.

More to follow…

Why kill a PC out right?

What advantage does killing a PC actually bring to a game?

Does it add to the drama? Probably not. Does it add to the story? Again, probably not.

Imagine that a PC party is fighting a gang of orcs and the main fighter is knocked out cold and the fight goes badly. In the end the magician grabs the cleric and using long door they escape.

So what happen next?

The GM has two options. The fighter is dead and the game session pretty much ends for that player has they have to create a new character*. The rest of the party head back to town and try and recruit a new muscle man for the adventure to continue. The other option is that the character is a captive of the orcs and the remaining PCs now need to mount a rescue. The fighter is master of his own destiny to some extent and can try and engineer their own escape.

I am not suggesting for a minute that the PCs should never die. Without that threat it robs the game of some of the sense of danger. A one hit death on the other hand adds nothing. An unconscious character is maybe capable of being revived if the party have the right healing. An unconscious character is still an active part of the story. Even if they cannot talk then are a burden that needs to be carried, slowing the party and changing their tactical choices.

Sure, the orcs can kill the character, maybe even eat them, but does a random roll of 66 on the critical table need to be so fatal?

There will be times when the characters death is inevitable or even desirable and a heroic death can top off a campaign perfectly.

This is an off the peg critical:

Neck strike shatters bone and severs an artery. Foe cannot breath and is inactive for 12 rnds. The poor fool then expires.

What are the chances that the foe will live for 12 rounds? I am guessing that if it is an orc then the PCs will finish it off just to make sure of the exp. If it is a PC that has taken the critical then either some kind of Fate point will be spent which reduces the fatal result to unconscious or causes a complete re-roll or the party healer averts the death or the GM fudges the result to keep the PC alive or the PC dies.

The Fate point option just reinforces what I am thinking, that the death doesn’t add anything to the game so additional optional rules are required to fix the broken rule.

The Healer healing the wound is the perfect outcome, even more so if the healer is another PC and not a rent a medic NPC. The rent a medic is really just a walking, talking GM fudge.

If the GM fudges the result then it is just pointing to the death being ‘not fun’ and so why is it in a game?

If the critical read Neck strike shatters bone and severs an artery. Foe cannot breath and is inactive for 12 rnds the passes out. The victim will die eventually unless help arrives.

The effect during the combat is identical but the death is no longer certain. It is down to the narrator to decide what is best for the heroes story.

What I think I would love to see is a critical that reads:

Crush foe’s skull. +30 hits. Opponent dies immediately or if they are a PC then they are unconscious. Add +20 to your next swing. You have a half rnd left to act.

Yes, an entire two-tier system with the odds inevitably stacked in the heroes’ favour. Surely, we are sat around the table to tell the heroes’ story and have fun doing it?

 

*not all new characters are 1st level so creating an 8th level character, for example, can take a damn sight longer than just a 1st level one to re-join the party with.

 

Ascendancy. The pathway to Godhood in Rolemaster.

Earlier this year, I blogged about the concept of players channeling power and or spells to “followers”. To me, this was a natural progression of the original Channeling Skill & Spells found in the earliest versions of Rolemaster. I was always intrigued by the channeling concept in RM, but we never, ever used it in any of our games. It’s a powerful concept, especially for game system in the early days of RPG’s, but the game mechanics were clunky and the upside benefit during gameplay was never really clear.

A workable Channeling mechanism is the first step towards a character gaining “followers” and having the ability to send power or spells to these acolytes. Isn’t that flirting with some concepts of deification?

This topic has now come full circle for me and I wanted to think it out via this blog. I’m working on multiple projects, but most actively on my 50th lvl adventure series and re-examining high level spells in my Spell Law re-write. These adventures forced me to think about high level challenges, the power curve of skills and spells, and the general ecosystem of 50th level characters.

Rolemaster is not “epic” in the sense that characters are granted special abilities upon reaching certain levels. So while most players might think that attaining 50th lvl would somehow bestow a special capacity upon a character it’s not the case. For spell users, 50th lvl spells might be cool, but I don’t think particularly revelatory–and in many cases, not that powerful. Obviously arms users don’ t have access to any transformative abilities at 50th level.

Some game systems have introduced game mechanics that allow powerful characters to receive special abilities at high levels. (did the Expert Immortal set do this first?). My favorite example in fiction is in the Books of the Malazan. In this setting, which is based on the authors own RPG campaign, Erickson clearly establishes the concept of “Ascendancy”. Since he doesn’t spoon feed exposition to the reader, it wasn’t clear what the mechanism is exactly; or even what special abilities are imparted upon such. Now we have much more info on the setting, and per the Malazan wiki we have:

Ascendants were individuals who had transcended death. They formerly had been called First Heroes.[1] Ascendants could become gods if they gained sufficient following among mortals but they were not gods by default. They were more or less immortal, but could be killed. They had access to magic, even if they were not mages prior to their ascension.

So it appears the benefits are: immortality, one step closer to Godhood, access to magic. That’s interesting and certainly reasonable to incorporate into most fantasy settings. Immortality is an easy one–it’s not like players are going to game out a 1000 years of life and longevity doesn’t really impact gameplay. But does immortality include self-healing or regeneration? That’s unclear. Access  to spells/magic seems reasonable as well. Rolemaster is flexible enough that it would be simple to create special Closed lists for Ascendants. So it seems to me, dependent on the setting (it’s always about the setting!), including Ascendancy is relatively easy to do in Rolemaster!

So why would a GM want to add this functionality into their RM game? Becoming a God (via an Evil Ritual)  is a common plot meme for evil foes. Once you establish something is possible than it needs to be allowed for all characters, right? Is it unbalancing to have a long term goal of a player becoming MORE? Perhaps not a God, but a Demi-God or Ascendant or Hero? Isn’t that the basis for fantasy RPGs?

Since this is also dependent on the meta-physical underpinnings of the setting, does this work for Shadow World? The Gods of Orhan/Charon aren’t “Gods” in the strictest sense, just powerful beings from an alternate realms. Kulthea has “local gods”, demi-gods and other powerful beings. So while there might not be a strict classification of Ascendants, it seems there are some. I introduced Ascendancy in relationship to the Dragonlords in my own campaign. (See HERE at the end of the post). I was trying to tie up loose ends and wanted an explanation for the origins of the Dragonlords. The Earthwardens, via a ritual, Ascended to a higher state, beings of raw, elemental Essaence.

So, how else could Ascendancy work in Shadow World? The setting has many local gods, spirits and avatars…could a player become one of those? My own version of the Channeling Spell list discussed in the other blog is the stepping stone to Ascendancy. Players gain followers and create a feedback loop of power and spells. The more followers the more power the character has. But is this enough to establish “godhood” or some derivative of it? What other mechanisms could be put into place?

  1. Special access to Essaence Foci or Flows. One commonality of local gods is that they are centered on special locations, geographic features or an Essaence Focus. Perhaps a bonding or imprinting between the character and Foci could be step?
  2. Access to “Arcane” spell list(s). RoCo I established some of the baseline of this topic: Focuses, high level spells to become Dragons etc are in the DNA of Shadow World.
  3. “Granting”. Perhaps the Lords of Orhan can give a character lesser access to the Essaence “aether”. This might be raw power, special spell abilities or some aspects of immortality. Sort of like accessing a wifi signal on a local hub.

For a game system that is pure skill based, the “high fantasy” aspects of Ascendancy mechanics are intriguing to me. What do you think?

Thought Experiment part one of two

 

I would like to do an experiment.

What I would like is for everyone who has house ruled character creation to look at the pen portrait of an NPC, or PC, below and create the character using your own house rules.

What I would like is a starting character, not necessarily 1st level as I know full well that an RMU level 1 is a whole different thing to a RM2 or RMSS level 1.

Once you have created the character could you email a PDF of the character sheet to weareallawesome AT rolemasterblog DOT com.

If the character has spell lists please only give the name of the list, no actual spells. This is just because of ICE’s IP rights.

I will not use your email address for anything. I only want you to email the pdfs so I do not have to open the server up to anonymous uploads, god knows that we would get if all the spam bots thought they could upload files to our site!

If you don’t mind I would also like your permission to share these characters. I will not need your name, and I wouldn’t publish your name if you give it to me.

I don’t need to know what your house rules were, unless you are really proud of them and want to share them!

So here is the pen portrait.

Xan

Xan was born on the streets down in dockside. She never knew either parent but her reflection tells her that there is some oriental blood in her. The first few years of her life she was someones prop to get a few more coppers when begging. Once she was too big to be cute she was left to fend for herself amongst the street kids. By the time she was twelve she was leading the guard a merry dance and was more than capable of looking after herself through petty crime, stealing food when she was penniless, which was more often than not.

Where she learned to fight or got her swords is not known but now she commands her fair share of respect on the streets. If anyone makes the mistake of treating her as a street walker it is not a mistake they will make twice. She is fast and uses a pair of slim short swords, almost as oriental looking as her own eyes. More than one inebriated sailor has felt one of those pressed against his neck and the other pressed against his groin for making the wrong kind of suggestion! These days she does not beg but earns a passable living as an enforcer for anyone with coin and a need to get a message across.

The second half of this experiment I will post on Friday. I hope you can find the time to create an NPC between now and then!

Your help will be greatly appreciated!

Fleckles and Hip Action?

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.

Now, last week Brian brought up the old topic of No Profession and his idea of the free market economy for skill costs. Another element of making Rolemaster more accessible and faster to play is meta skills.

One of the arguments against meta skills was put something like this. Meta skills are fine for fantasy and historical settings but in modern settings subjects are far more specialised.

I am not saying that meta skills are right and a multitude of specific skills are wrong. I do not believe in right and wrong at all in rpgs. We make and play the games we like in the way that we like them. This is all about an idea I had on Saturday evening when Mrs R was watching one of those dance shows!

So in a RM2 game every typical farmer that the players meet probably have the a cross section of or even the majority of this mix of skills.

  1. Animal handling Pig
  2. Aminal handling Cow
  3. Animal Handling Chicken
  4. Animal Handling Donkey
  5. Aminal Handling Dog
  6. Animal Healing Pig
  7. Aminal Healing Cow
  8. Animal Healing Donkey
  9. Animal Healing Dog. No farmer can afford to lose live stock and this includes animal midwifery.
  10. Herding Pig
  11. Herding Cow
  12. Herding Chicken
  13. Loading
  14. Driving Cart
  15. Flora Law for crops
  16. Wood working for repairs around the farm
  17. Rope Mastery for repairs around the farm
  18. Weapon Skill (spear encompassing pitchforks etc) as someone has to deal with foxes, coyotes, mountain lions and join the lynch mob to drive undesirables away.
  19. Perception to spot foxes, coyotes, mountain lions and undesirables.
  20. Body development as farming is hard work.
  21. Trading to buy and sell seed and produce.
  22. Weather watching to know what tomorrow brings.
  23. Singing
  24. Dancing
  25. Musical instrument. These three are essential social skills for finding a wife and making your own entertainment.
  26. Time Sense.

So that is not an exhaustive list. You could add in a lot more Lores depending on how the farmer manages their land. If they have water wheels, a smithy or a tannery on their farm then that comes with a skill burden. If they have farm hands beyond the family then they may need some public speaking or people management skills.

If the typical secondary skill has a cost of 2/6 then my snap shot of skills requires 52DPs per level or straight 70+ in every stat. Or the alternative is that some of the skills come from culture and hobby skills ranks and they do not have all the animal skills, if a cow goes sick they call on the neighbour that does know about cows and people come to them when their pigs are sick and so on.

So the idea that modern settings do not fit in with meta skills as modern skills are too specialised does not work. Portraying historical farmers in RM2 are just as detailed.

Now going back to our Strictly Dancing on Ice with the Stars their are often athletes, sports personalities and former Olympians as contestants. These people almost invariably do extremely well. The reason they do so well is partly down to the fact that almost all sports require a combination of hand/eye coordination, core strength, balance and footwork. All of these translate well to dance apparently. Some of the people who have done well in the past have been gymnasts, rugby players [rugby is like American Football with the training wheels taken off 🙂 ], and track and field athletes.

In my vision of the Athletic Games meta skill the list of  hand/eye coordination, core strength, balance and footwork is almost the skill definition. Taking these dance programmes seem to say that all forms of athletics provide a great level of cross over.

The way I handle unfamiliar situations is by using higher difficulty factors which would mean that as the weeks and months (although it feels longer) that these shows go on for the contestants would be able to apply more of their full skill to each routine and the Difficulty diminishes.

I do not really want to reopen the argument on Meta Skills. I think we have done that to death but this came to me this week as I was writing whilst Mrs R was watching the show and I noticed that one of the highest scoring contestants was Jonathan Peacock who is a para-Olympian and amputee.

Finally, I think it is a damn sight easier just give Vocation:Farmer as a skill and move on to doing something more fun.

How many skill rolls?

Or how many times can you roll the same skill in the same round?

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.

My suggestion was partially prompted by my recent reference to car wars in the #RPGaDAY posts. If you break the horses movement down into second by second movement over the round and only allow a single melee or ranged attack per round you can more easily manage the scale of the movement.

The problem then becomes that Player 1 sees an NPC wheel their horse off to the left so they change their direction to intercept cutting inside to take a shorter line, the NPC then bears to the right hoping to wrong foot the players horse. This is now much more exciting for everyone as they can move their horses strategically, Fred can try and lead an NPC on until he is right in Ernie’s path as Ernie lowers his lance and spurs his horse up into a final dash.

So when do you make the riding roll? If the players are making 10 strategic decisions about their horses movements which manoeuvre calls for the roll? How about perception rolls? If I am trying to shake you off my tail as you are closing do I need to make perception rolls to see you over my shoulder?

You could make one riding roll at the beginning of the round and have that effect the pace of your horse. On the other hand that does not reflect how your horse is handling. If you are not completely in balance with your horse it may ‘fall in’ or ‘fall out’ of a corner. Falling in is where on a corner the horse suddenly cuts in and across the corner rather than on a smooth arc around the bend. Falling out is rather like drifting a car, the horse is travelling both forward around the arc and stepping sideways at the same time. These are caused by the horse trying to step under the riders centre of gravity so if you lean a little too much one way or the other the horse tries to compensate for that. In a chase situation how the horse handles bends and corners can make a difference when trying to get away or make up ground. Flip that around and a poor riding roll should have a reflection on how the horse handles.

If I am making a single riding roll at the beginning of the round and I know I have made a poor roll I could choose to do only the simplest of manoeuvres in that round.

What if, on the other hand you played the mounted combat out second by second and allowed multiple riding and if necessary perception rolls at a strategic level?

This is where the car wars reference comes in. Each turn had a difficulty factor from D1 for a simple 15° turn to D7 for a bootlegger reverse. Each manoeuvre reduced your handling class by the D number and you then cross referenced your current handling class with your speed for the target number for you driving skill.

So you could let the players describe their planned moves and give each riding manoeuvre a difficulty using the regular RM difficulties, they make a skill roll each second but with an accumulating penalty. A highly skilled horse person could then lead a lesser skilled rider a merry dance or even put them well outside their comfort zone and outside their ability if they wanted to give chase or overhaul the other horse.

So in Car Wars terms:

Routine (+30) Turns up to 15° Drifting 5′ left or right
Easy (+ 20) Turns 16° to 30° Jumping a small log or obstacle
Light (+ 10) Turns 31° to 45° Drifting 10′ to left or to the right
Medium ( +/- 0) Turns 46° to 60° Jumping a medium log or obstacle
Hard (-10) Turns 61° to 75° Jumping a large log or obstacle
Very Hard (-20) Turns 76° to 90°
Extremely Hard (-30)
Sheer Folly (-50)
Absurd (-70)

So each manoeuvre moves you further and further down the table, so two routine moves would result in a light manoeuvre.

As Brian said recently, players love to roll the dice. So giving them more rolls in a round as they try to out race the enemy is not necessarily a bad thing. It does break the 10 second round though.

I also think it will cause havoc with the RMU action point economy. APs tend to imply an amount of time. A fast 2AP attack will normally take place before a full 4AP attack. That makes it seem like each AP is 1.25 seconds long.

So would you be prepared to try this style of mounted combat?

Rolemaster Spell Law Deconstructed: Are Summoning Spell mechanics broken?

I thought the commentary on “Illusions” in my last blog post 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.  But really it’s a just a big hot mess of vague, confusing spells.

The 2nd level spell Summoning (Evil Magician Base) says “Caster can instantly summon a first level non-intelligent creature”….  Does this mean that the creature teleports to the caster or does the creature have to travel to the caster. Is a teleport affect powerful for a 2nd lvl spell? Is this a Summoning spell or a Gating spell? Per the spell, the duration is 10 min/lvl normally (or 1 min/lvl when put in danger). What happens at the end of the duration? Does the creature disappear and teleport back from whence it came? Does that mean the spell generates 2 separate teleport effects?

Now lets contract that with a 9th level spell “Animal Summons I” from the Animist Base. You would assume that an Animist would be better at summoning general creatures than an Evil Magician? Well, you would be wrong. The spell states: “Caster can summon any 1 animal within radius (1 mi/lvl). That’s a ninth level spell compared to a 2nd level spell and implies that the creature has to travel to the caster. Yes the Animist has a built in control function when concentrating but the duration is only 1 min/lvl. I think there is a discrepancy here.

“Gating” also opens a number of questions about spell mechanics. (Some of this really depends on the setting and implied meta-physics of the world.) I’m finishing up “Book of the Pales” which is expansion material on the Demonic Realms: more creatures, environment, adventuring in etc. That effort along with my re-write of Demon summoning spells made me think about the whole premise. Let’s review:

Spell User casts “Lesser Demonic Gate”, a 5th lvl spell on the Evil Magician base list Dark Summons. This calls a Demon (Type I-III) that will slowly appear over a few rounds. If the Demon is not controlled in some fashion (control, master, barter, binding etc) the Demon “leaves”.

So what’s going on here? Does the spell open a doorway to the Pales and call a Demon through the gate or is this just a materialization? Now let’s assume that the Caster Masters the Demon in some fashion. Demon Mastery has no duration, just contingencies (range, kill or release).  But how does the Demon eventually return to it’s world/plane/Pale? If the Gate is now closed by what method does the Demon dissipate? Is there some spell reserve around the Demon that activates another Gate?

Some would argue that Demons  are just physical projections created by magic. When the spell “ends” the magic unbinds that projection and the Demon disappears. That’s a good solution but pretty powerful. In effect it’s creating a powerful physical form for a spirit creature from another Plane! And what about the other Summoning spells that work the same but on real creatures of the game world? They aren’t spirit beings given a physical form through magic. What about existing Gates that allow Demons to enter the world? Do the Gates have some implied “form physical body” ability?

For my own game, I am more interested in Shadow World and how Demon Summoning would work; and that required a spell re-write. Under my game, the Pales are other planes of existence and most Demons are physical creatures (thematic Demons are manifestations or possessors). That means that Demons do need a “Gate” or doorway to go from the Pales to Kulthea–or vice versa. This can be a spell, conjuring circle, natural Essaence Gate or other construct. Like any door, if it’s present and open it allows for 2 way travel: once a Demon enters Kulthea it’s there unless it returns via a door/gate willingly or sent back the same way. How else does Kulthea get populated by Demons? (Under Spell Law RAW I think  they would de-materialize when no longer controlled.)

For purposes of this discussion let’s delineate two different types of mechanics (despite naming conventions used in Spell Law) and use Shadow World for the default setting:

  1. Summoning. This “calls” a specific or general creatures from the local area to come to the caster. The creatures must physically travel to the caster.
  2. Gating. These spells create a magical “doorway” that teleports a creature directly to the caster.

So far so good, right? This is a simple differentiation that lays the framework for a variety of spells. The second part of the equation is “control”. I like the established vernacular used by RM: Control requires concentration. Mastery does not. Ranges and duration can be set by spell level, base list, profession etc. The final piece is protection. Without Control/Mastery there is no implied protection for the Caster. The Gate itself is a doorway, not a Circle of Protection or Ward. Opening a Gate and calling forth a Demon is no guarantee that what you want is what shows up!! Even a normal animal may not react well when Summoned and end up attacking the Caster if uncontrolled.

In conclusion, while various types of Summoning/Gating should be dependent on the world or setting, a few basic tweaks can vastly simplify these Spell Mechanics.