Nature vs. Nurture. The emphasis between Stats or Professions.

I really can’t get off my soap box regarding adopting a “No Profession” system. One of the arguments I often hear for professions and profession assigned skill costs is that early character development locks in affinities that define the characters learning patterns for life.

For me, this is a perfect example of the Nature vs Nurture paradigm. “Nature” being defined as a characters stats and stat bonuses (natural aptitudes) and “Nurture” being defined as early influential training. Rolemaster assumes the primacy of “Nurture”: early choice of a Profession sets skill costs that influence the characters progression and development. However the rules themselves allow that paradigm to be easily broken. For instance a player can choose “Fighter” as a profession but spend all his developments points on thieving skills. At what point or level does continuous training of thieving skills outweigh the early choice of the Fighter profession? Should that character even call themselves a fighter?

I am firmly in the camp of “Nature”—that learning is driven more by innate, natural abilities, but that intensive, immersive training can eventual overcome natural talent. Even a weak, clumsy person can become a competent fighter with enough training and dedication. So if innate ability (Nature) is more important, it argues for the elimination of profession based skill costs and thus professions in general.

Ideally, the best solution might be skill costs set by stats or stat bonuses. I.e. a character with high physical stats would have lower costs for physical skills etc. While this makes intuitive sense it would be cumbersome in practical application. However, if you like the “Nurture” argument, RM and RMU rules are already poised to model this reality with just a few tweaks.

We achieved this via the following:

  1. First there needs to be an increase in the influence of stat bonuses. In RM2, stat bonuses are really only influential at the first few levels and then begin to diminish quickly as the skill rank bonus increases. We adopted the RMU stat bonuses and 3 stat per skill calculation to increase the benefit of stats.
  2. We set all skills costs to 5*. That doesn’t mean that skills cost the same for everyone: the increase in stat bonuses means that the real measure is the acquisition cost/skill bonus ratio.
  3. We adjusted the skill rank bonus progression to 1, 2, 3, 4, 5….up to 10 and then it drops 1/rank back down to 1 again. This accomplishes several things—it increases the importance and influence of stat bonuses (by lowering skill bonuses) and reduces the benefit of picking up a handful of ranks in a skill to “max out” the rank bonus vs. acquisition cost. Plus, in general, this progression better models a natural learning curve.
  4. We introduced unlimited rank development. This allows a character to singularly focus on a skill to overcome innate limitations. But this comes at a high opportunity cost—each additional rank taken costs an additional 1DP/rank (this resets each level) so focusing on one or a handful of skills will allow a player to truly excel but at the cost of other skill development.

For our gaming group the application of three elements allows for fast character creation, flexible characters and a more intuitive modeling of character development in the Nature v. Nurture framework.

 

  1. Cultural Skill packages (Nurture) to reflect early development and culturally appropriate knowledge.  This is non-stat influenced as it is skill transmission driven by society and culture.
  2. Vocational Skill Package (Nurture) to reflect young adult vocation, job or trade. This is non-stat influenced as it represents an early “career” decision, availability of vocations in a specific culture or the imperative of cultural norms (ie everyone must join the military).
  3. (Nature) Uniform skill costs, influential stat bonuses and unlimited rank development to give players maximum flexibility and cost/benefit decision making. This is stat dependent as detailed above.

For those that like Professions, this still allows the creation of creative, emulative or societal driven Cultural or Vocational training packages. Our Shadow World campaign has over 40 Cultural Packages and 50 Vocational Packages that can be combined to make thousands of interesting characters without the arbitrary dictums of Professional names or concepts.

Just my two cents—what’s yours?

More thoughts on “Level-less” Rolemaster.

Rolemaster is inherently a skill-based system but it has clung to some of the established level mechanisms of D&D by reverting them into skills. Peter had a great blog on making hit points independent of skill. I’m really embracing this idea now–and it gets rid of Body Development skill which is a plus in my endless efforts to reduce skill bloat. (We’ve shifted the other aspects of Body Development  into our meta-skill “Athletics”).

So I’m still struggling with disconnecting RR’s from character level. We use “Spell attack level = PP’s” which makes a lot of sense to me, but could be unbalancing if characters didn’t have a better chance of saving as they progress. Or is it unbalancing? Here are some scattered thoughts in no real order:

  1. Set all RR’s to a base of 50/50 success. The threshold is adjusted by the “attack level” of the spell/poison/disease/effect etc. So a PC resisting a 50th lvl spell would need to roll above 100—but would still have their stat bonus and any other spell buffs. A RR vs a 10th lvl poison would need to roll above a 60 etc.
  2. Magic is powerful and should be difficult to resist. However, using this system, a lower level caster who dedicates enough PP’s could affect a 50th lvl character. Is this unbalancing? Higher level characters should have substantially better protection in both items and spells.
  3. While this may increase the potency of spell casting, our own character law system results in casters having fewer, more individualized spells. Under normal RM rules this system might greatly enhance spell-casters.
  4. More buffs. I’ve always felt that the protection spells in RM were fairly weak, something we have tried to correct in our Spell Law re-write. If protection spells were increased in than this might offset the bump in potency in spell casting?
  5. I’m trying hard to get almost every action resolution into the standard RM 1-100 resolution process. The idea proposed in #1 above doesn’t quite work within that frame. RMU tries this with spellcasting by incorporating +100 into the SCR which I find cumbersome. Perhaps, like weapon attacks, I’ll have to let this be just slightly different.
  6. I’ve seen some proposals to get rid of levels to determine RR and to introduce “resistance skills”: skills that give bonuses against Essence, Channeling, Mentalism. That leads down a whole complicated path on spell mechanics, training etc–anybody try this?

Resistance Rolls seem like the last vestiges of a level based system; one that I would like to eliminate. Open to any ideas.

Shadow World Religions as Rolemaster Professions?

If you read this blog consistently you are probably aware that both Peter and I are proponents of a “No Profession” game. But the truth is that a having “No Professions” generally means that most players end up designing a character that conforms to a common fantasy trope anyway. Whether that’s because players are guided by long held biases and profession models or that a balanced design forces players into basis archetypes (at least non, pure or semi) a no profession system almost always results in customized but identifiable classes without the need for “one-off” rules, talents, quirks or similar work-arounds. (For more thoughts on this check out my blog “No Professions Equals All Profession”.)

Many, many RM’ers love having lots of professions, but many of the Companion professions are only slight variations on the 1-2 dozen standards used. I’ve read lengthy argument about tiny variations in individual skills costs to justify the differentiation, but let’s be honest—do you really need different professions for a Knight, Barbarian, Duelist or Warrior? They are all just fighters aren’t they? A barbarian is just a fighter that wears less armor!!! That differentiation could best be done with equipment choices.

However, if you like the endless variations in professions than let’s talk about Channelers, and more specifically Clerics. RM paints a very broad brush with Clerics; they basically have the same vanilla powers set in DnD: protection, healing, creation and resurrection. Blah!!! Channeling Companion went a long way in addressing the need for differentiation in Clerical powers based on their specific Diety and added several new professions as well. In my view, the choice of God makes each pantheons clerics a unique profession. In fact, I see Animists/Druids as an extension of this viewpoint—they are Channelers of a “nature god”. Why Animists/Druids are singled out as a profession when Clerics of the God of Fire, or Lightning, or Trickery should be equally as valid makes little sense—unless you are stuck in the common profession tropes of DnD and standard RPGS.

We play in Shadow World which as a very specific set of Gods. It’s common sense that a Priest’s training (spells and skills) will reflect the nature of their patron. Isn’t this the very definition of RM Professions? A “Battle-Priest of Z’taar” should be VERY different than a Cleric of Eissa. In our SW campaign, Clerics of differing religions rarely share the same spells—unlike RM RAW where most Clerics will have all the same Open, Closed and Base lists.

Because we designed our Shadow World Clerics with very specific spells and skills they basically create whole new professions. A quick look at a few of our Shadow World “Clerics” with basic tagline descriptions (you need an RM Forum membership to see or download the files):

Scions of Kuor: Lightning wielding priest, moderate pro-business republican, conservative, male, Zeus, WASP, 1% upper class, politician, elder statesmen. Spell List. RM Profession: Cleric.

Scholae of Valris: Gnostics, scribes, professors, Loremasters, scientist, Da Vinci. Spell List. RM Profession: Scholar.

Messengers of Teris: Travelers, Messenger (Warded Man), navigator, postman, pony express, information guild, courier, dispatcher. RM Profession: Spell List. Rogue, Bard?

Disciples of Cay: Olympians, Wrestlers, Greek Athletes, Gladiator, model, youthful, Grecian. Spell List. RM Profession: Monk, Fighter.

Stormbringers of Shaal: Stern, fierce, mercurial, father figure, Stormriders (Malazan) not humorous, storms, cold. Spell List. RM Profession: Cleric, Paladin.

Daughters of Inis: Assassins, seducers, dancers, Middle-Eastern, exotic, silk, razor sharp, beautiful, deadly, incense, jewelry. Spell List. RM Profession: Dervish, Dancer, Rogue, Assassin, Nightblade.

Order of the Sun: Haughty, arrogant, Kings Guard, Knight, Sun, Templar, plate armor, gold. Spell List. RM Profession: Paladin.

Battle-Priest of Z’taar: Beserker, barbarian, hermit, unkempt, unbalanced, rabid, frenzy, Kurgan (Highlander), Vikings. Spell List. RM Profession: Fighter, Barbarian.

Under RAW RM, these should all be “Clerics” but as you can see they really are a variety of other professions or new professions. (The RM Professions noted are really just approximations).  Does a player even need to be a “Cleric” to be a high servant of their God? Some of these could be considered Semi-Spell Users under normal RM rules. We don’t worry about it and I have the flexibility of coming up with any creative ideas for a NPC, organization or group without worrying about which profession it can or can’t be. Likewise my players can create any PC they want without being limited by an arbitrary profession system.

However, if you have Professions shouldn’t the Clerics of varying gods be given the same consideration as Fighter or Mage variations?

Season Greetings and Happy Holidays!

This may be my last post for the year due to the holidays and travel so I thought I would finish up 2016 with some random thoughts.

  1. I started posting earlier this year and I’m not really sure how many articles I’ve posted. I keep a running list of ideas that pop into my head: some random, some sparked by comments on the RM Forums and some when I’m working on RM/SW stuff. A few times I come up with great ideas and don’t write them down—only to forget them. That’s frustrating. Obviously Peter has been doing this longer and keeping up a 2 blog/week pace takes quite a bit of discipline. Other RPG blog sites post MUCH less frequently or have lots of contributors to share the load. Both Peter and I have encouraged others to write posts but haven’t really gotten a strong response. That surprises me given the number of people that write fairly long and technical arguments in the RM Forums; I would think they would have other material to contribute?
  2. I’ve posted up a number of blogs and RM posts regarding to big projects I’ve been working on for over 10 years. Project BASiL (Brians Alternate Spell Law) and SW “Red Atlas” (name inspired by the Redbook used for RMC I). Our SW “Red Atlas” is over 300 pages without charts, pictures, graphics, layout or any creatures and a narrative timeline rather than the standard date timeline and fills in a lot of fundamental information that we needed to address during our own gameplay. More importantly it consolidates all the “world level” info into one tome, drawn from all the canon books that Terry has written. Differentiating world info from local or regional info was a useful exercise—and allowed us to identify gaps in material that could be expanded in a future Master Atlas.
  3. Priest-King of Shade. Terry has hinted that he’d like to get “Priest-King of Shade” done this year. The module is 27 years in the making—the original manuscript was approved by Coleman in 1989 and sent back with hand-written notes by Terry but life got in the way and ICE when through changes and I never finished it. “Shade” is actually a spin-off of that original project: Empire of the Black Dragon (which is now a separate module I’m finishing up). There has been some speculation on its relationship to “Shade of the Sinking Plain” so I thought I would provide a few answers. In fact, Priest-King was meant to be a re-imagining or ret-con of the “Sinking Plain”—a module that really never fit in with the Loremaster or Shadow World series. I took some of the material from Empire of the Black Dragon and worked to make a loose adaption or “inspired by” module. If you have ever read “Sinking Plain” you know that there isn’t much info that fits into SW—it is very D&D in style and feels like an early Midkemia Press or Judges Guild product. However there were some cool elements that were used for inspiration. Here is an early blurb I wrote for the back cover:

Agyra. Far from the historic events of Emer and Jaiman, this region has been cruelly shaped for thousands of years by both natural forces and the powerful flows of Essence.  Scattered and isolated tribes peoples are a legacy of a nation that sunk beneath the waves in millennium past. Monolithic blocks scattered along deserted coasts and leagues of crumbled ruins lying in shallow waters are remnants of a lost civilization.

 However, these lands are not dormant. Powerful nations and secretive groups are at odds: a war of not just arms but of politics and commerce.  Into this conflict a new power has risen. A mysterious Priest-King and his devout followers have occupied an ancient citadel and are slowly expanding their power across the lands.  For the nearby tribes that inhabit the coasts, these newcomers are viewed with outright fear. Rumors of demonic armies, missing children and empty villages have cast a pall throughout these lands.  

But adventurers have come nonetheless. Ancient ruins have been discovered: a sprawling city lying submerged in the shallow waters off the southern coast of Agyra. Many believe the ruins date millennia back to the First Era and holds untold wealth and the secrets of the Ancients.

The Priest-King of Shade is a module detailing the lands of South West Agyra and the growing empire of the Priest-King of Shade.  This product contains a regional guide, maps and layouts of key places, detailed description of key NPCs and 12 adventures ready to play.  Designed for player’s level 5-20.  Will you confront the minions of the Priest-King?

 

  1. Empire of the Black Dragon. I was focused almost exclusively on getting “Shade” published and let EotBD idle for several years. Now I’m back working on it and hope to have a draft ready for review in the next few months. I’ve always found Ulya Shek the more interesting of the DragonLords and the tech angle adds to the creative design choices. It feels more like a “Fortress” book (MERP) rather than a linear adventure or regional overview module. We’ll see. I had also wanted to tackle Drul Churk but Terry covered him in Emer III.
  2. It’s amazing how much work has gone into the RMU re-design. Given the fact that it’s all volunteer you really have to applaud the contributors. House ruling professions or combat sequences is quite different than designing a framework for attack tables and critical charts or a foundation for creature development. Yes, some of it is very crunchy and may not need to be in the initial product offering, but it’s a tremendous amount of work. So Kudos to Matt, Vlad, Dan and now Jonathan (sorry if I missed anyone else) for all their effort. I’m sure they have felt unappreciated at times but they carried the load for all of us.

If you are regular reader here at the Rolemasterblog, thanks! If you have an interest in adding your voice to this blog than please reach out to Peter. Best wishes to all on this holiday season.

“Chartmaster” or “ChartLESSmaster”? Simplifying Rolemaster is Simple!

So, it’s December 12th 2016 and the official Iron Crown website has been down for 3+ days, stalling a number of thread discussions on RMU development. This momentary pause got me to thinking. Rolemaster has always been criticized for being “chart heavy” but with RMU and a few tweaks, most of the charts can be eliminated. My own house rules have already done a lot of simplification but even a quick review of RMU indicates that most charts are illustrative and not really needed during gameplay. In overview:

  1. Character Generation. There are charts needed for character creation: stat bonuses, skill rank bonuses, equipment etc. But these are used initially or when leveling up, not for general game play.
  2. “Cool” charts. As Peter discussed in an earlier blog—individual weapon and critical charts are really the unique differentiation for RM. Those really are the heart of the system.
  3. RR’s. The RR chart is almost intuitive and could be tweaked so that RR’s can be quickly calculated without a chart.
  4. Consolidating most mechanisms into a d100 “unified maneuver scale” framework eliminates most of the charts and streamlines the system. RMU has done quite a bit of this but there are still “one-off” rules that have a separate resolution process. Basically the unified maneuver scale is: 0-25 Absolute Failure, 26-75 Failure, 76 Partial Failure/Success and 100+ success. This scale can be applied to RR’s, MM, SM, fatigue, breakage and skill checks. In reality, No chart is needed for almost all Rolemaster action resolutions.
  5. Simplifying armor penalties and encumbrance eliminates a number of charts and calculations. I have blogged about removing the Maneuvering in Armor skill and consolidating it into encumbrance here. It’s also been discussed on the RM Forums. This step takes away quite a bit of charts, calculations and unnecessary complexity.
  6. Eliminate name tags. Qualitative titles like “Easy”, “Hard” “Absurd” or “Small”, “Very Large” or “Quick”, “Blinding Fast” impart general information but are really just placeholders for a numeric value. They may add atmosphere but all require a quick look up on a chart to translate into their game mechanic or modifier. By eliminating the name tag you eliminate a number of charts. For instance, when describing a lock door in a module is it easier to say (-30 to pick) or (Medium to pick)? I have blogged about this here.
  7. Master Mod Chart. All the environmental, melee, combat maneuvers and health modifiers could be reduced to a single 1 page chart. The same could be done for all the magical mods. The GM screen would be simplified and streamlined.

So let’s go through the charts and see what could be eliminated. (Using RMU CORE 2014 March 15)

TABLE:

2-1. Skill Ranks. A small simple chart that is only used for char gen and level ups. It’s also easy to remember. Result – Chart barely needed.

2-2 Maneuvers. The failure/success ranges are intuitive that there is really no need to refer to a chart. Difficulty name tags (casual, routine etc) can be eliminated and a simple range of -100 to +100 applied by the GM (btw this actually provides more range of difficulty for the GM to implement than the pre-set difficulty levels). Light and pain mods can be included in a master modifier chart (with melee mods). Other modifiers are mostly encumbrance related and don’t need a chart. So basically 9/10ths of this chart can be eliminated or simplified or doesn’t need to be referenced during game play. Result – Chart eliminated.

2-3 Movement. Name tags (creep, walk etc) can be eliminated and just use pace multiples of ½ to 5x. As Hurin suggested in a RM Forum thread, a simple penalty per pace multiple can be set. In addition, the encumbrance penalty can be applied to MM and to the total rate itself. Result – Chart eliminated.

2-4. Sizes. A useful reference tool but once a size is applied to a creature than it is not necessary. Eliminated the name tags (Tiny, Small, Huge etc) and just using the size # (I-X) makes size calculations easier (see next table). Result – Chart only used as reference to assign a size to a creature.

2-5 Attack Size. I proposed a simpler size adjustment system: 1/X or X/1 per size difference and +1/-1 to critical results per size difference. Simple and easy. It’s the system I’m using with Beta 2 although there were some changes to the combat tables in RMU Beta 3 that might skew results.  Result – Chart eliminated.

2-6 High Criticals. This info could be included on each weapon table so it’s easily referenced when determining attack results. With the new chart design there is room on each page. Result – Chart incl. in each weapon table eliminates separate look-up.

2-7 Hit Loss Penalty. This small chart could be rolled into the master modifier chart (with melee mods and lighting etc) or a GM could just apply a penalty equal to hit loss (rounded to nearest 10%). Result – Chart consolidated or eliminated.

2-8. Resistance Roll. Stat RR’s can be included in the stat section and the failure results can use the unified maneuver scale. Result – Chart eliminated.

3-1. Races. Needed for char gen.  Result – Chart needed for reference.

3-2 Race Sizes. Rather than apply a name tag: “S”, “M” or “L” skip to the actual “numerical size”: III, IV or V. The remainder is just char gen reference.  Result – Chart simplified and used for reference.3-2

3-3 Cultures. Chart used for char gen only.

3-4 Profession Spell Costs. Chart used for char gen and level up only. In our NO Profession rules we’ve eliminated this chart and apply a standard 5* cost to all skills. Chart used for char gen and lvl advance only

3-5 Stat Bonuses. Chart used for char gen and stat gain only.

3-6 Stat Gain. We eliminated this chart and just use DP’s to advance stats. However, RAW, this is only used on level advance. Chart used for stat gain only

4-1 Skill Summary. Reference only. Not needed in game play.

4-2. Skill Similarity. Simple enough that you don’t need to refer to it. Include in GM screen or eliminate it at GM’s discretion of skill use.

4-3. Animal Maneuvers. I’m not a fan of a separate modifier chart for every single skill. Some basic guidelines on difficulty modifiers would be my choice. Chart used at GM discretion.

4-4 through 4-9, 4-11, 4-12, 4-14, 4-15, 4-16, 4-17 These are a perfect example of chart bloat and adds to the perception of “Chartmaster”. These should be eliminated and used as presented with the unified maneuver scale. Perhaps some examples of what a “failure” or “partial success” could be included in the skill description but results really depend on context and situation. Charts redundant and should be eliminated.

4-10. Knowledge Tier. Useful and ties the skill/lore system together as discussed here.

4-13. Channeling Modifiers. Small chart can be included in nFUX master modifier chart. Chart consolidated into master magic mod chart.

4-16. Driving Maneuvers. Again this seems like “Animal Maneuvers”. Unneeded complexity, lots of modifiers for a single skill. Chart should be simplified or eliminated or moved to optional rules or companion.

5-* Tables. Talents should be optional rules but are not needed for regular gameplay. Optional

6-1 Coinage Standards. Basic reference. Keep

6-2 Starting Money. Only used at char gen. Keep.

6-3. Equipment Breakage. Should be further simplified into unified maneuver scale. Eliminate chart.

6-4 Equipment Repair. Should be simplified into unified maneuver scale. Eliminate chart.

6-5 General Equipment. Reference chart. Keep

6-6 Armor Chart. Reference chart. Keep.

6-7 Weapons. Reference Chart. Keep & expand. We’ve proposed shifting various combat maneuvers into weapon specific mods. Shouldn’t the reverse strike penalty be different between a dagger and a polearm? Chart should be expanded into weapon specific modifiers.

7-1 Action Points Action. I think there are currently changes being made to the initiative and round resolution system.  In development?

7-2 Charging. This could be simplified. For instance, the size category can increase by +1/pace X. Pace modifier would still apply. Chart eliminated!

7-3 Attack Roll. This could morph into the master modifier chart to include the handful of useful modifiers in previous tables (lighting, terrain, position etc). Included in master mod chart.

7-4. Disarm Maneuver. Lots of rules for one skill. Personally I think disarm should just be a standard result in the critical roll or purely a maneuver resolution separate from melee actions. Disarm, dodge, ambush are problematic powerful skills with complicated rule resolution. Work needs to be done.

7-5 Katas. These rules may need some work but there are only a few mods in a small chart. Include in master modifier chart.

7-6 Protect. Include in master modifier chart or review for simplification. It seems that this should only work if the Protector is at the flank of the defender. Move protect mods into individual weapon chart.

7-7. Slaying. It makes more sense to just have Slaying bump up the severity and not add to the crit roll. Thus the chart would be eliminated.

7-8 Subdual. Roll into master modifier chart and/or use individual weapon modifiers. Chart eliminated.

8-1  Armor Flexibility.. Delete and/or incorporate into 8-2.

8-2 Armor Type. Reference Keep.

8-3 Shields. Keep or incorporate into equipment/armor table 6-6.

8-4 Piecemeal Armor. Confusing—simplify into table 6-6.

11-1 Power Level. Optional but should be expanded to include other mechanisms to adjust (equipment, DP’s etc). Move to optional rules or companion.

11-2 Levels. Confusing? Needed? Eliminate.

11-3 Starting Money. Only for char gen. Expand into larger random table? Keep.

12-1. Endurance. Use unified maneuver scale. EliminateThe few mods could be included in the master mod chart.

12-2. Injuries and Recovery. Simplify?

12-4 & 12-5 & 12-6 Cauterization and Defibrillation & Decomp. Too complex, granular. Move to Optional rules?

13-1 Biomes. Useful as reference. Keep.

13-2 Extreme Temps. ? Optional rules.

13-3 & 13-4 & 13.5. Fright & Morale & Rally Consolidate and use unified maneuver scale.

13-6. Feats of Strength. Simply with an intuitive conversion of weight to weight. Eliminate chart.

13-7. Poisons & 13-8 Diseases This is something that needs to be simplified for game play. Perhaps create 1 affect/poison or disease and use the unified maneuver role scale.

13-8. Lighting. Eliminate and incorporate into master mod chart.

You’ll note that most RMU skill charts do follow the Failure/Failure/Partial/Success unified maneuver scale—but many skills have their own chart. That adds to the perception that RM has too many lookup charts for gameplay. Rather than include a chart for various skills, some simple guidelines on what a “partial success” or “partial failure” may look like to help a GM.

All in all, the total modifiers for environment, health and melee situations can be distilled into 1 master table. All the spell casting and magic mods could be distilled into another chart: 2 pages total. The few remaining charts are either reference, optional or used only at character gen or leveling up. You still have individual weapon attack charts, fumbles and crits but that’s what people love about RM. Everything else can fall under easy to remember, intuitive or quantifiable labels to ease gameplay. All the mods can be consolidated into 2 master tables. In other words, a unified rule system.

Body Development

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This is just a short post today as I am still thinking about whether I am going down the right road or not.

Do we actually need a Body Development skill?

Every race has a racial maximum so it is a bit of a development tax, every character has to buy it, on low level characters. Once you have maxed out your #hits you can just forget about it.

It is one of the more complex calculations and I have seen people posting on the forum getting the calculation for total hits wrong when it comes to a negative Con stat bonus.

The more #hits a character has the more leighway a GM has and the greater the staying power of a party. So more #hits is better than less.

So why not just use the characters Con stat + Racial Con bonus as their Total hits? It will still go up over time for most characters as their temp stat improves through stat gain rolls.

So I ask, do we need a body development skill that costs DPs? Can the non #hits elements of body development not be rolled into an Athletics meta skill?

It is not the critical but the special effects that count!

I am building an NPC and this one is a going to have a few unique spells. I am not one that goes looking for work to do so I am more than happy to take an existing spell, change the special effects and see how far that gets me. Now want I wanted was a spell that tearst he world apart and hurls it at the players, so nothing too spectacular.

What is the easiest way to do this?

At first glance this seemed to be an extremely powerful version of the Hurling spell from the Telekinsis/Essence Hand lists. These pick up cobblestone sized lumps of rock and throw them at the target. If I wanted hundreds of bits of rock then this is a big step up.

I then thought about making it area of effect and that then made me think of Stun Cloud on the magicians Wind Law list.

4. Stun Cloud I – Creates a 5’’R cloud of
charged gas particles: delivers a ‘C’ Electricity
critical on first and second rounds, a ‘B’
on rounds 3 and 4, and a ‘A’ on rounds 5
and 6. It drifts with the wind and affects all
in radius. The cloud takes one round to
form, so anyone in the radius when it is cast
may make a maneuver to move out of the
radius without taking a critical; however,
after that anyone within the radius at
anytime in the round takes the critical
indicated (a maximum of one per round).

So if I turn the Electricity criticals into Krush criticals and the cloud is a vortex of flying stones, rocks, earth and debris would that fit the bill? I think it does. It is no more powerful than the Stun Cloud original but because the special effect is so different It is hardly recognisable in play when it is cast.

Now that is a cool special effect
Now that is a cool special effect

My players are so experienced that when we were playing in Shadow World the Mage’s player could identify spells and deduce professions and levels pretty quickly. They find it harder in my game for a couple of reasons.

Firstly, I only describe the special effects and not the give the spell name. They were the target of a Shock Bolt recently and I described the caster touching the floor and white energy arcing along the cracks between the flagstones as it raced towards the character being targetted. As it happens the player said they made sure they were not standing on any cracks on the pavement and as it happens the shock bolt missed and now they think they would only be effected if you stand on the cracks. This was not a new spell, it was just a different description of a shock bolt.

Secondly nearly ever caster has at least one spell they have researched themselves in my game. I mostly do low level spells as if this is part of the casters passage from apprentice to journeyman. If there are genuinely new spells out there then the it is hard to try and second guess the level and profession of the caster.

So coming back to my Cloud of Debris spell. It would make a useful addition to Earth Law, a list that lacks much in the way of offence anyway. It is low level at 4th and I see no reason why this variant is any more or less powerful than the Wind Law version and it gives the the leighway to create either a larger radius version or a Death Cloud version if I need it.

In my game most magicians tend to only have one or two of their base lists, it is just too hard to learn spell lists to concentrate on just your base lists and ignore all the open and closed lists. A 10th level magician would probably only have 8 lists in total. At that point they also have to choose between learning more at 1-10th or learning some at 11-20th.

Given those conditions then Essence Hand + Earth Law plus at my new spell and you have an effective villain. A Death Cloud (Cloud of Stones?) version would weigh in at 11th level and deliver a couple of rounds of E krush criticals and 10 criticals in total if anyone was stupid enough to stay in the radius.

I like this idea, I think it fits the bill and it wasn’t too much work either!

Rolemaster Diseases

Rolemaster Logo

Last week I visited a church built shortly before the plague of the 17th century hit Switzerland. This got me thinking about rolemaster diseases. What I have below is a house rule I have not yet had the chance to play or test. It has just been rolling around in my head for the best part of a week,

I apologise for having missed my last two posts , Friday and Monday, but as you can now guess I have been traveling. I spend most of my time in Switzerland but also went into the black forest region of Germany for my ‘Grimm Sword‘ project. But enough excuses, here is my idea about disease.

The current rules base the severity on the level of resistance roll failure. Fail by 01-25 and you get a mild form of the disease, 26-50 is moderate, 51-100 is serious and 101+ is extreme and normally terminal.

My House Rule

Recently I had a cold or similar virus, it seemed to rush though a day of headaches, a day of sore throat, a day of aching joints and then weeks of a running nose. There were days when I felt almost well again but then at least a week were I was too ill to go running. The point is that my health was not linear. I had ups and downs.

It doesn’t add much complexity, and none to the players side, to modify diseases slightly so they get three additional parameters.

  • Minimum severity
  • Maximum severity
  • Time period

  A ‘touch’ of Rabies

The minimum severity would specify that if the resistance roll is failed then rather than possibly just being mild (fail by 01-25) the minimum effect can be controlled. The idea is that it would stop someone just having a touch of Rabies but they will be fine tomorrow.

The maximum severity just specifies the maximum starting severity. I put this in place because of the nature of open ended rolls. The school I went to as a teen ager had 1200 pupils. Baring in mind that 1 in 20 rolls are open ended down and one in 400 are double open ended downwards you don’t want the common cold killing 3 students on average every time a virus went around the school. Put simply not every disease is fatal.

The final parameter is Time period. So a 24hr virus would have a time period of 1 day. Every day you get to roll a new resistance roll. If you make it you get one severity less ill and if you fail you get one severity worse.

Other diseases may have much longer time periods so you are saving every two or three days. This means that people can recover, have relapses, worsen and die and so on.

It makes sense that if the sufferer has lots of rest and food then they will get a plus to their resistance roll. Those that are physically active get a penalty. Characters may well choose to battle on though a minor illness. If they start to get worse and the penalties and symptoms are getting worse then they may think again.

Players quest

Every GM at some point has a players quest where they have to find some ingredient for a cure. Now the longer that quest takes to complete the worse the consequences are going to be.

What I think the real benefit is when the characters have the disease and the potential for them to get worse over time. I am going to apply the penalties they suffer from the condition, as specified in Character Law, to the future resistance rolls. So without help all but the strongest characters are more likely to slowly get worse, not better. All I need now is a magical disease that will infect those smug elves!

The only elves in my games right now are an elf and a half elf in my face to face game. I will not be able to test this is play until the spring. There is a definite plot in here somewhere!

Game Master talk: “Murder Hobos”

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murderhobo

def. The typical protagonist of a fantasy role-playing game, who is a homeless guy who goes around killing people and taking their stuff.

Due to the holidays I only have time for a quick blog, but thought I would delve into this a bit–especially since Thanksgiving is really the “Last Supper” before we went all Murder Hobo on the native Americans!

A lot of GM’s pride themselves on running games that focus on other narrative elements than just combat; but let’s be honest, players love combat and Rolemaster’s critical charts makes combat more immersive and ultimately rewarding. RPG’s reward MurderHobo behavior! Video games have further reinforced this style. Digital games, limited in part by the defined experience and finite sandbox, also tend to focus on conflict and combat as the primary mechanism for player gains and advancement.

Despite mechanisms like “Alignments”, religious constraints and the good v. evil meme, many PC groups default to “kill whatever you encounter and take their stuff”. We certainly played like that when we were younger and in almost every game session since there has been at least one group member that opts for combat before anything else. In a game system that has terrible monsters, cruel creatures and real evil, their needs to be little rationalization: bad monsters should be killed!

I tend to a more grayscale approach to morality in gaming and Shadow World lends itself well to that. Most encounters are with other humanoids and while many of them may be selfish, greedy or dangerous they are probably not evil in the purest sense. Generally, people act in self-interest.

So while a GM can design an adventure that focuses on non-combat elements, that doesn’t mean the players will stay on script. So, how can you build some constraints into your gaming group?

  1. Actions have consequences. Combat results in criticals, and criticals can result in serious or permanent damage. At lower levels PC’s may not have the resources to regenerate a limb. Certain injuries could cause stat loss (temp and permanent). Scars can reduce Ap. Healing costs $$$!
  2. There are fates worth than death. Even if they triumph over the PC’s, opponents may still be seriously injured and will need to seek refuge and healing. They may not necessarily delivery a “coup de grace” on the players, but they could certainly loot them and take their valuable stuff!
  3. One size DOES NOT fit all. I’m not a believer that magic armor, bracers, rings etc have inherent magical “resizing” ability. In fact, that sounds like a fairly high level ability to enchant into an object. My players don’t expect to simple loot and put in opponents armor and have it fit or work effectively. This reduces some of their impulse to kill anything with nice stuff.
  4. What’s in a name? Horses have brands, armor may have insignia or religious symbols, “named” weapons may have a reputation. Flaunting your opponents marked equipment may be problematic—PC’s could be considered thieves or looters!

Hey, I like combat as much as anyone but when you really think about it, the “murderhobo” concept defines PC’s. What are your thoughts?

ROLEMASTER SKILL CONSOLIDATION PT. 5: SOCIAL

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To continue with the subject of skill consolidation, I want to move on to our meta-skill “Social”. From a GM perspective social skills have always been a problem to me. Used as a blanket mechanism in the game the social skill roll can replace any real attempt at ‘role-playing’. But relying on pure role-playing can create tension between the player and GM (NPC) and force arbitrary game results.

RMU tackles a wide variety of social skills: persuasion, leadership, torture, interrogation etc. and once again I’m convinced that only 1 meta skill is really necessary here. This is the one skill that relies heavily (Ap/Ap/Pr) on the “Appearance” stat.

While persuasion could rely on innate charm, any salesperson knows that social skills can be learned and trained.  Our meta Social skill includes the ability to “read” people (lie detection), inspire them, charm them, haggle and negotiate as well as reading social normative cues through body language, posture, dress, deference etc. This includes the “skill as lore” aspect of understanding social customs and rituals.

Arguments against a single social skill is that it conflates negative social skills with positive ones. For example, a torturer would have high positive social skills along with the torture skill. This doesn’t fit the “professional meme” associated with a torturer. Keep in mind that psychopaths are most often have highly functional social skills, are manipulative and charming! I don’t see charisma as being the same as a developed social skill. A PC could have a very low presence and physical appearance and still be inspiring, convincing or manipulative. Likewise, the character with a high presence and appearance may be naive or socially inept.

As a GM, the social skill often provides an excuse to the player to rely on a skill roll rather than role playing–that can be an issue. However, when a random outcome is needed or I can quickly fill in 500 years of intricate social rules for a random society encountered by the players than the social skill works well.