In the next session I will be throwing 5 3rd level PCs at a few 3rd level Rolemaster ghosts. The undead do not drain levels like they did in D&D back in my day. Rolemaster Ghosts drain constitution from your Temp stat which you need to rest to recover at a rate of a point a day of light activity or more for complete bed rest. This is a lot less devastating than losing entire levels
Following Brian’s suggestion I have taken the haunted house from buy phentermine with paypal as the basis of my haunted house. We are going to play this on the 16th so it is time to finalise my prep.
You can see, but probably not read my hand writing, that I am doing my usual sprinkling of post-it notes.
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I have had an incredibly busy week, so much so that I missed blogging on Monday completely! What I should have been doing is working on the D&D 5th Edition conversion to a D100 system. I am doing this conversion very much with a Rolemaster hat on and it is interesting to see what D&D has that Rolemaster doesn’t and what it does very differently. One of those are the Demons and Devils.
“Rules for rules”. To me one of the biggest drivers of system complexity and bloat is “rules for rules” ie—new mechanisms to modify original rules or to make work-arounds to disliked rule restrictions.
Let’s use “Transcend Armor” as a perfect example. Why do we have “TA” as a skill? Because the addition of Paladins and other new professions in RM Companions required a mechanism for Channelers to cast spells. Why? Because the common trope of Paladins is that they are armored knights that cast clerical style spells. The solution? A new skill and a whole bunch of arbitrary new rules so Channelers (or Essence casters) could safely cast spells while wearing metal armor. Let’s ignore the fact that many fundamental rules that we don’t question are really just a result of acceptance to early D&D standards. Why is there a restriction on armor? Because in D&D magic users weren’t allowed to wear armor. Period.
As part of our efforts to create a viable “no profession” Rolemaster rule set we’ve focused on distilling skills down to as few as possible meta-skills. I think I’m down to 45 or so total skills in our S.W.A.R.M. rules but after reading some of Peter’s ideas I think I can get it down further. Part of the goal is to just stop skill bloat, increase game simplicity and to create more parity between skill utility.
Today I want to talk about consolidating a number of power/channeling skills down to one meta-skill: specifically Power Points, Channeling, Power Projection and Power Perception. Let’s explore them individually:
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In the past I wrote a fist full of posts about character creation and advancement in Rolemaster Classic without professions or levels.
Rather than leaving these as a scattered collection of posts spread over two months I have brought them all together in a single PDF. I have stripped out every mention of RMU for two reasons. Firstly, the RMU I know is the beta version and is liable to change before publication and secondly I agreed to a non disclosure agreement to get access to the beta documents. It is not right to then disclose any of the RMU rules in this case.
That sounds like a terrible B movie but right now I am preparing to spend a lot of time on Nagademon, or more correctly NaGaDeMon, and having never heard the words Franken Game until recently I have found myself using it twice this week.
What is a Franken Game?
A Franken Game is a game put together our of parts of other games. Originally Character Law was a bolt on replacement for must of the Players Handbook, Arms Law was a replacement combat system and Spell Law a drop in magic system. If you decided to take HARPs scalar spells and dropped it into RMC then you are now playing a Franken Game.