So yesterday I blogged about a simple, unified system for imbedding magic into objects: what we term “Enchanting”. I also noted at the end, and linked to a RM Forum blog about a separate, but related system of Alchemy.
Curiously, most of the original RM Alchemist material had little to do with our common definition of “Alchemy”. Sure, Alchemists could make potions, but most of the spells related to the creation of runes, magic weapons and armor and Daily “X” items.
This is a preview of
SHORT TAKES pt. 2: Alchemical MAGIC IN ROLEMASTER & SHADOW WORLD
. Read the full post (626 words, 3 images, estimated 2:30 mins reading time)
Although I wanted to slow my blogging pace down for the summer to focus on other projects it’s a hard habit to break! I want to spend less time on house rules; the RM Forums provides plenty of opportunity for rule minutia, and I think most of the active readers here already have their own set positions. So I’m introducing “Short Takes”, a minimized discussion for rule theory where I can offer conceptually ideas without getting into the weeds with my own solutions. If you look over some recent posts, I’ve already started with this approach. By offering a rule theory in more vague terms, I’ve found that people respond more with their own ideas that I can adopt to fine tune my solution. That’s been the case for “Stats as Skills”, “Resistance Rolls”, “Fixed HPs” and a few others.
This is a preview of
Short takes: Imbedding Magic in Rolemaster & Shadow World
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The second half of 2017 (yes, know that June is technically in the first half of the year!) seems to be about completing projects.
After much badgering, Lightning Source found the print master for the RolemasterBlog Fanzine issue 1 and that is now in print and available.
This weekend I will start the selection process for issue 3 and start to write the new unique content. I want the Fanzine to diverge from what is posted here and contain more playable content, more detailed NPCs, more new magical items and more fully detailed hoards using the treasure rules in C&T. Out posts here are open for all to read but the Fanzine is easier for a GM to keep close to his or her chest and not spoil the surprise if an adventure has a sting in the tail.
This is a continuation of my previous blog post on “Legends of Shadow World“, an adventure series I’m writing for characters level 40-60th. Last night the group attempted Chapter 2 (out of what is now 5 total chapters)! It’s getting longer….
While I thought I would replace the current group with other SW personalities of higher level, I didn’t have time this past week to put together the replacements. (btw: I liked T’vaar Dekdarion but I think he’s still in a coma an assassination attempt by the Cult of Stars). I did end up bumping the characters levels a bit:
One of the early appeals of Rolemaster was it’s “realism”, and while most people thought of the combat system there was also exhaustive material around magical herbs. In many ways, RM herbs supplanted traditional fantasy RPGs reliance on healing magic and healing potions. Some even argue that RM healing spells are relatively weak, or that the detailed injury system required too many spells to heal even minor wounds.
I think many players/groups use herbs in different ways: some to augment natural healing processes while others allow for instant, miraculous healing effects. “Chew and screw” so to speak. Instant effects allow groups without skilled healers to adventure, or groups in intensive dungeon environments to maintain their tempo.
It appears there is been a slight issue at Onebookshelf following their company retreat in mid-May. At the beginning of May I got the print proof copy of the Fanzine issue #1. I made a few editorial changes and resubmitted it thinking it could be better. Shortly after I recieved the proof of issue #2. Again I was going to make some changes to that one as well but thought I had loads of time so I would wait until I got the final version #1 back first.
Issue #1 seems to have disappeared into the ether despite me sending chasing emails to Onebookshelf.
It is not uncommon for characters to be able to summon creatures and even demons. The demonic spells start at 10th level and by 20th level you are summoning in some quite powerful demons.
So given the average life span of a demon why have none of them spent a mere decade or so researching a Summon Humanoid spell? A bit of hand waving and mumbling and ^poof^ there is a player character appearing before you. With a bit of opportune scrying and you summon the PC while taking their bath so they don’t have their +50 demon slaying sword and mithril armour of imperviousness with them either.
What does a first level character look like?
I’ve talked a fair amount about both modern gaming and first level characters, so I figured I’d write up an example of what a first level character looks like in my developing rules. Creating one of these characters takes a few steps, and I’ll try to provide some “time hacks” so you can get an idea of how long it takes. It’s a bit long, but this isn’t something you distill into 150 characters.
It’s been a while since I blogged about Channeling, so I thought I would revisit one topic and discuss another: Invocation and Sanctification. As I’ve discussed, the Channeling Realm raises a lot of issues about setting, spell access and the role of Dieties that aren’t present in the more agnostic realms of Essence and Mentalism. That’s one of the reasons that Peter and others have just eliminated the Channeling Realm and rolled it into Essence. Again, this is really driven by the metaphysical underpinnings of the setting.
This is a preview of
Invocation & Sanctification. Expanded Channeling in your Shadow World campaign.
. Read the full post (722 words, 3 images, estimated 2:53 mins reading time)