3 Today!

Well, I am not 100% sure of the actual date but the Rolemaster Fanzine has reached its 36th issue, making it 3 years old.

Over the past three years the fanzine has changed quite a bit, but it has now settled down to a seemingly regular “An adventure plus some articles” each month.

The emphasis is very much that this is a Game Master fanzine, not for players so much. The reasoning is that the GM may well want to run the adventure and having the players read it first rarely makes for an exciting time.

I saw this month that ICE are looking for writers. If you have anything that you don’t think is substantial enough to put forward as a full on submission consider the fanzine.

I pay, on a commission share basis. I give everyone who contributes a share of the earnings through DTRPG. They deal with everything the instant each copy is sold. I suspect that there is no human involvement. You can spend you earnings as either account credit to get a discount on RPG books or withdraw it via PayPal.

When I started this blog it was just me. Over time I think we have something like 10 to 12 different writers. I would like to see the fanzine grow to have a range of voices.

In another development, fanzine-wise, I am getting all the back issues out as paperbacks on Amazon. The publication order is a little haphazard but only because the newest issues are paperback friendly. When I wrote the old issues this was not a consideration.

The current list of available paperbacks can be found on Amazon, here (UK) and here (US), and here (Canada).

It is my intention to grow this by at least two issues a month. I think I am about 20 issues behind, so I have my work cut out for me.

The point of the fanzine is that is by fans, for fans. I will accept pretty much anything from adventures, one-off articles or art.

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RMU: Pregenerated Characters of (Almost) Every Class

Bored at home? Looking for something to do? Check out these RMU characters I made by hand. You can find them in the Downloads>RMU dropdown menu above. They were done in Excel, on my own homemade character sheet. They include two of almost every class (at level 2 and at level 5).

I built these characters for several reasons. First, I wanted to have a stable of pregens for any playtestests I run, like the one I did at GenCon last year. I also wanted to include them in the introductory adventures I am writing. I find that one of the barriers to playing Rolemaster for new groups especially is the complexities of the character creation process, so having characters ready to go I think might entice more people to give the system a try. Another thing I wanted to do was to see which classes are viable in combat, and which might need help — and indeed this process was quite enlightening. Finally, I wanted to have a list of ‘Templates’, or a set of skills to buy for 60 DP (the allotment each character gets each level), as a guide to players for how to make a viable build. That too can be overwhelming for new players: not just making a character, but levelling her up.

I built characters of almost every class. I didn’t include the non-PC classes Laborer or Scholar, nor did I try my hand at a No Profession (though a heavy armor Mentalist semi would be a very good class indeed in RMU!). I also didn’t build a Dabbler, because I simply could not make a combat-viable one; I preferred instead to make my own (homebrewed) Warrior Mage, which is much more capable. I also didn’t make a Healer, since I think players already have lots of Healing options, most notably Cleric and Lay Healer.

A few things to note about my characters:

–‘RAW’ or ‘Kosher’ means characters built according to the RMU beta2 Rules As Written. Homebrew means I have included either my own new spell lists (for the Bard, Druid, and Ranger) or both my own new spell lists as well as my own new class (the Warrior Mage is one I made from scratch).

–I built these characters without using the Footwork skill or Knacks, since I don’t need or use either of those. I also didn’t much use the Grace skill, since the mechanics of it are still in flux, and I worry it is a bit overpowered. But I did use it for a few classes that I thought could make the most use of it.

–Some of the later costs for Combat Training skills are a bit of an estimate, since the released beta2 rules only include costs for the first four Combat Training skills.

–The full list of talents for each race involved a bit of guesswork, since the talents are changing as we speak (as Creature Law reduces the number of them). JDale was very helpful however in giving guidance on the talents for the new races I used (High Men, Hvasstonn, Idiyva, Nycamerith, and Sstoi), though, so those should be accurate,. Thanks very much to the always helpful JDale!

–These characters are built for combat. My players are classic Hack and Slashers, which means that in my group, any classes that can’t contribute in combat simply don’t get played. That’s why I needed to add new spells lists (many of which were reworked versions of old RM2 spell lists) for the Bard, Ranger, and Druid. Otherwise, these classes really did not offer much in terms of combat ability. If you play a more combat-light style, you would probably want to exchange some of the combat skills for more spells, and Lore, Crafting, and Social skills.

–I have built Clerics and Druids as both healers and as more battle-versions, so that’s why you’ll see multiple Clerics and Druids, with some focused more on healing and others fighting. I found that even the battle Cleric could still heal quite well though (the Druid wasn’t as effective at that, since he doesn’t get Lifekeeping/-Giving spells like the Cleric does).

–The characters are all Shadow World characters insofar as their languages and lore go, so as long as you are ok with some of the new RMU races being in Shadow World, these should be ready for Kulthea.

I have also added my templates for each class. You will find them in the Downloads>RMU>Templates for RMU Classes file. I also plan to blog soon on what I’ve learned about which classes in particular need help. But for now, enjoy!

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Micro-Campaigns

During this pandemic season, a lot of people are taking their games online in roll20 or Fantasy grounds. Some of these will be regular groups who cannot meet up just moving their campaign online. Other people are reaching out to join online games with people they have never played with before.

If you are in that latter group you probably don’t want to launch into a multi-year sprawling campaign. This is where the micro-campaign or campaign seed comes into its own.

There are two great formats for this.

Micro-Settings

The GRAmel model provides an introduction to a setting, a collection of setting specific monsters, so key NPCs, maybe some new equipment or magical items and any setting specific house rules. The third part is the a detailed multi-part adventure to showcase some or all of the above.

That package then forms about 30 to 40 pages. Enough to read through in an afternoon. The provided adventure is good for a few sessions and after that you can start to do your own world building to make the micro-setting your own.

The GRAmel versions are designed for their own RPG [Adventurers!] but there is no reason not to apply the same idea to Rolemaster or Space Master. It is only a document format afterall.

Within Without Beyond

The second option is called WWB and I believe originated with Warhammer WFRP. A world is described in terms of:

  • The Enemy Within
  • The Enemy Without
  • The Enemy Beyond

In fantasy settings particularly a characters access to information about the world can be extremely limited. This format works by explaining the characters view of the world and then describing the internal threats from within their own society or culture.

The Enemy Without are threats from beyond the physical borders. They could massed armies on the borders, or political threats from rivals or invading tribes of fantastical beasts.

The Enemy Beyond is where magical or divine threats are described. Those mad cultists trying to bring dark gods back, just for a laugh, or the alignment of stars that are going to set free the devoured of worlds.

A fourth section in this format is a list of Adventure Ideas. These ideas make use of the internal and external threats to create adventure hooks that you can expand upon.

Comparing Approaches

The GRAmel method is by far the more accessible. It is one step short of pick up and play. You do need to at least read it. Beyond that you have an adventure to run there and then and all the tools needed to make it work seemlessly.

The second method is one that has greater longevity. You could not possibly interweave every thread into a starting adventure without overwhelming new players and characters. What you can do is plant seeds that you can develop later and keep slowly building the complexity of the game world. You could choose just one element for your first foray into the campaign and as the characters world view expands you bring more elements into the mix.

I cannot say which is better. I don’t believe one is better than the other. I personally prefer the GRAmel method. They are more fun to plan and write for yourself. Most people can write that potted summary of their new fantasy world. It doesn’t have to a massive campaign setting source book. Just enough to set the tone. Once you have that you swap to making monsters, then NPCs and magic items.

This method is great fun to create. Nothing is overwhelming or to time consuming. You get to hop from one thing to another as your whim takes you.

If you prefer your fantasy more epic and sweeping, then I guess that the Enemy method is going to be more your style.

If you have time to kill, why not try making a micro setting. See if you enjoy it?

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RMu in Print?

I have recently been doing a lot of Print on Demand work recently and this set off a train of thought. Coupled with the fact that Ironcrown.com is broken again I started to think about physical copies of RMu.

Obviously, none of us have seen the final texts. Up until last week, it seemed that JDale was still open to making minor changes, based upon Hurin’s Gen Con feedback. So the books cannot be in editing if they are still in flux.

Assuming the text is finalized this week. Nicholas could get this edited in April.

May would be for commissioning art and final text changes.

June art would start coming back and the books could go into layout.

I would suggest that the earliest possible date to see RMu on the shelves is July 2020.

OK, I accept that that is an entirely arbitrary timeline. There is an awful lot of things that can slow it down. But assuming it not far off, we really could see RMu in 2020.

One of the things that got this thought into my head was a book I was preparing for Print on Demand. It was 123 pages and the printing cost would have been $13.12. It was my intention to sell the book for $14.99.

The print costs, in this case, were so high that I had to make a choice between increasing the sales price, to say $19.99 or making almost no money on the sale. The $1.87 profit would be split between DriveThru and me so I was really looking at less and $1.30 per sale.

The PDF has zero overhead costs and sells for $9.99.

The problem is that even selling at $19.99 I would make less money, not more, when offering a physical, and theoretically, premium product.

This book is almost exactly the same dimensions in page layout, page count and paper quality and weight as Navigator RPG will be. Selling a full game for $19.99 make more sense. I can see how that would be desirable. GMs love books.

But what would it cost to buy physical copies of the RMu books?

I am using the old Beta 2 page counts. I would expect the final books to have more pages than the beta books purely because we haven’t seen much taken out but there have been plenty of things added, Creature Law being the exception.

Arms & Character Law

The Beta is 188 pages. The final books will have art and we have seen a few more skills added. The books certainly needed some clearer explanations in places but the text held up pretty well. When I edit the page count often drops by about t10% and by the time you add in the art it typically grows by 10%. So going with the 188 pages there are two formats we could choose.

All previous Arms Laws have had black and white interiors, I have chosen the premium B/W paper.

The softcover, perfect bound Arms Law would cost $11.39, and in hardback, $15.89. That is the printing cost only.

Treasure Law

The next book is TL. It comes in at 339 pages and there have been very few suggested changes to this book, so I think we can go with that page count. Assuming that editing and art don’t shrink or grow it by much either way.

Softcover would be $19.21 and Hardback $23.71.

Spell Law

Rather like TL, I don’t think this will change much. The bulk of the book is the spell lists and even if they are all updated the number of them and format remains constant.

Softcover $26.26, Harback $30.76.

Creature Law

This is the big unknown. We all know that the book has been split into two. I believe I read somewhere that the ‘core monsters’ come in at 600 pages. This would leave about 300 pages left over for Part 2.

All the previous core monster books were about 200 to 300 pages. So it is really hard to estimate. If it is at the bottom end then the cost would be on a par with ACL. If it is up around 300 pages then it would cost about the same as TL. If it is nearer 600 pages, after art is included it would be:

Softcover $32.73 and Hardcover $37.73.

A Full Set

To buy the books you are looking at $75 to $90 simply to print them. Looking at the existing Print on Demand titles, all these figures hold up. The pricing model used by ICE is that they make a typical $5 profit on each physical sale, which adds about $7 to the purchase price. It looks like the full set in print will be a $100 investment.

Where ICE makes its money is on the PDF version of their books. Typically they are set to about 60% of the print cost, in the $15-$18 range. Where most publishers give the PDF for free with a printed book ICE doesn’t. They charge full price for the PDF even when bundled.

Given their [ICE] past pricing structure it looks like RMu will cost about $75 to buy as PDFs, $100 to buy as books and $175 to buy together. ICE would make between $20 for a full set of printed books, $50 for a full set of PDFs and $70 for a full set of bundles.

The last question is, how much money does RMu need to make to be a success?

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ROLEMASTER PROFESSION REVIEW: THOUGHTS ON THE MYSTIC.

I have to say that I was surprised at the lack of love for the Mystic in Hurin’s and Peter’s recent posts. Why? Because Mystics ROCK!!! I’m not sure I ever played one, I started GMing almost exclusively early on, but I’ve always been intrigued by the profession. Like the Astrologer, Seer and Alchemist, I thought the Mystic was a new profession concept in the early 80’s that upended the “boring” D&D classes I was accustomed to.

So what is the Mystic? Unless Terry or another original ICE developer weights in, we’ll never know exactly what they had in mind 40 years ago–but to me it’s clear that the Mystic is a pure spell caster Assassin/Spy. I’m not sure Peter or Hurin are picking up on that–and if you only look at the spells it might be tougher to see the “Mystic DNA”. First, take a look at the skill costs:

  1. Ok armor DP costs. That’s typical for Mentalists in general, but it implies a more combat oriented profession.
  2. Stalk & Hide: 2. That’s the lowest skill cost for any pure caster, and implies the stealthy nature of the class.
  3. Perception: 2. Again, this is only beaten by the Seer and matches the Illusionist.
  4. Ambush: 4. That’s not low, but it’s by far the lowest for a pure caster. The Mystic ambushes!!

Just based on those skill costs alone, we already have the basis for a stealthy, perceptive character whose primary attack is ambushing.

Base Spells. So there is not much appreciation for the Mystic spell lists, but let’s take a closer look:

Confusing Ways. This is a fantastic spell list with some great utility. The first 5 spells: Distraction, Confusion, Blur Vision, Fear and Stumble are all combat effective and still fall into the character concept. Most of the other level spells are as useful, although the lack of spells lvl 16-19 could be easily corrected.

Hiding. Again, this is another solid list with some cool spells: 3rd lvl Shadow, 7th lvl Screen, 10th lvl Shadow Mystic and 13th lvl Flattening. The combination of Hiding and Confusing Ways spells with some combat effectiveness makes the Mystic and formidable character class!

Mystical Change. The “piece de resistanance” of the Mystics spell lists, this allows the caster to change their appearance or impersonate other creatures or persons.

For me, those three lists and the skill costs are a great character template. I would also argue that the Mystic’s low level spells are almost all useful–which isn’t necessarily the case for other pure spells users (I’m thinking of you “Mr. Boil Water”!).

I think the confusion with the Mystic is with the other 3 spells: Liquid, Solid and Gas Alteration. Those spells seem off-brand, or perhaps another mentalist type given how core the skill costs and the other lists feel.

Personally, I would jettison the 3 alteration spells and maybe drop a weapon skill down to 4 and make a few small tweaks to some other skills. I’ve never been a proponent of a mandatory 6 base lists: a profession needs just the right amount of base lists, and often it feels like some base lists are just there to meet that arbitrary requirement.

A slight bump to combat abilities and those three lists makes for a great Assassin archetype. The Mystic is a great profession and one that deserves more respect!!!

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A Mystic Character (Pregenerated) for RMU (Homebrew)

As part of Mystic week here on the Blog, here is an RMU Mystic character, a level 5 Grey Elf, for your viewing/playing pleasure. You can view it in Downloads>RMU, accessible above (once Peter approves it).

 This is the best I can do for the Mystic. I don’t have a new take on the class, nor a supplemented or redone set of spell lists, nor really much of an idea as to what to do with the class. That’s not because I disagree with what Peter wrote; rather, it is because I pretty much agree with everything he said. The Mystic lists really are very unoriginal – as they have been since first edition Rolemaster – because they mostly reproduce spells other classes get on other lists. My players have been entirely uninterested in the class: I have never had a player play a Mystic or even ask what they were; in fact, when I started to build one for RMU as part of my project of building a pregen character of every RMU class for a set of introductory adventures, I had to look through the lists to see what they actually did, despite the fact that I’ve been playing Rolemaster now for over 30 years. Your mileage may vary of course!

 The definition of the class is really vague. And that isn’t just a Rolemaster problem: Dungeons and Dragons recently introduced a Mystic class (in a series of Unearthed Arcana articles), and its class definition is likewise vague. It pretty much does everything: it has elemental balls (Detonation), utility, skill boosts, defense, healing, even resurrection. And the DnD Mystic also seems to have an additional problem that the RM one does not: the DnD Mystic seems to be quite overpowered, at least at some levels of play. The general consensus seems to be that the lack of focus and the excessive power are closely related: the class is overpowered because it is just too versatile, often outperforming other classes in their primary role: https://www.reddit.com/r/dndnext/comments/8378ac/the_full_mystic_class_has_been_out_for_a_year_now/  .

I can attest to the fact that the DnD Mystic is overpowered. We just finished a Princes of the Apocalypse DnD campaign, and in the final battle, the Mystic dropped a fireball for mass damage (Detonation), teleported herself and the entire party across the battlefield to the bad guys so that the fighters could instantly start going to town on their casters, then resurrected multiple party members when they died. I think the main culprit for the power imbalance in DnD is that the Mystic works kind of like a Rolemaster spellcaster in that she has spell points rather than slots. Thus, the Mystic can keep resurrecting till she runs out of spell points, where a Cleric could do only one or two res spells (since the Cleric has to use up high-level slots rather than just spend a number of spell points).

 If one wanted to unify the class, one might begin by considering the etymology of the word Mystic. What does it mean? It seems to come from words that mean hidden and mysterious, and are associated with secret or hard to acquire knowledge: ineffable, unquantifiable, experiential as opposed to rational and analytical. When we talk of medieval ‘Mystics’, we mean people who claimed to have visions from god or the gods, such as the Oracle of Delphi or Hildegard of Bingen. The visions were strange, cryptic, and at times terrifying. In many traditions, mysticism is also associated with ascetic practices, as in Christian monasticism and Muslim Sufism. But of course Rolemaster has Monks (and even Clerics in a pinch) for that.

So where does this leave the RMU Mystic? Well, in a similarly vague place as the DnD mystic I guess, but happily I think with less concerns about being overpowered. I think some of the old RM2 Astrologer spell lists, such as Holy Vision, Far Voice, and Time’s Bridge, could actually be resurrected to fit the classical definition of a Mystic, to give it that ‘Mystical’ element it seems to lack. But those old lists would need a lot of work, because they have more gaps than spells for long stretches, and RMU does a good job of requiring that there be a spell at every level of its lists.

So, unable to completely revamp the Mystic class, I focused instead just on making a single, combat-viable Mystic character. Because from my perspective, if a Mystic can lay some smackdown, I might not mind so much that she is a bit of a mess thematically, and my players might be intrigued by the class. I enjoyed taking on this challenge, even if I’m not sure if I succeeded, because trying to make classes dangerous is fun to my min/maxxing mind.

I began by asking myself: what advantage does the Mystic have over the Magician for having access to the Mentalism realm? To me, it seems the answer is things like: good self healing, including stun relief, as well as the combat buffs/enhancement from the very useful Open Mentalism lists. So I thought the class would work best as a light, stealthy DPS class that has the unique style of going invisible/unseen, sneaking up on a foe, unloading a deadly elemental bolt, and then escaping. That seemed intriguing. So I loaded up on Quickness (for DB), Directed Spell and elemental bolts for attacks, stealth/disguise/influence skills and spells to get the drop on foes, as well as movement and damage resistance spells/abilities to get out of dodge if the surprise bolt attack fails.

I have no idea if this will work in practice, because it does seem like a somewhat insane playstyle. But it could be a lot of fun.

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Mystic Week

In all my years of Rolemaster, I have played one mystic and I confess to being underwhelmed by the profession.

To me, the Mystic should be what the Warrior Mage was designed to be. I liked the idea of when not in armour of having the full power of the Esseance realm to call upon, but also being able to don armour and still having magic on tap. Although it would be the more personal and subtle mentalism spell lists.

There is a great overlap between Esseance and Mentalism realms. Meaning that the Mystic can choose which version of a list to learn from either realm. It makes little sense to have the same list from both realms but you can think in terms of what do I want to have access to in a combat situation and what do I want when I am not armoured up?

The mystic base lists are where things start to lose their magic. Everything here is simply ‘been done before’. I don’t think there is a single evocative or exciting spell on any of the mystic base lists.

The ability to step into and out of armour is cool, but a magician or illusionist with Transcend armour could do it better.

The only thing going for the Mystic over an Illusionist is the Self Healing list.

Stepping from the past into the present with the RMu Mystic and I think the equation changes but I am not sure if for the better or worse.

If the finalised RMu insists on starting at 3rd level and with the spells as skills mechanic it is easy for the mystic to have a wide-ranging repertoire of spells. This is good. The general power boost that spell casters have received in RMu is also good for the mystic. The bounty of powerpoints is another help.

With Overcasting now easy and accepted as core, the mystic can have viable attacking spells from session 1. This is all good.

The downside is that they are still exceptionally boring. Everything they can do can be done better by just about any pure essence or mentalism profession.

I have played a lot of mentalism professions and the dash of essence that the Mystic brings adds so little to the mix that it is hard to get excited.

So What To Change?

I think that the mystics base lists are junk. They all need to go. The problem is what to replace them with?

Mystics are common to most cultures but at the same time they are wildly different. You could get half a dozen people in a room and get half a dozen suggestions as to what a mystic should be able to do. For me, I think of Mystics almost on a par with Astrologers or even Seers. That would make them pretty cool, but hard to GM, being able to get all the answers far too easily.

I can also see Mystics filling the role of Witch, the Witch has far more interesting base lists. The same can be said of the Beast Master, if you think in terms of spirit animals and animalistic mysticism.

I cannot help but feel that the Mystic was created as a profession to support the symmetry, we have the Channeling/Esseance Sorcerer, and the Channeling/Mentalism Astrologer. A Esseance/Mentalism profession was needed. I just don’t think the writers knew what to do with it.

I am really hoping that Hurin or Brian have some awesome base lists for the Mystic. I want to love this profession. I also want to see their take on what a Mystic is.

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Warrior Mage vs Elemental Warrior

I was away last week on one of my gaming weekends, GMing for my group i have played with since school.

The game is mostly RM2 but with the RM Classic core books replacing Character & Campaign Law, and the Combat Companion replacing Arms Law for most fights. When I am running the big end of level bosses I revert back to Arms Law for the combat and critical tables.

In the party, we have an old-style Warrior Mage and a combat companion Elemental Warrior.

The most striking difference between the two is the lack of utility in the Warrior Mage. By that, I mean that the character does not have a wide range of spell lists. He is by all means highly effective in combat but outside it, he is struggling.

The Elemental Warrior by contrast always seems to have options, magically, but doesn’t seem to lack any of the combat prowess.

It doesn’t help that the WM player built a character with purely combat in mind. He has two weapon combo, chainmail, transcend armour and his combat magic and almost nothing else.

The Elemental Warrior player set out to create a more rounded character and in consequence has more options outside of combat.

How much is professional and now much is player?

I cannot answer that.

In the campaign I am running we have noticed something odd happening. I moved people to milestone experience for this campaign. What you kill doesn’t give kill points, and no experience for taking criticals and all that sort of thing.

What has happened is that over time the players seem to take more enjoyment out of avoiding combat than they did when there were kill points available. In this last session the intended adventure was to storm a mountaintop hideout of the big bad villain. The characters solution was to employ Cracks Call and Rock to Earth to try and bring down that part of the mountain.

This isn’t a sudden change in behaviour. It has been happening slowly over time. For want of a better phrase, I have player characters that are risk-averse. They are still murder hobos but they prefer not to take any risks or get their own hands dirty.

This is not something I have ever encountered before!

It is also proving a problem for the 100% Combat – Gungho – Warrior Mage who is finding himself ill equipped for a a game I am setting up as Hack and Slash but my players are treating as Avoid and Defeat.

It is a pity that I have to wait months now to see if my strategy for resolving this will work.

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The Warrior Mage for RMU (Homebrew): Spell Lists; Skill Costs; Sample Character; and Discussion

Source: http://www.amokanet.ru/gallery/gamedev/jagger_1598.html
Source: http://www.amokanet.ru/gallery/gamedev/jagger_1598.html
Source: http://www.amokanet.ru/gallery/gamedev/jagger_1598.html

As Brian already noted, this is Warrior Mage week here on the Blog, so here is my version of the Warrior Mage for RMU. You will find the skill costs in Downloads>RMU>Profession: Warrior Mage, and the Spells in Downloads>RMU>Spell List: Warrior Mage Base. I have also rolled up a sample Warrior Mage character (High Elf) that you can use in the same section.

The Argument for the Class: To me, the Warrior Mage archetype is more recognizable than many classes already in Rolemaster – yes, Dabbler and Magent, I am looking in your direction! If you ask someone to tell you what a Warrior Mage, Dabbler, and Magent are, I am quite certain the vast majority will be able to give you a better description of the first profession than either of the two others.

     The Warrior Mage archetype also has a longer history. D&D players call the archetype ‘Gish’. As Mark noted, the Gish has been around arguably since ‘Elf’ was a class in original D&D, when Elves could multiclass between Fighting Man and Magic User. It later took its unofficial name from the iconic Githyanki Fighter/Mages in Fiend Folio (one is on the cover, actually, as you can see below), though they were not yet a distinct class. The Gish was formalized in 4e DnD as the Swordmage class, which had many of the spells/feats the RM Warrior Mage exhibited (things like shield, teleportation, elemental attacks, etc.). 5e cut down on the number of classes overall, but has presented several Gish-type options in subclasses such as the Bladesinger. The archetype then is well established, as attested to by the many names it goes by, whether Gish, Swordmage, Spellsword, Warrior Mage, or several others.

A Chronological History of the Warrior Mage in Rolemaster: But let’s focus on the Warrior Mage in Rolemaster, because it has undergone a lot of changes over the years. Here are the main ones:

     –The Warrior Mage class first appeared in 1987’s Rolemaster Companion II. The original lists included the most problematic of all the Warrior Mage lists, Elemental Ways, which gave the WM all the best Magician spells in a single list.

     I would like to make one important point on this original version of the WM, though: The class sure looked overpowered, but in practice he wasn’t quite as powerful as he seemed. He paid high costs for skills and spells, and on top of that needed to develop an additional skill (Transcend Armor) just to function in armor. His best mundane weapon cost was 2/7, Directed Spells came at 3/6, and Transcend Armor was 2/5, meaning an average character would be spending more than 50% of his entire DP allotment on those three skills alone (and that is with just 1 rank in Transcend). This doesn’t include buying the actual spells themselves (at a cost of 4/*), to say nothing of Body Development, Perception, or even Maneuvering in Armor itself. So I think part of the sharp difference of opinion people have on the Warrior Mage is a reflection of the difference between the people who merely read the Warrior Mage’s spells and those who actually tried to buy them. That said, I freely admit that Elemental Ways was overpowered.

     –In 1989 came what was specifically described as ‘a variant of the Warrior Mage’ called the ‘Elemental Champion’ in the RM2 Elemental Companion. This toned down the WM by restricting him to a single element.

     –Next, in 1990, was the RM2 Companion IV which offered a few more base lists to the WM (the Monk base Evasions and the Open Mentalism Illusions).

     –In 1997, perhaps the biggest change happened in the Essence Companion, which attempted to rebalance the Warrior Mage/Elemental Champion as a way of converting him to the new edition of Rolemaster, RMSS. Here an attempt was made to address the elemental attacks issue by removing the ability to cast elemental balls altogether, and limiting the range of the Warrior Mage’s Shock Bolt to 50’. However, the RMSS Warrior Mage also got to use the same spell (not list, but actual spell: Jolting Blade/Flame Blade, etc.) to give her weapon an extra elemental critical until she ‘threw’ the bolt from it. That was arguably more powerful than an elemental bolt alone! And the RMSS version also allowed the Warrior Mage to use multiple different elements too (she essentially got Shock Bolt at level 3, Fire Bolt at level 8, and Lightning Bolt at level 18), with the higher level spells having greater range.

     –Then in 2002, Fire and Ice: The Elemental Companion gave an RMFRP version of the Elemental Champion. This provided more elemental abilities (including immolation-type effects and the ability to summon and control elementals), but removed altogether the class’s ability to cast bolts and balls; the addendum, however, added the ability to cast bolts and balls (limited to one specific element) to the Closed Elemental lists.

     –Finally Rolemaster Classic gave the Elemental Champion another go, adopting the solution of having the class choose only one element, but retaining the ability to cast bolts (and at level 16, a ball too). This version also gave the class buffs/abilities based on its element (e.g. if you specialized in light you could cast Light).

Overall, then, I think it is fair to say that the biggest problem people have had with the Warrior Mage is balancing their elemental attacks. Each new version of the class has tried to get that balance right. I think we can all agree that the concept of a Semi-Spell User has always been at the very core of Rolemaster, but if the Semi’s spells are as powerful as the pure caster’s, then that isn’t very balanced. That, together with balancing skill costs, is the ultimate challenge of the Warrior Mage.

Ways to Balance the Warrior Mage: After appreciating this history and the challenges inherent in the class, I adopted these first principles/solutions to guide me as I created my own version of the Warrior Mage for RMU. These principles are:

     –We can help balance the class’s Elemental Attacks by restricting each individual Warrior Mage to one chosen element. This solution also has pedigree, as it is almost as old as the class itself, and spans both RM2/Classic and RMSS/FRP. The class should not have access to Shock Bolt, Fire Bolt, Ice Bolt, and Lightning Bolt simultaneously!

     –We can also promote balance by making some of the Warrior Mage’s spells self-only. Spells such as fly, shield, invisibility become less game-breaking when the WM can’t cast them on the entire party.

–One of the reasons the WM was unbalanced in earlier editions was that it got an optional self-healing list (the Monk’s Body Renewal). I don’t think this sort of healing fits in the repertoire of a semi-spellcaster of Essence, especially now that the Monk has been moved to Mentalism. So my WM has no more clotting spells, wound-repair spells, etc. That’s just not his jam. Every class needs an Achilles heal 🙂

     –Finally, we can also use the new tools provided by the new edition of Rolemaster (RMU) to help balance the class. The new tools include new size rules (which can be used to ensure the WM’s Elemental Attacks are a step below those of the Magician), as well as clear rules for creating professions (which help ensure the Warrior Mage’s skill costs aren’t just the best costs for all the useful skills).

Skill Costs: You can hopefully now navigate to the RMBlog’s section Downloads>RMU and find my skill costs for the Warrior Mage there. I have used the RMU rules as written for this, because RMU provides an actual formula for assigning skill costs, and all classes in RMU follow this formula.

In the end, the RMU Warrior Mage’s costs are not that different from those of a Paladin (though the two professions have different spellcasting Realms of course). This cost similarity makes sense to me, since both are martially-oriented semi-spell using classes. Thus, if the Paladin’s spell costs are balanced in RMU (and I think they are more balanced than in any previous edition, because  RMU finally has a system for balancing them), then I think it is fair to say that the Warrior Mage’s costs are finally balanced now too.

Spell Lists: I looked through all the old spell lists for the various versions of the Warrior Mage/Elemental Champion in all previous editions and came up with the following six base lists. They represent a distillation and rebalancing of the old spells:

–Warrior’s Bridge is similar to earlier WM movement lists as well as the Closed Essence: Lofty Bridges. Note that the WM can still take Lofty Bridges as a closed list, at a relatively high cost, but the WM-specific version is cheaper, with the downside that it tones down some of the spells by making them caster only. So if you want to be able to fly, you can make a Warrior Mage. But if you want to be able to make your entire party fly, you’re much better off choosing to be a Magician.

–Warrior’s Element tries to balance the WM’s elemental attacks. It gives the WM the ability to make a bolt, ball, and wall, but only of one element: like the old Elemental Champion, my WM has to decide which is his ‘chosen element’, and can only cast elemental attacks of that chosen element. Furthermore, this list also uses the RMU size rules to ensure that a Warrior Mage’s elemental spells are a step behind the Magician’s in power level. Thus for example, the Magician gets a normal-sized Shock Bolt at level 2, but the Warrior Mage’s version of the spell would be size ‘small’, meaning it does only 75% concussion hit damage, and gets a 1 critical severity reduction. So when the Magician’s Shock Bolt does 24C, the Warrior Mage’s would only do 18B. The Magician still reigns supreme for pure elemental power.

–Warrior’s Shield is based on previous WM shield spells, and provides the basics such as Shield, Blur, Deflections (available to most other classes on other open/closed lists), and some elemental defences. The WM could already access many of these on Closed Essence lists, but these ones on his base list are tailored a bit more to the WM’s elemental focus. They are balanced primarily by only affecting the caster.

–Warrior’s Weapon is based on some previous WM/Elemental Champion lists, especially ones that buffed her weapon with elemental damage. I’ve tried to balance these by comparing them to similar spells at the same spell level on other lists in RMU Spell Law; I tried to keep the levels as close as possible.

–Warrior’s Will is loosely based on some of the WM/EC buff lists, but I’ve added some more utility in terms of buffs to skills such as Attunement (which I think a class like Warrior Mage is especially well suited to, given their combination of arms and spellcasting). And as per my basic balancing principles outlined above, I have removed the self-healing spells.

–An Elemental List: For the final list, I recommend that each WM take ONE list corresponding to his element (the same element that he chooses for Warrior’s Element) from the Elemental Specialist lists in Fire and Ice: The Elemental Companion (RMSS). These give really great flavor to the elemental utility lists because they are focused on a specific element. The Earth list Earth Mastery for example includes the ability to oxidize or sharpen a metal weapon, create a corridor through stone, etc. I am currently working on updating these lists for RMU, but they are mostly usable already, and help to distinguish different builds/varieties of Warrior Mages.

So, if you have some time, definitely take a look at these lists and let me know what you think!

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Rolemaster Profession Review: Thoughts on the Warrior Mage.

Hurin wanted Rolemasterblog to tackle the Warrior Mage next, so I put aside my blog on the Mystic and spent some time reviewing and thinking about the Warrior Mage. I can’t recall any of my players choosing a Warrior Mage, but I know that the Warrior Mage is VERY popular among players and controversial as well. Hurin is doing a rebuild of WM spell lists and is a proponent in general, so I thought I would take an opposing view of the profession!

One of the first issues for me, is that the Warrior Mage doesn’t feel like a “Profession” like other RM semi-spell users. Instead it’s really a multi-class, A Fighter-MU that combines the 2 most popular PC aspects: combat and elemental attack spells. Not only does it merge the best of 2 classes, but it fully embraces the Fly, Sleep, Charm, Fireball cornerstones of the fantasy Magic-User.

What’s in a name? Most RM Professions carry an implied conceptual design with their name–a topic we visit with these blog posts. Most people have a clear concept of a character when they hear words like: Bard, Ranger or Paladin. These Profession names evoke class tropes, literary references and a skill and power framework. We don’t call a Ranger a “Animist/Fighter” or a Paladin a “Cleric/Fighter” even if those descriptions are technically accurate. Profession names carry enough referential information that we can even argue over skill cost minutia. Of course some of these Professions imply a setting or specific social construct but the Warrior Mage does none of that. What do you think of when you hear Warrior Mage? Probably that it’s a great character because there is both fighting ability and useful spells–but what’s the context? It’s merely a Chimera–a combination of two primary ABILITIES, but without any conceptual framework. While we may disagree on small details of varying Professions, we immediately get the concept of an “Astrologer”, a “Beastmaster”, a “Dervish” or a “Moonmage”. There is connotation. I just don’t get that with a Warrior Mage. To me, it feels like a work-around and a class designed by a player not a GM. A RM Magician can already allocate DPs to learn combat skills–the Warrior Mage just accelerates and amplifies that outside of the game balance. The Warrior Mage spells feel cherry picked for power and utility–in some ways they feel BETTER than the Base lists of the pure Magician spell caster!

Spell lists picked and designed by a player. There are several versions of a Warrior Mage, but let’s stick to the original in RMCOII. In this version, the Warrior Mage receives 3 Base lists and a suggestion for a 4th: Minds Touch, Elemental Ways and Highriding. The 4th suggestion is Body Renewal, a Monk base list. If a player could individual choose spells and put them into their own lists, I’m not sure you could do better than these. I’m not making a argument for the inherent power of the spell lists–I realize that there is an argument that they are “overpowered”. I just don’t like the incredible bias of these lists.

Minds Touch. Basically combine Spirit Ways with Telekinesis and you get the 4 incredible spell abilities: Charm, Sleep, Telekinesis and Telepathy. All great for in-game use!

Elemental Ways. Why bother with a handful of Elemental Spell lists organized by the Element, when you can just bundle the ALL the best spells of a Magician into a single Base list! Fireball, IceBall, Fire Bolts, Ice Bolts, Water Bolts, Shock Bolt at 2nd level and Lightning Bolt by 12th.

Highriding. My favorite! Flying, Longdoor, a Tensers Floating Disc and even Teleport. Wow!!!

The final suggested list is Body Renewal–a Self Healing list that rounds out the Warrior Mage as virtually a self-sufficient offensive machine. While the WM base lists don’t have spells from 16-20 why bother? Most games seem to run at player levels less than 15th, allowing the WM to put together a basket of great spells by 10th.

Profession as a Trope. So I want to return to the Warrior Mage as a template beyond a Fighter-Magic User or semi spell user/Essence. I’m not opposed to a simple Essence semi-user, but that doesn’t really fit into the RM system does it? Is there a better set of spell lists that aren’t: a teenager’s masturbatory idea of a PC; imbue the Profession with a concept or connotation like other Professions?

I’m going to think about this further. Since I can already build a Magician that spends Development points on a combat skills (yes, at a high cost), I want to see a Warrior Mage concept that is unique or inspires roleplaying ideas. Of course, I always think of Professions in relation to Shadow World–in that setting there are some ideas that could make great templates for a WM: Cloudlords, Xiosans or the Guarla of the Raven Queen. Any of those might work as an organization of Semi-Essence professions, albiet with specific organizational spell lists rather than the RMC II Base. I’m interested in seeing what Hurin comes up with! What are your thoughts?

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