Today I’m looking at the ‘problem’ of skills in RM: consolidated skills (of which RMFRP is the paradigmatic version, and which appears to be a certainty in the new version, although with far less skills) or individual skills, each with their own development cost, as was the case in RM2. Let me nail my flag to the mast: I am rather more in favour of individual skill costs, primarily for the tremendous variety and granularity they offer. You simply can’t get that under the skill category system (although the RMFRP rules do allow a certain amount of tweaking, and my rather freewheeling interpretation of the talent rules enabled more).
I huge thank you to everyone that sent me character sheets!
The brief was intentionally vague to give everyone creative freedom. Most people produced a non spell using rogue or thief which is what I has sort of expected. My Xan is exactly in that vein.
Things that really stood out were that I got three RMU characters. Seeing as RMU is still in play test and the experiment was for people who had house ruled character creation I had only expected one RMU character and that was Hurin’s who uses individual skill costs.
I know that many people love the minute detail that the full spectrum of RM2 professions provided. The professions were basically a package of individual skill and base lists.
Keeping the base lists within professionless and level-less RM is easy.
The individual skill costs are completely compatible with level-less but I am open to ideas about how to create that flexibility with professionless gaming.
BriH has pitched the idea of getting rid of skill costs all together so that every skill costs 5DP (I could be wrong about who came up with that idea but that is not the point). I was thinking of playing with the idea of going to the other way.
In the Forgotten Realms there are five races of elf, High, Grey (or Moon), Green (or Wood), Sea and Drow Elves. For most people I guess the High, Grey and Green equate pretty much with Moldar, Sindar and Silvan. For the purposes of this discussion I am going to ignore the Sea Elves as they are not typically found in most MERP or Rolemaster campaigns. The others most players or GMs, I would have thought, wil be familiar with.
One of my favourite pieces of software as a GM is the Rolemaster Character Utility or RCU. This is a piece of freeware (you can download it from here Rolemaster Character Utility full) that you can share and anyone can use. This is the windows version but I have run it under WINE on linux boxes without a problem.
What the programme does is allow you to step through the character creation process from name and profession, race, stats and skills in a wizard style interface. Every time you make a choice it eleminates things that no longer apply, so chose a mentalist and all the channeling and essence spell lists drop off the lists. Chose a halfling and all the height and weight charts adapt to give sensible results for halflings.
I have been looking at suitable professions for an NPC I am working on. I want her to be potentially useful to the party but at the same time I don’t want her solving all the problems instead of them.
She is particularly non agressive in combat with all of her skills in that department being dedicated to parrying and avoiding being hit.