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).
This week my challenge is to read up on OpenD6. The reason for this is that they have have a very simple approach to descriptive critical wounds, they have hit locations based upon the attack roll and features like ‘stunned’ and bleeding. At first glance their combat system seems a lot less fluid or more cumbersome than Rolemaster but on the other other hand the rule set is a lot more flexible in that it copes with spells, shotguns and superpowers all in the core rules.
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.
Imagine for a minute a player asks the perfectly reasonable question of “Can I remember what colour her eyes were?”
What I have always done in the past was ask for a skill check using the characters Memory stat bonus as the skill bonus.
When I moved from RM2 to RMC and the threshold for success went from 101+ to 111+ for most casual stat based tests success required an open ended roll. If that was reasonable 19 out of 20 trips to the shops for me would probably end in chaos and that could not be right. For me 1 in 10 trips to the shop ends up with me bringing home the right thing.
I have touched on this before in an earlier post (http://www.rolemasterblog.com/rmc-house-rules-character-creation-2-potentials-stat-gains/) where I said that the stats you are using are the ones you roll for.
What I want to do is break the connection between every time your skills improve you also do your stat gain rolls. This is one of the things that I feel sloows down the character maintenance in Rolemaster.
The problem is that went a stat changes a whole host of skills change with it. The problem is even slightly exacerbated by my use of the smoothed stat bonus. Where there were only 5 real break points where stat bonuses change (+5 through to +25) now there are dozens.
There are two significant bit so to learning spell lists for my house rules.
Firstly I will be using pretty much the Spells as Skills rules. You only need to learn the 1st level spell to enable you to start progressing up the spell list. This means that for the most part you will only need to spend 5 -15 development points to get the full list at first level.