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 really like Brian’s take on skills where the number of ranks has an important role to play as well as the total bonus.
As I see it there are four types of skill roll in Rolemaster.
All or nothing.
This is the classic pass or fail test. You either heard the cocking of the crossbow or you didn’t. In RM2/RMC you need a total of 101+ to succeed in RMSS/RMFRP it is 111+ (which always struck me as a weird number if eleventy-one works for you then who am I to argue.)
Progress towards a goal
I have been doing a bit of homebrew rules writing this week and I have taken bits and bobs of other games and mashed them all together to get a set of rules that did a particular job. It isn’t rolemaster so doesn’t belong here but bits of rolemaster ended up in what I was doing.
Now if you take bits of different games you get different mechanics and different ways of doing the same thing. In rolemaster particularly RM2 if you look at how skills work you you get different ways of doing things in the same game!
Interestingly I have noticed that my fellow GM and I have been discussing magic users of all varieties and how they get their spell lists and on the Rolemaster forums there has been a rather heated debate on the new RMU and about how the spells that spell casters can cast define the archetype of that magic using profession and whether they should be able to learn lists normally reserved for other types of spell caster.
I have created a Drow fighter using the current Beta version of RMU Character Law. I have tried to stick as closely to the previous Drow warrior I used for comparing the four elven races so as to be directly comparable.
To boil down a character to the absolute minimum I have a little comparison table for you.
These are the two races/creatures I discussed last week as being both tied deeply into Drow culture. These two are in my opinion near perfect low level monsters to throw at beginer parties.
Why? Well if you look at their stats below they have a low OB, low-ish DB and not many hits. So they should in theory be easy to kill. When you are very low level with a poor OB yourself it is in many ways easier to kill a large creature than it is a man-sized one. If you are only doing A & B criticals then the chance of getting a killing blow is probably just 1% but Large criticals are open ended so you have a 5% chance of getting a takedown as any open-ended critical is enough to take out one of these guys.