RM Spellcaster Professions are defined by 2 game design factors: skill costs and base list. Skill costs are only significant for levels 1-8th (due to declining rank bonuses and professional rank bonsues), while Base Lists have since taken on a disproportionate share of Profession identity and ability.
I have two issues with Base Lists: the “forced-learned” aspect and the “all-profession” trend that started with the Rolemaster Companions. (further explanations forthcoming..)
First lets consider the “force-learned” angle of Base Lists. It’s argued that Professions, and their associated skill costs, model aptitudes of learning. While I don’t particular buy that argument, I at least understand it. But how does one’s aptitudes apply to spell lists? Isn’t any education/learning dictated by what’s available to learn? Whether that’s through books, tutors, mentorship, institutions or guilds, education (skills) should be driven by availability and access. So yes, I can see that a character may have an aptitude for spell casting in general, and even maybe an aptitude for a specific spell realm, but I can’t get my head around the idea that by merely selecting a Profession then mandates a specific set of 6 spells lists they are inclined to learn. Of course the larger argument is that game design requires that a Profession template drives skills and spells, and in return skills and spells reinforce the template. A virtuous loop.
My second issue with Base lists is the “all-profession” trend that I feel has crept into the design process. What do I mean by that? It feels that new Base list builds are driven by the desire to balance all aspects of the character–regardless of traditional non/pure/semi trade-offs. In other words, many newer spellcasters have a mixture of offense, defense and utility spells that make the Profession independent of group balance-they basically have no “flaws” or shortcomings! Starting in RMC I, this idea has been wholly adopted without a second thought. What are some examples:
The inclusion of a “Self-Healing” spell list. What’s better than not having to rely on a Healer, Cleric or Lay Healer!
The addition of a elemental spell list with major attack spells. Everyone wants at least one directed spell or AoE elemental spell.
Use of spell lists and spells that just give significant bonuses to skills or actions. Instantaneous spells that give +25 to the next melee attack? Very nice.
“Potpourri” spell lists that are a grab bag of the most useful or effective spells in category spell lists. Why bother with 2, 3, or even 4 Open or Closed lists when all the best spells are distilled into a single Base list!
I think there are many reasons for this:
“Power Creep”. Many new classes were designed to improve upon original RM professions that were deemed too weak or game ineffective.
Blank slots. If you have older spell lists with lots of empty slots it makes sense to fill them in. Making new spells is NOT that easy–so it’s a quick solution to just drop in spells that replace core skills OR spell abilities that flesh out the profession.
“Balance”. For some, each Profession should be internally balanced: have a mixture of skills, abilities, combat effectiveness and defensive capabilities that make them balanced.
Rolemaster already allows Professions to build non-core abilities, at a cost, through the skill system. My concern is that there is an easier path to just build Base lists that replicate expensive skills or abilities without the associated costs or skill ranks.
In the end, a lot will come down to the GM’s perceptions on “balance”, but when reviewing new Profession base lists let’s ask ourselves if the Base Lists are supporting the Profession theme, filling in the traditional weaknesses of a given class or just making an “uber class”.
The recent discussions on Druids here on the blog seemed a relatively easy assignment. I hadn’t given a lot of thought to Druids and generally argued for a more distinctive Druid by making them either a semi-spell user or even an Essence based profession. For me the Druid was just a new name on a predictable template already covered by Clerics, Animists and Rangers.
However, several comments and some googling made me start thinking about Druids quite a lot…
An arch-druid in his judicial habit.
Who were the Druids?
There is not a lot of first-hand knowledge of the Druids, but it’s generally believed they were: “philosophers, teachers, judges, the repository of communal wisdoms about the natural world and the traditions of the people, and the mediators between humans and the gods.” So, in some respects this sounds a lot like a Cleric or Priest, and in RM terms, a Channeler. But there are other descriptions of Druids that evoke a more mysterious and perhaps even sinister aspect. Then, while reading this description,
Druids, like numerous cultures both prehistoric and modern, were fascinated by the movements of stars and other celestial bodies. This implies that they were still using Neolithic monuments such as Stonehenge to track different astronomical alignments.
I was struck by a thought. While the Druid profession was missing in the original RM, the Astrologer was not. The Astrologer is an odd profession–I certainly thought it was cool when I first was introduced to RM, but the concept seems curiously unfinished. First, I think star-based spell lists are a very setting specific idea and the the lists themselves were incomplete with very few actual spells on each list. Assuming some fixes to the Astrologer lists, a great Druid concept would consolidate the Druid base with the Astrologer base lists. That would make the Druid interesting and unique while still retaining some the cool factor that the Astrologer promised. In this scenario I see possible Druid Base Lists as:
“Far Voice” But a rewritten combination of Astrologer “Far Voice”, “Way of the Voice” & “Starsense”
“Visions” A combination of Astrologers “Time Bridge” and “Holy Visions”
“Starlight”. Original Astrologer but needs some fixing.
“Druidstaff”. Either the original RMC I version, Hurin’s version or my BASiL list “Talisman”.
“Natures Forms”. Original Druid list.
“Stone Mastery”. Original Druid list.
“Weather Mastery” type list as an alternate.
These six Base lists make a Druid very distinct from other Professions, especially the Animist and Ranger, by dropping the Animal and Plant control spells. To me this still feels like a “naturalist” spell user but in a more raw and visceral way. There is a nature and elemental angle to the class with “Starlight” and “Stone Mastery” and a touch of a Seer with “Visions”. Plus the elemental spells and the Druidstaff gives the Druid combat and offensive ability. “Far Voice” allows the individual Druids to communicate across vast spaces with each other–providing them a network of information.
I was pretty satisfied with this new Druid concept and would have left it alone…but I kept thinking about Druids and Shadow World. Shadow World has an organization that aligns quite well with a Druidic concept: The Earthwardens. In SW canon, the Earthwardens helped heal and rebuild the shattered planet. They built great earthworks, megalithic constructions, circles, henges, and passages, while nurturing civilization back from the brink. This is a familiar tale–not unlike legendary figures in our own history: Hermes, Thoth, Quetzalcóatl, and other “bringers of civilization” that were steeped in hermetic traditions.
While it’s not implicitly stated or clarified, the Earthwardens were using “proto-magic”; early Essaence before it was divided into the individual realms. The Earthwardens built structures on Essaence Foci–basically “Earthnodes” and “Leylines” often associated with Druidic tradition. While the Earthwardens esssentially disappeared during the Interregnum, it’s conceivable that their knowledge was passed down through a secret tradition and organization: The Druids.
So putting it all together we have an organization/profession that utilizes “proto-magic” and “Earthnodes” and is the repository of ancient traditions and wisdom. To me, that sounds a lot like what many people would think of for a fantasy Druid archetype. What types of spell powers are proto-magic? Luckily, I don’t have to write a bunch of new spells–just adopt the Arcane Magic lists as Druid base lists! In fact, Rolemaster Companion I has every thing we need: earthnodes, arcane magic and Druids! The base lists would be:
Bladerunes. A great utility spell list that gives the Druid weapon enchanting ability and replaces the list “Druidstaff”.
Earthbloods Ways. Obviously, this is easy to convert to Shadow World’s versions: Essence Flows and Essence Foci.
Entity Mastery. I would make some changes and eliminate the homoculous spells, but I like the idea of a Druid commanding Golems and Elementals.
Ethereal Mastery. Not sure about this one, but I like the concept of Astral Projection for Druids.
Mana Fires. Feels very Allanon’ish and Druids should be “Wielders of the Secret Flame”.
Shapechanging Ways. Gives the Druid the connection to Flora and Fauna.
The Arcane lists in RMC I are right on point for Druid spells and work well as inherited knowledge of the Earthwardens. With these lists, Druids tie into SW history and make a kick-ass profession with unique powers.
So what do you think? Druid/Astrologer or Druid/Arcane? I like them both, but Druid/Arcane fits my SW campaign. You can read my amended history of the Earthwardens in this file (inspired by page 5 of Rolemaster Companion I)
I was busy writing a Spell Law related blog but we are powering along discussing professions so here we go with Druids!
First off, Peter covered all the bases with his overview of Druid spells in his last POST. I was going to go over the various RMC spells he discussed, but I’m sure I did it back in the day when working on BASiL and it sounds like he hit the nail on the head. For the most part, the first few RM Companions seemed like an attempt to power up various RM professions: Animists into Druids, Warrior Monks became High Warrior Monks, Mages became Archmages, semi spellusers expanded to include Beastmasters, Paladins and Warrior Mages etc.
Per recent blogs here on on the RM Forums, I think it’s clear that the real differentiation between professions is: the general classification of Non, Full or Semi; and the “base” lists of each class. There has been lots of debate and parsing of profession skill costs but in reality it doesn’t much matter after 6-8th level. By then, most core skills have peaked out their contribution bonus and stats, magic and professional level bonuses carry the weight. So let’s take each of these in turn:
General Classification of a Druid. One argument someone could make for a more martial animist is just to make the Druid a semi-spell user. That way you avoid the seeming duplication of the Animist-Druid dynamic and bestow better combat abilities on the Druid. By doing so you don’t have lean so heavily on overpowered/unbalanced combat spell lists to bridge the gap. Of course, this might depend on your vision of a Druid (we’ll get to that), and it steers very close to the Beastmaster and Ranger but it’s clear that much of the RM communities loves lots of Professions, no matter how similar they might be.
Base Lists of the Druid. Looking at the lists from the companions it’s hard to justify playing a regular animist! Peter has pointed out some problems with the Druid spells, and Hurin will be suggesting his own versions but for me the problem is not the lack of offensive/combat spells for the Animist–it’s that most Animist spells basically suck in general.
So what might a Druid look like? Perhaps the most well known fictional Druid from early RPG is Allanon from the Elf-Stones of Shannara. Allanon was a Druid more in the line of Gandalf, with wizardly power, understanding of Old Magic (technology) and Lore. If you compare Allanon to our western mythology, “Druid” is more of a title and not a class trope. Allanon is basically a Loremaster with lost knowledge and power.
Another concept for a Druid is a spellcaster that specializes in natural magic–this could also include elemental magic. So really there is no reason why a RM Magician can’t be called, or be part of organization, that calls themselves “Druids”. Magician spells of Wind and Water contain plenty of spells to affect weather or the natural world around them. From the outside, this could seem very “Druidic”. I see no issues with a Druid that is an Essence user.
A third way to look at the Druid is it’s professional realm designation. Druids are Channelers. By definition that implies that Druids powers come from or are granted by a God or pantheon. A Druid isn’t going to be granted offensive spells and combat acumen by a god that is a pacifist. If your vision of a Druid is a “combat nature priest” then their God should reflect that. Do you really need to parse out skill costs for all of these slightly different “Nature Channelers”: Clerics (of a nature god), Animist, Druid, Beastmaster, Ranger, Shaman and maybe even a Witch?
I take a diametric view of this situation–each profession isn’t a different set of skill costs and base lists; as Channelers, each represents a servant/priest of a specific God or type of God:
Cleric/Priest (nature aspected God). A general priest with a mixture of general Cleric lists and Animist/outdoor lists.
Animist: A Priest of a very nature oriented god or a local god. Spells focused on Flora And Fauna.
Druid: A Priest of a Elemental God or temperamental god of nature. Spells of Wind, Air, Weather and perhaps Earth.
Beastmaster: A Priest of a Animal God or Totem style god. Animal Control and Bonding.
Ranger: A “Holy Warrior” type of a nature god, or an outdoors man that has loyalty to a nature god. Survival and Weather spells.
Shaman/Witch: like Hedge Wizards they may serve a local god or ancient elemental god. Grab bag of spell lists.
I see variations of Druids that are Essence users, semi-spell users and even just “re-badged” Rangers! If a GM is willing to be flexible with spell lists, it’s easy to create a Druid that meets your concept or setting.
Before I get into my thoughts on the Bard, it’s probably important to look into the past. The rpg Bard profession was introduced in the 1st edition AD&D Players Handbook, wayyyy in the back on page 117 as optional material. What does Gary say regarding the bard:
As this character class subsumes the functions of two other classes, fighters and thieves, and tops them off with magical abilities, it is often not allowed by Dungeon Masters. Even though this presentation is greatly modified from the original bard character class, it is offered as supplemental to the system, and your DM will be the final arbiter as to the inclusion of bards in your campaign.
AD&D not only required the Bard to have fairly incredible stat scores to qualify, but they needed to attain at least 5th lvl fighter, than switch to thief, then attain at least 5th level and then start tutelage as a Druid!!! That’s a pretty steep climb for any character class. What was it about the Bard that required multi-classing and high attributes?
That wasn’t the final word on the Bard. New material for the Bard was presented in Dragon Magazine #56 of December 1981. Both the original Players Handbook and Dragon Magazine article are worth a read just to understand the origins and ideas around the Bard class. The Dragon article, in particular really delves into the western cultural history of bards.
Obviously, the RM Bard profession was included to match up with the AD&D rules, but where does a Bard really fit into a gaming group in Rolemaster? Like any semi-spell user, they are weak by nature of the balance between spell acquisition and martial skills. Song spells require them to perform at the cost of all other actions, and their lore and knowledge skills are only important if the game requires it–the RM “Attunement” skill takes over a lot of magical item analysis.
Several original RM professions seemed more geared towards being NPC’s than PC’s: Healers, Astrologers, Alchemists, Seers certainly, and Bards might be just a toss-up? So what might a player character Bard bring to the table?
A “Jack of All Trades” role for the group.
Knowledge/Lore.
Language Skills.
Social Skills.
AoE Spells. (with major limitations)
That’s a great list if you are playing AD&D that has strict profession requirements and limitations, but how does that work with Rolemaster?
Jack of All Trades. Rolemaster already allows any profession to access all available skills. You can be a “Jack of All Trades” with virtually any profession.
Knowledge/Lore. Meta-gaming aside, this will really be dependent on the GM and the game. Rolemaster has the Attunement skill and there are various spells to assess items so a specialist Bard might not be critical.
Language Skills. Language should be important but can often be a plot obstruction. However there are Channeling and Mentalism spells that allow for communication.
Social Skills. For many games, social interactions are just roleplayed. I think social skills can add depth to a game, but does a GM want to develop greetings, insults, eating graces and social norms for every culture, civilization or group the game meets? In social situations–which could be virtually every encounter that isn’t met with immediate violence, the Bard could be a lifesaver. Literally.
AoE spells. The one standard thread of Bard’s abilities is the power of music and song. This allows a Bard to cast “buffs” on the group and possibly neutralize adverse affects like “Fear”, “Loss of Morale”, “Sonic attacks” etc.
So, looking over this list, there are 2 items that stand out as Bard specific: Social skills and AoE spells. Do these two abilities justify the Bard profession? Does it only come down to a handful of constructed spell lists to make a Bard? If so, do normal skills and skill costs matter if virtually all of the Bard’s abilities are derived from their Base lists?
Putting aside the D&D versions of the Bard, what works of fiction depict Bards? My earliest idea of a Bard came from the Black Cauldron series: Fflewddur Fflam. Later, there were traces of “bardic” DNA in Tolkien: poems, epic stories, songs and even slight ditties were sprinkled throughout the story. Obviously, there was “Bard” in the Hobbit: a descendant from the men of might, who slew Smaug and became the lord of Dale. Of course, his name evoked an image of “Bard” but not necessarily “a Bard” profession. In more recent works, we have Kvothe, from the Kingkiller trilogy. Kvothe is a man of many talents, a “Jack of All Trades” who has spellbound people with the power of his music. But he is also a “Wind Mage”, “Alchemist” and “Martial Artist”. Is Kvothe a “Bard” drawing from fantasy inspirations, or simply drawing from the “Philosopher King” mythos? It’s apparent that in myth and literature, Bards are truly unique individuals; AD&D reinforces this principle with the stat requirements and lengthy development process. But every PC cannot be king or group leader by mere fact of their profession. How do Bards fit into a fantasy RPG group?
Whether you base it on Welsh, English, Western or Eastern lore, Bards can be defined by their titles: Minstrel, Troubadour, Jester, Actor, Diplomat, Tinkerer, Jongleur, Poet, Musician or even Balladeer. Some seem noble, others tricksters. Some are repositories of truth while others spread fantastical tales for fame or fortune. These wide ranging and varied definitions are no different than any other RM profession. But the single factor that defines a Bard over another class is the use of music and song. Otherwise, the tertiary skills of Bards are purely cultural and are driven by the fantasy world it occupies.
So where might that fit into Rolemaster? I’m going to revert to an earlier blog format I’ve used previously: ROLEMASTER PROFESSION REVIEW: TAKING ANOTHER LOOK AT THE SHAMAN. In this blog, we’ll be looking at a few variations of Bards that could work in Shadow World.
Bard Loremaster.
A Loremaster advising a young ruler.
Bard Type: Diplomat, Mentor, Tutor, Advisor, Historian
Tasks/Jobs/Roles: Bard Loremasters serve as advisors, observors, tutors and diplomats to governments, leaders, and rulers.
While a Loremaster is not an official RM Profession, they hold a quasi professional status in Terry’s world. They have Base Lists, organization etc but under RM rules still have to be proscribed a traditional RM class rather. (It would be easier just to create a quick skill cost list and designate the Loremaster as a SW specific profession!) When looking at the roles and skills of Loremasters: historians, mentors, advisors and teachers, the Bard class seems well suited for this job! Loremasters will often appear to be powerful NPC’s that can guide the players, but Loremasters have to be low level to start! Making your Bard PC a journeymen Loremaster is a great solution for the class. They can provide campaign guidance to the group, become a vector for new adventure paths, access information and help when needed and not necessary imbalance the game. A low level initiate in the Loremaster organization and being in an adventure group are not exclusive!
Tasks/Jobs/Roles: Cleric Bards serve as Masters of Ceremonies, lead Holiday and Festival events, entertain, spread cheer and goodwill and impartial but fair judges.
If you drop the mental models around classes and realms it’s easy to see that a Bard could easily be a “Cleric” of Kieron. Sure, you might need to change the spell Realm to Channeling, but so what! Kieron is the God of Festivals, and he would definitely want a Bard type to be his emissary on Kulthea. This really doesn’t change the nature of the Bard and probably makes more sense from a learning and institutional process.
Spell Lists: Bard Base “Controlling Songs”, Mentalist “Mind Merge” and “Mind Speech”, Druid Base “Natures Lore”
Tasks/Jobs/Roles: Keep hidden or lost knowledge alive. Search/find/protect bloodlines of past empires. Recover knowledge and artifacts of past eras.
There are 2 major empires that might have a “legacy organization”–a small group of survivors that retain the knowledge of a past era. If we focus only on Jaiman and Emer that would be the combined crown Kingdoms of Jaiman in the early part of the third Era and the Emerian Empire of the 2nd Era. Imagine a hidden group of loosely organized Bards. Who better to retain and disseminate the knowledge of these past empires and work to return the world to it’s old glory. Emerian Bards might be secretly fighting the new Orders that have been subverted while the Jaimani Bards work to re-unite the splintered realms.
Travelling Bard.
Bard Type: Jack of All Trades, Tinkerer, Minstrel, Troubador, Adventurer
Spell Lists: Bard Base, Mystic Base “Confusing Ways”, various Open and Closed up to 5th lvl. Minor Illusions.
Like a “Hedge Wizard” a Travelling Bard is more akin to a Tinkerer, an informally trained “Jack of All Trades”. These Bards wander and survive on their wits and skills. They have spells, but they are generally lower level and represent a broad hodge-podge of spell powers. These Bards still play instruments and perhaps sing, but not with a great deal of skill. Travelling Bards are great random NPC’s or can be a fun addition to the group by straddling the role of Thief, Negotiator and Comic Relief!
So that’s my thoughts on 4 types of Bards that can be great in Shadow World or Bard archetypes to be used in any setting. Really, there is a Bard for every occasion!!!
Welcome to another “Spin Cycle” blog post! If you aren’t familiar with my previous entries on re-purposing MERP products for Shadow World. You can find my take on the Court of Ardor HERE, HERE and HERE. and the MERP adventure module “Thieves of Tharbad”
Today we are going to be looking at Umbar: Haven of the Corsairs. Like The Court of Ardor, Umbar was one of the first MERP products put out by I.C.E. and like Court of Ardor fits very easily into Shadow World. Cover art is by Gail Mcintosh–I always like this art for representing my idea of Rolemaster combat: gritty, dangerous (they never have much armor on!) and this is cool because it’s on a boat that’s tilting!
So why is Umbar such a useful module and a good fit for Shadow World?
Strip away the Middle Earth material and you have great adventure content. The city of Umbar with city maps, sewer maps, tavern maps, 6 city towers of various “Captains”, info on the Wizard Guild, smugglers, merchants, Thieves Guild, City Milita, healers, Armorers Guild, Dark Religion and ships and sailors. Plus there layouts for 6 small castle/keeps that are great drop in plans for any adventure. This is classic RPG material. The Middle Earth info is just window dressing.
Where does this fit into Shadow World? Plasidar. There isn’t much material on Plasidar in the Jaiman source book but a few data points:
Piracy along the Melurian Straits is on the rise…..the lords of Plasidar, and the Xooba raiders all increase activities.
Generally considered a ‘wild land’ filled with thieves and pirates, Plasidar most likely is not quite as bad as it is made out to be.
The Duke of Plasidar….is an Elven merchant-lord who commands an impressive fleet.
Gûl is the capital city of Plasidar and certainly Umbar is a good stand in for the port city. Umbar has the 6 “Captains of the Havens” while Plasidar has it’s Sea Captain “Lords”. Umbar has Corsairs, Black Numenoreans and Haradrim raiders, (plus smugglers and merchants) while Plasidar has thieves, pirates, raiders and merchants. All in all, a pretty good fit! Given that the new updated Jaiman source book is complete and unlikely to be revised again, using Umbar fills in a fairly large chunk of southern Jaimain that’s close to other important areas: Lethys, Nomikos, and across the sea from Emer and Eidolon.
Since this isn’t meant to be a straight up product review, I’m going to skip down to page 11 where the content starts becoming usable for Shadow World.
Lords of Umbar
3.1. There are 6 Captains the rule the city, each has their own fleet, tower in the city and castle with liege lord outside the city. The names themselves are “Tolkien” style, but dropping the accents, and putting in apostrophes convert to “Shadow World” style. Each lord gets a paragraph with a good description to flesh them out as NPC’s. The Lords are in the 20-25th lvl range, so they make great higher level bosses. There are also stats and info on each lords Chief Captain; these NPC’s are 10-13th lvl.
4.0. City of Umbar. Like most ICE products, Umbar has great color maps with building color coded as well for Alchemists, Lay Healers, Mentalists, Magicians, Herbalists and other professions. Umbar is pre-MERP so all the RM classes are used in these early products. Another bonus for Shadow World use.
Sewer Map
There are layouts and information on two taverns, The Drunken Goose and The Red Sunset. These are perfect hang-outs, meeting places and starting points for a group of adventurers.
Middle Class Establishment…….dive bar.
5.1. Describes the 6 city towers of each lord. There are floorplans and layout keys and are perfect for a thieving expedition.
8.0 Organizations. Several pages are dedicated to city organizations that the players could interact with or even belong to: The Wizards Guild, Smugglers, Merchants and Merchant Houses, Thieves Guild, City Guard, Healers and Healing Orders, Ships and Sailors, Armorers Guild and a Dark Cult. There are stats for key NPC’s of each, some building or lair layouts and certainly enough information to easily build adventures.
10. Castles of Umbar.
Umbar contains the layouts and keys for 6 keeps, each controlled by one of the lords. Nearby are farmlands and villages that support each keep and the city.
Finally there are the usual and useful summary charts for NPC’s, master military chart, herbs, key people, magic items and some supplementary adventure info.
Umbar is a fantastic “mid-size” campaign module that easily fills in the blanks of Plasidar. The format is easily understood by SW and ICE players, the art work is cool and the stats are straight Rolemaster. The additional info on ships is a great bonus for ocean adventuring, pirates and smuggling scenarios.
While Umbar is OOP, there are multiple online sources for usable PDFs. Check it out and enjoy!
Several days ago, Peter blogged about the Ranger and then Hurin responded with his own blog post and thoughts on the Ranger. Since they both weighed in, how I could resist not adding my own ideas on the Ranger! Since there have been two previous posts, why not “Three Tales of the Ranger”? ( a subtle reference to the writings of Elor Once Dark and the three tales of Tor’lan p. 26)?
Peter. First let me tackle a few items from their posts. Peter, while you titled it regarding RMU, you also needed to drag in a 20 year old spell list from RM Companion to flesh out the Ranger. Fair enough, but that allows me to utilize other non-RMU spell lists for my own Ranger build! Yes?
Hurin. Welcome to the club! While you fully didn’t embrace “no-profession” in your post, you clearly embraced the spirit of flexible chargen. Your story about your Thief character that had convincingly played as a “Scout”, “Ranger” and even a “Paladin” is great anecdotal evidence that skills define the character and not an arbitrary profession designation! If your Thief was spending DP’s on spells, transcend armor and other non-core skills is he really a Thief? I also appreciate your eagerness to adopt Mentalism or Essence realms to build your ideal character. With some type of no-profession philosophy you can build whatever type of PC you want; and call him whatever you want. You didn’t transcend armor, you transcended class tropes! Congrats!
While I don’t use standard professions and build off a profession DP template, it’s easy to build a “Ranger” in my ruleset. Not only build a “Ranger”, but virtually any type of Ranger or subclass concept the player wants. However, I’m not going to dive into skill minutia, but instead define a Ranger via spell lists as Peter and Hurin have done. Luckily, I have a whole slew of non-ICE spells to choose from, that were designed for exactly this type of flexibility: BASiL Channeling! And guess what–they are non system, general d100 spells that could be PUBLISHED shortly for any d100 system.
But wait, doesn’t that conflict with some game company IP? NO.
RMU RANGER LISTS.
First, I wanted to address my personal issues with RMU Spell Law/Ranger lists. These are my opinions, not mean to be criticism since RMU was meant to be the gentle arbiter of all RM and ICE conflict.
Beastly Ways. Generally I think this is a great list and improvement from RM Spell Law. First, I’m not sure it’s “Ranger” spell list as I conceptualize the profession. Druid? Sure. Beastmaster? Absolutely. Shaman. Of course. I think it needs some tinkering and I would use SW specific names (rather than Terran animals). Definitely could be treated as a Mentalism or Essence list as well.
Inner Walls. Another improved list and a good generalist list for any spell caster. I think there are some small logic errors and OOP spells: Sterilization which affects other than the caster, and Martial Wall should have some logical mechanism for it’s implementation.
Moving Ways. Great spell list and probably what I would consider the “Core” list of the Ranger concept: it has to do with travel, movement and traversal. I would tinker with it and the 50th lvl spell “Submarine Ways” is a horrible 50th level spell. (allows a 50th lvl caster to swim 50 miles w/o fatigue!!!! WOW!!!!). That should be a 10th lvl or under spell. The 35th lvl spell Distance Running should be a 5th lvl spell–especially with groups that don’t focus on fatigue mechanisms.
Nature’s Guises. Good conceptually, but really just a grab bag of ideas. Not sure what 3rd lvl “Freeze” is doing in this list (should be in a “Nature’s Manipulation” list, and “Animal Thought” is a bit of an oddity as well-That should be in “Natures Communing”). Pruned and tightened up a bit and it’s a great spell list that would work for a Ranger, Shaman, Druid or Animist–if you even think there is a needed mechanistic difference between those classes!
Pathmastery. This is another list that seems tailor made for a type of Ranger. Again, there are some outlier spells that don’t fit thematically in the list: Nature’s Tongue comes to mind. I’m also not a fan of bonus to skill spells. It just feels lazy and it undermines the value of the underlying skill itself. At third level a +50 bonus to Tracking? Why would the player even bother with taking more than a handful of tracking skill ranks at lower levels?
Survival’s Way. This is a solid spell list with some problems. Again, bonus to skill spells like the 3rd lvl Wound Tending I find problematic. How does that work? Does it bestow knowledge to the caster? Better coordination? A steady hand? Divine intervention? Also the 35th lvl Adaption should be moved to the “Inner Walls” spell list.
To be clear, these RMU Beta lists seem like a solid improvement over past Spell Law iterations. If there is a requirement for 6 base lists it will suffice. However I feel that a this archetype needs around 2-3 lists: some type of Moving Ways, Pathmaster and Survial Ways. All three RMU lists above need tweeking but certainly act as a foundation for the character trope. Looking at the remaining lists, I would combine some of the spells in Survival’s Way into Pathmastery and Inner Walls, move the Change spells into Natures Guises and Beastly Ways and maybe make a new list Natures Commune for plant/animal speech, thoughts, control and mastery.
BASiL “Ranger” Lists.
So writing this blog to the “Ranger Series” of blog posts, I hadn’t reviewed my BASiL channeling in several years (working on Mentalism final revisions). Luckily, these changes were prior to RMU Beta spell lists. I’m going back to review and revise, but this was a great opportunity to analyze them after several years!
While I purposefully didn’t organize BASiL to track with Open, Closed or Base–it’s fairly evident that it can easily follow along with this process. So for a “Ranger”, “Druid”, “Animist”, “Beastmaster”, “Pathfinder”, “Scout”, “Warden”, “Hunt Master”, “Shaman”, “Witch”, “Forest Wizard”, “Path Blazer”, “Elf”, “Liberal”, “Eco-Terrorist” or any similar ridiculous class or profession name, these are the following BASiL core spells:
Natures Guises. This is a cleaned up version we discussed above. Discarded nonconforming spells, adjusted powers to level and attempted to increase utility of ALL spells in the list (rather than meaningless placeholders.) All these spells are about concealment, disguise, misdirection etc.
Natures Defenses. This spell is purely self-reliant, with all spells about personal survival and protection vs. disease, poison, tainted food and water or extremes of temperature or elements.
I think these are CORE spells for any “Nature” style character. However, if I wanted to add some more specific powers that seem Ranger specific:
Natures Movements. This is a cleaned up and focused “movement list” for a Ranger. It covers different terrains: water, ground, air (not just a forest ranger from Tolkien!)
Locating Ways. This is meant to be the core locating power of a Ranger, Bounty Hunter (fantasy Mandalorian!), Beastmaster, Detective etc. There is a light overlap with Nature’s Lore, but far less than the overlap and redundancy of RM spell lists. None of these spells devalue, replace or simply add a bonus to RM skills.
Finally: though not really “Ranger”. Weather Mastery. This is more a Druid/Animist or Nature Cleric style spell, but depending on the campaign or setting could be used by a Ranger type for some weather and elemental control.
So this is just a classic Ranger build. If you want more Tolkien I would add a lesser healing spell list, lower level weapon rune spell list or even a lesser fire law list! (all can be found on BASiL spell lists btw). If you want a more martial Ranger, I would replace a few lists with some Mentalism lists for Warriors, Monks, Disciplars, Weapon Masters, Erudites etc :
So, lots of options, cleaned up spell lists, flexibility to build YOUR idea of a Ranger AND a real functional Ranger. Whatever that means to you! That is my Third Tale of the Ranger for the Rolemasterblog.com!
Back in July of 2016 I went a bit off topic to blog about a new TV series I saw: Stranger Things. What a difference a few years make, as the show went on to become a cultural sensation and further promoted the D&D legacy into our culture.
Recently I had the opportunity to watch a new show, The
Mandalorian, that has quickly become the new “It Show”. Much of that is due to
the popularity of Star Wars for over 40 years, and some of it to the quality of
the show.
I’m not going to review the show or risk spoilers, but just in case—spoiler alert! What struck me the most about the show was how closely it adhered to classic RPG beats. It was similar to reading a RPGLit book—the dice rolls, traditions and tropes were all right there on the screen. Some may argue that these are devices more similar to video games; that may be true but video games themselves drew from tabletop traditions. I find this revealing: for decades Star Wars was defined as following ancient mythical storylines: The Heroes Journey and classic fairy tales wrapped in a fantasy/scifi setting. But throughout the Star Wars trilogy there hasn’t really been traditional gaming mechanics. Yes, characters develop some abilities—mostly the young Jedi protagonists—but this was done through plot advancement and some handwaving. (Lukes Jedi training might only have lasted in days or weeks, and yet was the sum of his formal education in the movies).
The Mandalorian is a completely different beast. There is a serial adventure nature to the show. “Mando” finishes adventures with special alloy treasure that he brings to the “Armorer” to have forged into upgraded equipment. There are side adventures. There is new, cool equipment that gives added abilities and firepower. The Mando takes real damage, needs healing and is restrained by ammo and weapon limitations. You have temporary NPC’s (who mostly die and thus don’t have a lengthy plotline) that aid the Mandalorian for that particular adventure. I think it’s incredible that popular culture is embracing (perhaps unknowingly) a clear gaming format into a high-profile serialized event.
I’m not sure I’ve seen another high budget show that adheres
to gaming mechanics in such a clear way. Thoughts?
The Charm Spell. One of the four foundational spells that are required in fantasy RPG’s. (Sleep, Fireball, and Fly being the other 3). Rolemaster Spell Law includes several type of “Charm” magics, but they don’t feel well thought out in requirements, applications or effects. Charm types spells should not only be differentiated by their Realm assignment, but should also have specific mechanics: mechanics that might break the standard SCR/RR counter play.
Charm type spells can have a potent impact on gameplay: they can create an ally, remove an adversary from the “table” or bypass normal gameplay by using an NPC’s actions to further player goals. Charm spells can have a variety of effects: control, persuasion, influence or distraction. One well cast Charm spell can upend the course of an encounter or combat quickly. Basically it’s a force multiplier: take a combat of 4 on 4 and one successful Charm spell can tip it to a 5 on 3. That’s a winning advantage; especially in a combat system like Rolemaster.
For purposes of this blog and my recent work on BASiL (a complete rewrite!) I see “Charm” spells as covering a spectrum of effects and mechanics:
Charm. I see “Charm” as spells that act as a magical friendship. This may limit what the caster can ask the target to do and excessive requests may break the magical bond.
Enslavement. These type of “control” spells are most often used for controlling Demons, Elementals and other entities, but could also be used in Evil spell lists to enslave a subject. While this might be considered evil, it’s also very potent and conceivably allows a caster to have the target do most anything.
Master. I would classify these types of spells as sitting between Charm and Enslavement. The caster can ask the target to put themselves in harms way–even against their friends, but not unduly put themselves in danger for no reason.
Enthrall. This is more akin to Charm, but the target has an unnatural attraction or focus on the caster. These types of spells are like “Bewitching”, “Love”, or “Seduction”.
Mesmerize. A broad range of spells that subsumes the targets senses. Similar to hypnotism, but could be simple spells like “distraction” or “blind spot” or “tunnel vision” or more potent spells that act like a combination of Charm and Enthrall.
Certainly, my classifications might seem like a distinction without a difference, but they can also be used to differentiate these types of spells among the various Realms. Since I try to incorporate different functionality into the standard RM Realms, I would argue that these spells might also work differently even adopting standard RM (and not BASiL). What might these differentiations be? Here are a few ideas in no particular order of relevance:
Most Charm type spells of any sort should be Mentalism or Channeling. Essence could have control spells for Demons and elementals, but the fundamental basis of charm spells is the subsumption of will or spirit. This is distinctly in the Realms of will, spirit and soul.
Charm spells should have a range of efficacy. Charm, Enthrall and Mesmerizing should require the caster to be in intimate or interactive range (and a supportive environment) to cast. You can’t just mesmerize a target hundreds of feet away in a crowded combat can you?
Some of the spells may require the constant presence of the caster to maintain the duration?
Failure could mean that the target is aware that they were being magically influenced?
Are there any other inputs that could cancel the spell’s influence or require a check of some sort?
Do “third parties” (even the other PC’s) impact the influence of these spells or is it meta gaming?
Should any Channeling based “Charm” spells incorporate the moral implications of the spell and the host Diety?
What I’m trying to get to here is a system–a protocol for most every spell that maintains the logical coherence, game balance and uniqueness of player ability. Yes, it’s magic so by it’s nature it doesn’t require logic. Right?
Anyway, appreciate any thoughts. As I’m finishing up BASiL: Mentalism these issues have become pre-eminent.
I’ve blogged quite a bit about game setting driving rule mechanics over the years, and one of the fundamental issues of Shadow World is how “magic” works in a world that exists in our own reality and universe. I expanded on our own views of Essence three years ago on this BLOG POST, but wanted to dive a little deeper now that I’m working on a few related projects for SW.
Ostensibly, the Essaence permeates Kulthea through a tear in our universe into another; the same universe from which the Orhanians originated. This is all well and good, but is really not much more than a hand wave that does little to ground the mechanics of magic in Shadow World. Plus, it raises an important question: where is the “source point’ of this tear? In my mind it needs to be on either Kulthea, one of the moons or on some artifact or techno-artifact somewhere in the system. Let’s examine the pros and cons of several of these options:
On Orhan. This probably makes the most sense. The Gods live on this moon and being the choke point of this power helps explain their ability to channel to their followers on Kulthea–they basically control the well-head. We can than extrapolate that this fifth energy follows gravitational waves and therefore encompasses Kuthea’s magnetosphere as well.
On Kulthea. Does it make sense to have the source of Essaence on Kulthea? The Pillar of the Gods would be the most likely location–it is a physical manifestation of the arrival of Essaence on Kulthea (via a wormhole/blackhole/etc) and would explain the power fluctuations around the region.
Techno-artifact. I originally had the source of Essaence encased in some object (it was a mcguffin and I never identified it) at the Lagrange point of Kulthea/Orhan. This split the power between the planet and moon and allowed for a ebb and flow of power I use in my campaign.
However, I’ve been re-thinking my “Lagrange Point” solution and now am leaning towards #1. This still allows me to play with varying Essaence levels and solidifies the basis for the Orhanian’s “god-like” powers.
I’m pretty weak on orbital mechanics, but I understand that Orhan is on a ecliptic orbit and Charon is on a polar orbit. In my campaign this allows for a variance in Essaence (channeling) powers for followers of Orhan and the Dark Gods of Charon. Therefore:
The Dark Gods are outcasts from Orhan. They were banished to Charon because it acts as a prison and limits their access to the Essaence.
Charon only has normal access to the Essaence when it crosses the ecliptic–otherwise it has limited access to the Essaence elsewhere in it’s orbit. Thus the weakened nature of the Charon Gods and their powers on Kulthea. Channelers of the Dark God don’t have full access to their powers about 1/2 of the day.
When Charon fully eclipses Orhan, then it is both ascendant with full access to the Essaence and it also disrupts Orhans connection to Kulthea. This is the “Night of the Third Moon”. Channelers of Orhan lose access to some of their powers. This makes the Night of particular relevance to Channelers all over Kulthea.
There are probably a few flaws in my approach, and while I don’t get the orbital timings exact during my game play it does add another strategic and narrative element to my SW campaign. It also creates a “moon magic” mechanic that meshes in with current RM spell law without the specific lists found in the RM Companion. It also adds another unique setting driven mechanic to shadow World.
For those following this blog you might have noticed that I’ve been pretty quiet for the last year. Happily, my schedule is now settling down and I’m going to get back into regular postings on the Rolemasterblog and start uploading new material here and on the Forums.
One of the recurring themes over the past year is the recognition and growing popularity of Dungeons and Dragons. Here are just a few articles–all in MAJOR news publications:
To me, there are a few takeaways in these articles.
D&D hit the bullseye with 5th edition. The shift to narrative and story was well-timed and it appears to have erased some the of the negative factors in earlier editions. Does this lesson lend itself, in anyway, to the future release of RMU?
A rising tide raises all boats. Arguably, D&D has always been the doorway to new gamers. Niche games, alternative rulesets and even other genre games benefit from the D&D halo effect. RMU has been in production for over 6 years, and can still benefit from the resurgence in table top gaming. This doesn’t require another reset of the rulemaking, but perhaps a rethink of the marketing strategy.
“Trickle down effect”. Even if many new gamers are casual, the enormous number of new players will still result in some of them seeking out other games systems. Rolemaster is positioned to appeal to players looking for more realism (verisimilitude). The original ICE marketing could work again!
I know every Rolemaster fan would love to see a resurgence in our chosen game system and it can be frustrating to see D&D explode in popularity. Our goal here at Rolemasterblog is to carry the torch and continue to produce “d100” content and Rolemaster appropriate products. It’s a small effort in the grand scheme, but helps keep the flame alive!
As we have mentioned, we encourage everyone that has a thought, idea or comment to contribute to the blog and the Rolemaster community.