A few thoughts on a sunday afternoon.

  1. I’m really looking forward to the upcoming 50 in 50 project that we’ve been working on. It’s easy to get caught up in optional rules, RMU reviews and game mechanics at the expense of writing or discussing actual gaming content!  Personally, coming up with 25 short adventures or encounters that had an interesting hook was a challenging creative exercise. Peter and I had all of the outlines done in 2 months and are now working on the final edits. I’ve blogged about it before, but RM would be better served if there were more ready to play adventures being published. In related news, I think our next challenge: 5 adventures for 50th level has turned out to be a great exercise!
  2. Speaking of alternate rules…I think fumble ranges need to be INCREASED–dramatically. It’s one thing to pick up a weapon, spin it about and perform some flourishes; it’s another to use any object in combat or fast moving, dynamic situations. We already use # of skill ranks to offset combat maneuvers and RM rules has an optional rule that fumble range can be reduced. For instance, I’m thinking a fumble range of 25 for a flail, with a minimum of 5, reduced by # of skill ranks.
  3. RM Deconstruction. I’ve been wondering if I need to take another look at the actual stats. Do we need 10? I think Self Discipline, Presence, Intuition, Empathy need further thought. On one hand, I can see what they model. Can Self Discipline and Presence be combined into a “Will” stat? Can Intuition and Empathy be merged?

Anyone have any thoughts?

 

Deconstruction of Character Creation and Game Modeling of Skill Systems in RM.

 

Peter’s recent blog, RMU – to infinity and beyond, created a firestorm of comment activity. 64 comments to date! Much of the back and forth touched up on professions, attributes, knacks and character creation. Certainly, the thrust of the debate was centered around the Professions vs No Professions commentary that Peter and I have continued on the RolemasterBlog and previously on the Rm Forums.

Rather than add more comments to Peters blog post, I thought I would take this topical opportunity to discuss the base modeling of the RM skill system (and other game systems too). As I did with BASiL, my own rewrite of Character Law (I named it SWARM) started with a complete deconstruction of the RM rule set. It’s an ongoing process and even now I’m tinkering and rethinking things based on comments here by Peter, Hurin and ITD. I’m going to discuss my own solutions, but the point here is to examine the underlying principles of the skill system, not argue for my own resolutions.

There are 5 basic rule mechanisms that are used in the RM skill system: Stats, Development Points, Skill Costs, Skill Rank Bonus and Profession Skill Bonus.

  1. A standard RPG/game trope, Stats quantify a PC’s various physical and mental traits—the basis of the character make-up. In RM stats are then used to determine “Stat Bonuses” which are added to the appropriate skills. While there is disagreement about the need for actual stats, everyone agrees with and understands the nature of stat bonuses—it is a measure of a characters “Natural Aptitudes and Abilities”.
  2. Development Points. DP’s are “coinage”—used to purchase skills by rank. In RM, DP’s are variable and based on a select group of Stats, while in RMU characters are given a fixed amount. Either way, Development Points are modelling the “Capacity to Learn”.
  3. Skill Costs. In both RM and RMU skill costs are driven by a PC’s profession. Some argue that Professional Skill Costs are a product of formative learning channels, aptitudes or learning paths. This is an argument for WHY there are Profession Skill Costs—but this is not an argument on what Skill Costs ARE. Skill Costs are a measurement of “Profession Aptitudes” & “Time & Effort” to learn a skill.
  4. Skill Rank Bonus. The Skill Rank Bonus progression basically remains unchanged from RM to RMU; for each rank, there is a subsequent, cumulative bonus that is added to your total. Skill Rank Bonus models a “Learning Curve”.
  5. Profession Skill Bonus. Finally, each Profession is given pre-assigned Skill Bonuses based on the characters Profession. In RM it was a level bonus and in RMU it’s a per rank bonus. The is modeling “Profession Aptitudes”.

The first and foremost problem I see here is that Profession Skill Costs is modelling two separate distinct factors: professional aptitudes AND time and effort. The second is that Profession Skill Bonuses are then duplicative; they are both modelling Profession Aptitudes. Personally, I think that’s sloppy game mechanics—it would simpler to just adjust Profession Skill Costs and eliminate the Profession Skill Bonus. Reducing the cost of a skill is the same as giving a profession skill rank bonus.

Ultimately, the simplest measure to test is: Total Skill Bonus/DP’s spent. Adding layers of complexity to model the same effect (Profession Aptitudes) is pointless.

I think it’s a cleaner solution to make each mechanism discrete unto itself, rather than have several game devices that only serve to reinforce professional tropes. Here would by my suggestion for RMU using Professions:

  1. Stats – Natural Aptitudes.
  2. Development Points. Either stat variable or fixed. (I can see both arguments)
  3. Skill Costs. Time & Effort only. The same skill costs for all professions—this is modelling how hard it is to learn a particular skill or lore. Skill costs can vary by skill but NOT by profession.
  4. Skill Rank Bonus. Learning Curve.
  5. Profession Skill Bonus. Profession Aptitudes.

This solution provides distinct functions of each rule component—no duplication. Plus, Profession Skill Bonuses allow for easier to understand Profession distinctions and an easier process for creating new Professions. You no longer have to assign skill costs by Professions— and you can be more aggressive on the total Bonuses per Profession. Giving a Fighter +4 bonus/rank for 1 Hand Edge is a real differentiator and results in the same outcome as giving them a low skill cost. Plus, this solution eliminates huge charts of professional based skill costs as well.

If, like me, you are using NO PROFESSION you might want to try my solution which is slightly different.

  1. Stats – Natural Aptitudes.
  2. Development Points. Either stat variable or fixed. (I can see both arguments)
  3. Skill Costs. Time & Effort only. Skills all cost 5* with +1 cost per extra rank per level with unlimited advancement. (the +1 resets each level—this measures the law of diminishing returns).
  4. Skill Rank Bonus. Bell Curve. I use a 1,2,3…9,8,7,6….1,1,1 progression. This keeps low level characters from maxing out the cost/bonus curve of important skills.
  5. Variable Skill Bonus. Rather than Skill Bonuses assigned by Profession I give players +6 in bonuses to assign as they see fit. This option models “talents” or “knacks” and gives players more flexibility and customization of their characters outside the profession paradigm.

In the final argument, having Profession Skill Costs and Profession Skill Bonuses is redundant and unnecessary.

For summary:

Mechanism/System RM RMU Suggested Solution (when using Professions)
Stats Natural Aptitudes & Abilities. Natural Aptitudes & Abilities. Natural Aptitudes & Abilities.
Development Points Variable Learning Capacity Fixed Capacity to learn Optional – Variable or Fixed
Skill Costs Professional Aptitude & Time and Effort Professional Aptitude & Time and Effort Time and Effort (same costs for all Professions)
Skill Rank Bonus Learning Curve – Decreasing Learning Curve – Decreasing Learning Curve – Decreasing
Skill Bonus Professional Aptitude Professional Aptitude Professional Aptitudes – Enchanced

Project BASiL: Mentalism Spells & Misc.

Most of my emails and forum messages have been asking about when I’m going to post the Mentalism spells for my Spell Law re-write. While Essence and Channeling were fairly straight forward, I’ve ended up re-working Mentalism several times–and now I’m doing it again! Part of this was a desire to really differentiate the realms: Essence is manipulation of the physical world and elements, Channeling is driven by the God’s aspect, “life forces”, and miraculous effects, and Mentalism are spells of mind and will. But what does that mean? What should Mentalism spells encompass for powers?

While Mentalism was never proffered as being Psionics, it was a good reference point for me to re-organize Mentalism spells, clarify their limits and group spells accordingly. Interestingly, I found that like Essence and Channeling, new spell lists and groupings created new profession possibilities.

Here are my initial power/ability groupings and associated lists/powers (same as Base lists). Most of them are just a single or a couple of lists to create a mental “Discipline”–most Mentalists might focus on 2-3 Disciplines for specialization.

Body Enhancement: Body Control, Self Augmentation, Body Weaponry, Self Healing, Body Resistance

Clairavoyance:  Item Visions, People Visions, Place Visions (yes those names are pretty bad–suggestions?)

Glamours: Phantasms/lllusions, Hallucinations, Visual, Sound, Smell, Touch

Mesmerization: Mind Control, Enthralling, Suggestion

Mind Enhancement: Mind Shields, Mind Lore (Absorption list)

Precognition: Future Visions, Awareness, Dreams

Pyschokinesis: Move Objects, Manipulate Object (heat, bend, reform, break)

Pyrokinesis: Control Fire, Manifest Fire

Sense Projection: Astral Projection, Remote Sensing

Subterfuge: Cloaking, Distractions

Telepathy: Absorb Lore, Read Mind, Sense Minds, Mind Speech, Mind Attacks

Right now I’m around 30-35 “Base Lists”, 10 Closed (which are lesser/consolidated versions of base)  and a handful of Open (limited to 10th lvl). Similar to the other BASiL lists, you can easily move things around: “Telepathy” becomes the Mentalist Base, Pyschokinesis and Subterfuge becomes Mystic Base and Body Enhancement becomes Monk base–the rest drop into Closed and/or Open.

My goal was 50 total lists which I think I’m at, but it needs another pass through. If anyone has any ideas, thoughts, spells, spell lists etc feel free to comment. After all the Companions, Guild lists, and add-ons I have no illusions that anything I’m doing is truly original. For me it was re-organizing, filling in blanks, eliminating redundant and or useless spells etc. Happy to hear any suggestions!

 

Blogging Shall Resume!

Back from a great trip to Iceland! Not sure if Peter feels the same way, but it gave me a great “Iron Wind” vibe and the landscape was certainly surreal and fantastic.

Lots going on to finalize the upcoming 50 in 50 adventure hooks and the 50th level adventures so I’ll be posting once or twice a week for the rest of the summer so I can focus on these other projects.

Now that I’m back I’ll be putting together the playtest packets for the 1st Chapter (of 5) of the 50th lvl adventure “Legends of Shadow World” preliminary titled “The Lense of Strok”. This will includes the mixed group of pre-gen characters, stats, layout and notes stat’ed for RM2 (plus some BASiL lists) for the 3/4 groups that have contacted me. I’m hoping 5 iterations will provide good feedback and ascertain an average 4 hour run time. Packets will be ready by end of month.

Skål!

Managing the narratives in your Shadow World or RPG Campaign.

Unless you are running single session, one-off adventures, you probably have three layers of narratives in your Shadow World campaign: your immediate adventure plot, the regional politics and power and then the world overview/timeline. If you enjoy world building, or are using a comprehensive setting like Shadow World, you want your group to discover the details of the setting. But much of the disclosure has a longer-term payoff when the PCs reach higher levels of power. Coordinating these narrative layers is like building a house—you lay the “foundation” and then erect the structure, brick by brick, floor by floor.

  1. Building the foundation. Starting your players with a basic world background provides a reference point that will tie the rest of the campaign together. Many GMs do this through comprehensive player backgrounds; perhaps giving each player a unique slice of information that will prove important later in the game. For settings like Shadow World there is a “Players Guide” that provides a broad world overview of the setting.
  2. Layer 1. Local plots & adventures. The simplest narratives are the short backgrounds or primers that start an adventure. Whether it’s looting a tomb, rescuing a princess or defeating marauding monster the players are given the basics to justify group motivations. Because they are simple plots, the players aren’t required to remember too much detail, relationships, politics—just a mission direction. However, this is an excellent layer to “seed” future plot devices. Maybe the GM introduces a group nemesis, establishes a rich, but anonymous, patron for the group or places a seemingly random object or place in the adventure that becomes important later. Perhaps a goal will be to plant 10-12 narrative elements in adventures as your party goes from 1st to 5th Write them down with ideas on how they might be used. You probably won’t use them all, but you’ll be glad for them later.
  3. Layer 2. Local and regional narratives. As the players expand their travels and world awareness, their adventures may take on more importance, they will encounter key NPCs and may influence geo-political events. Layer 2 can be the densest and perhaps the most challenging to manage in terms of the sheer volume of information or relationships that can be introduced to the group. Shadow World has an expansive timeline of local events that adds flavor and intrigue to the setting, but gamers that are juggling their hobby with real life, or only play intermittently, are going to have a very hard time remembering the nuances and intricacies of fleshed-out world settings. Throw in complicated place and people names and the carefully constructed setting can just become overwhelming. One strategy is to organize your adventures into chapters that are more easily digestible and maintain familiar reference points (common NPCs or places). This is the layer where carefully planted seeds from low level adventures should be re-introduced. To the players, it will seem familiar, and impress upon them the inter-relationships of your game world. This is also the layer you should seed with a half-dozen elements for higher level adventures. Rather than providing familiarity for the players, these seeds are tied to world events. In SW, this might be hints regarding the Secret Circle, the Northern Eye, or even the “East”.
  4. Layer 3. The World. Once the players become powerful and perhaps “renowned”, they’ll be dealing with higher level NPC’s and epic quests. In many ways, this layer can feel as personal and . intimate as Level 1—as the sand box gets larger, the framework around the group actions is more defined. Whether it’s considered “high fantasy”, you probably won’t bother with incidental encounters or low fantasy granularity. The world neighborhood is populated by fewer, more powerful people and creatures. The hints planted in Layer 2 become the starting point for these epic adventures.

A few other suggestions or thoughts.

  1. When using a detailed world like SW or Forgotten Realms, it’s understandable to want to embrace the complexity. Think of it as a “firehose” of information that you’ll need to throttle and control. Start small and simple, if your group can assimilate new/more information introduce it into the game. Don’t start with a massive data dump—it’s cool but can be an anchor on the narrative. 1st level characters aren’t going to know a lot—why should the players. It’s always better to start small and then go big then it is the reverse.
  2. Controlling information. Nowadays, a player can download free PDFs of almost any gaming product, how can a GM keep crucial information hidden until the right time in the campaign? Matt’s Nomikos library tried to control access through a GM code, but that project is gone. Terry’s Shadow World novel was full of high level spoilers (sorry Terry but it’s true! While it was a great addition to the SW ecosystem it gave out too much information!!!) Most players in SW will probably know about Andraax, details of the Gods and stats for most PCs—that takes a lot of the mystery out of the game! My advice is to work in the “tertiary”: use less known or newly created NPCs, agents or creatures so the group isn’t automatically informed about the challenge or encounter. You can also turn tropes upside down—change known elements, stats or abilities to confuse the player and teach them not to rely on meta-gaming.
  3. Memory as a game mechanic. Ultimately, your players might forget a crucial clue or piece of information that is needed for the campaign to prosper. In these cases, have the PC make a memory role so you can remind the player or re-introduce the information to the group.

In the end: focus on fewer, more manageable, plot seeds. Less information is better than more. Maintain a sense of the unknown and mystery. Counter meta-gamers with a change-up.

Legends of Shadow World pt3: The %#!@ hits the fan.

Image result for it's a trap gif

Last night the group attempted Chapter 3 of “Legends of Shadow World”. It did not go well. The session only ended up being 2.5 hours with 3 out 5 players killed and the other two “tapping out” since they could see the writing on the wall. This section was just too hard, and there are still 2 more! However, there is a gap between C4 and C5 where the group can rest, heal and gear up for the final confrontation.

I’m running these with loose notes, a rough outline and after the session I do an edit and then update the online files. Since they are meant as “tourney style” modules there is considerable railroading built into the adventure to segue between the chapters.

I’m heading off for an overseas adventure, so we won’t run Chapter 4 until next month. That will give me time to adjust the first three. What I would like to do is have another group play test these for feedback and other ideas. I can’t really run my own players through again and get good feedback now that they’ve already done it.

Keep in mind that these are not “publish ready”–it’s some bare-bones copy, a bit of exposition, pre-gen characters and hand-drawn layouts. I’m not interested in an editor or idea feedback–I need a 5 person group and GM run it in a session for gameplay feedback.

If you have an interest let me know. I can be reached at bhportland at yahoo.

Elves, Elves, Everywhere! Elves in Shadow World and fiction.

RMU has established a tool kit that balances out race, class and creature creation by assigning DP values to skills, abilities and attributes. It’s very detailed and typical RM!  A currently running thread on the RM Forums is about Race balance, and more specifically Elves.

We discussed Elves here on the RolemasterBlog, and it’s also a common topic on RPG blogs as well. It seems like people either love or hate em! However, if you look through the various games or popular fiction, Elves can vary quite a bit, differentiated from the foundational trope established by Tolkien.

For purposes of this blog, Elves can be measured on the “Fey Scale”, with 1 being basically human with some unique physical differences and 10 being truly unearthly or alien. Let’s take a look at a variety of products and how they treat Elves.

D&D. 

Per Wiki:  Elves are renowned for their grace and mastery of magic and weapons such as the sword and bow. Becoming physically mature by the age of 25 and emotionally mature at around 125,[1] they are also famously long-lived, capable of living more than half a millennium and remaining physically youthful. Possessed of innate beauty and easy gracefulness, they are viewed as both wondrous and haughty by other races; however, their natural detachment is seen by some as introversion or xenophobia.

Gary Gygax claims Dungeons & Dragons elves draw very little from Tolkien.[5] Elves in Dungeons & Dragons are immune to paralysis as a holdover from a game balance adjustment in Chainmail.[6]

Reviewing some of the earlier D&D products I think Elfs started with the intent of being more Fey, but they feel more anthropomorphized in later editions.

Fey Scale 2-4

Richard Morgan’s “The Steel Remains”.

Elves in this great book series are called “Dwenda” and the race Aldrain.

The Aldrain are a race of immortal humans. They are often referred to as the Vanishing Folk or dwenda. They reside primarily in The Ageless Realm. They are described as being beautiful, with bone-white colored skin, gaunt, bone-sharp features, and dark black colored eyes, and do not like the sunlight. They can move impossibly fast and strong, and carry weapons and armor with featureless, sleek helms. They have their own language simply referred to as the Aldrain tongue.

The Aldrain can control strong, magic-like powers. When they appear and travel to Earth, they are engulfed in a flickering blue fire. A black, crystalline rock called glirsht can be used as beacons to guide the Aldrain to Earth from The Ageless Realm.

The Aldrain are referred to by a wide variety of names:

  • dwenda
  • Vanishing Folk
  • Witch Folk
  • Eldar Race
  • Shining Immortal Ones 

When introduced in the story, the Dwenda are formidable, using powerful combat magic and seem virtually undefeatable.

Fey Scale 9-10

Steven Erickson. The Malazan Series.

In this sprawling series, the Elves are called “Tiste” and are divided into three distinct races:

Each Elvish type have distinct physical features—triggered by their choice of patron diety. While very long lived, the Tiste are powerful, but not much different than other races. Their motivations, emotions and personalities are very human.

Fey Scale 2-3

Tad Williams. The Dragonbone Chair

But long before Mankind peopled Osten Ard, it is said that the undying Gardenborn once ruled these lands, building nine great cities long before humans walked the lands. Old stories say that the Sithi, NornsDwarrows, and Niskies were driven away when Mankind grew powerful centuries ago.

The Sithi
Chief among the Gardenborn clans were the 
Sithi, whom the people of Hernystir called “the peaceful ones”. It was the Hernystiri who gave these immortal folk the name “Sithi”. The Sithi called themselves Zida’ya, meaning Children of the Dawn. They once dwelled in the fair cities of Da’ai Chikiza, Enki e-Shayosaye, Kementari, and Tumet’ai. But their greatest stronghold was at Asu’a, the city which looked eastward, toward their lost homeland.

Despite the medieval European setting, the Sithi are Asian-influenced in their names and clothing. They also are quite different physically from humans, to the point of having recognizably different bone structure.

Fey Scale: 9-10

So what about Shadow World? Terry has given us several branches of Elves: the rustic Erlin (Wood Elves), and the Iylar (High Elves that are futher divided into Dyari, Loari and Linaeri).

Erlini Fey Scale 2-3

Dyari Fey Scale 3-5

Linaeri Fey Scale 7-8

Loari Fey Scale 5-7

I think the more “Fey” the Elvish type the harder it is to roleplay and perhaps harder to maintain a racial balance in a game system. Truly Fey elves are often depicted as higher beings with powers and attributes that mirror higher level powers in role playing games. How does that fit into the game world as a PC?

For more in depth info on the topic of Elves in fiction and games click HERE.

SHORT TAKES pt. 2: Alchemical MAGIC IN ROLEMASTER & SHADOW WORLD

So yesterday I blogged about a simple, unified system for imbedding magic into objects: what we term “Enchanting”. I also noted at the end, and linked to a RM Forum blog about a separate, but related system of Alchemy.

Curiously, most of the original RM Alchemist material had little to do with our common definition of “Alchemy”. Sure, Alchemists could make potions, but most of the spells related to the creation of runes, magic weapons and armor and Daily “X” items.

Anyway, after I posted my blog, I got a message asking for clarification about the differences between Alchemy, Crafting and Imbedding. So first to be clearer, these three disciplines are “Three Legs of the Stool” in creating magic items.

  1. Imbedding is the most direct approach—you just imbed certain spell effects into an object to be used “Daily”, with a set amount of charges or with a permanent effect.
  2. Crafting, while applying to a wide range of products, means creating an object out of already enchanted/magical material. The crafter doesn’t actually ADD the magic to an object, but the end result is the same. The blacksmith that forges a blade from an ingot of Eog creates a +30 sword. The carver that whittles a javelin from a Dragon bone creates an enchanted spear etc.
  3. Alchemy is the craft of mixing elements to produce a Compound material. This material can have mundane properties (like glue) or magical properties—depending on the effect and setting.

Alchemy is Chemistry—just in a fantasy world. The art is dependent on Formulas, either researched, experimented, bought or given.  In my RM Forum post, I focused more on mundane creations: fireworks, gun powder, glues, acids, smoke grenades etc. However, it’s easy to add any and all formulas that allow for spell like effects or special powers. (Hurin, I think you brought this up in a blog comment or in the Forums). I never bothered devising specific magical formulas, but it has been done by other game systems, video games and works of fiction. Really the sky is the limit, but a lot will depend on the game setting. The newest Anthony Ryan book, the Draconis Memoria is based on the idea that distilled Dragons Blood gives special powers to the imbiber based on the type of Dragon.

It’s not that I don’t embrace the idea of magical compounds produced by Alchemy, it’s just that I haven’t got around to it yet! Shadow World offers a variety if interesting creatures and materials (and already has magical plants which is basically a narrow branch of Alchemy). Dragons and Shards probably have a lot of organic parts that could be used to make interesting compounds!

So, besides the “Third Leg of the Stool” analogy, Alchemy does several things:

  1. Producing “Substrates”. Liquids for potions, paper for runes, powders, candles etc are all examples of Subtrates—Alchemists produce the BASE product that is then used to imbed magical effects.
  2. Mundane Compounds. Alchemy is used to produce Inks, Oils, Glues, Acids, Itching Powder, Gun Powder, Dyes etc.
  3. Magical Compounds. Alchemy is used to produce magical products by mixing, distilling, reducing Magical Ingredients.
  4. Enhanced Materials. This is the big one that ties into yesterday’s post. Alchemy allows for the production of Enhanced materials that are more effective for Imbedding. For instance, while normal glass has a low item strength, Alchemical Glass can be made with a much higher strength. Or an Alchemist can devise a powder of ground Dragonbone that allows for imbedding of high level spells. In other words, Alchemy allows a user to fabricate an item with a higher Item Strength than  normal.

In any event, Alchemy acts as an important “meta skill” in our Rolemaster/Shadow World game. Maybe this gives you an idea for yours!

 

 

 

Short takes: Imbedding Magic in Rolemaster & Shadow World

INTRODUCTION:

Although I wanted to slow my blogging pace down for the summer to focus on other projects it’s a hard habit to break! I want to spend less time on house rules; the RM Forums provides plenty of opportunity for rule minutia, and I think most of the active readers here already have their own set positions. So I’m introducing “Short Takes”, a minimized discussion for rule theory where I can offer conceptually ideas without getting into the weeds with my own solutions.  If you look over some recent posts, I’ve already started with this approach. By offering a rule theory in more vague terms, I’ve found that people respond more with their own ideas that I can adopt to fine tune my solution. That’s been the case for “Stats as Skills”, “Resistance Rolls”, “Fixed HPs” and a few others.

ITEM IMBEDDING:

For my first “Short Take”, I wanted to tackle the subject of Item Imbedding. I believe that Rolemaster was one of the first rule sets to tackle a comprehensive system of magic item creation, and while no one in our group ever played an Alchemist we loved to look through those Base lists and play around with making cool items.

While they were a leap forward in the early 80s, a lot has changed over the past few decades. Reviewing the Alchemists lists for BASiL made me realize how inadequate the lists are now. At the very least, they should just be reclassified as Closed lists, but that doesn’t solve the problem of the lists themselves or working in issues with other realms.

The spell lists that I have the biggest issues with are: Inorganic Skills, Liquid/Gas Skills & Organic Skills. These spell effects should be handled with regular RM skills, and by establishing these lists, it infers that spell users are needed to produce certain items and materials. Take the Udahir of the Iron Wind—they have a Laen Crafters Guild but under RM rules the members would need to be 20th lvl to work the material. So either the Guild has an abnormal number of 20th lvl Alchemists or there must be another process to work Laen. Later rules did a bit of hand-waving, offered up ritual magic or other reasons to explain cultures like the Udahir (or Dwarven crafter societies), but ultimately RM established a very high benchmark to work materials that were ubiquitous in the game world: mithril, laen eog etc.

It seemed obvious to me that de-coupling Crafting processes from Enchanting processes (a better word than Alchemy in my mind) was the first step. This allows for societies with high technical competence to make items without the need for Alchemy spells and puts more importance on crafting as a skill in general.

Of course, eliminating those 3 Alchemly lists only leaves 3 Base: Enchanting Ways, Essence Imbedding and Ment/Cham Imbedding. The last two are basically the same so in the end you are left with 2 basic lists to handle RM magic item creation. Let’s put that aside for now (I’ll discuss in another blog re: BASiL Investiture Spells).

So now that we recognize that Crafting is used to work materials, magic and non-magic, how does that tie into imbedding magic? We decided to unify imbedding, crafting & item breakage into 1 mechanic: Item Strength.

Here is the basic chart I posted on the Forums last year. We’ve done some improvements and changes to it since.

SW & RM Material Strength

Meta-physically, this directly ties together a material’s physical strength (fragility), susceptibility (resistance) and its magical capacity (# of spell levels). So, a glass object is fragile, unsuitable for magical imbedding and resistance to holding lots of spells. This means that for someone wanted to enchant/imbedding glass will either need to use a very low-level spell or be a powerful spell caster that can overcome the materials limitations. Conversely, strong items (like Laen) are both easy to Imbed and can hold lots of spell levels, but are difficult to craft.

This also simplified item crafting—the Item Strength number can be used either as an Item Level or a SM maneuver penalty depending on our own resolution process. For example, a crafter wants to make a sword of High Steel (Str 50). The crafting skill check roll would be made using a -50 (Sheer Folly), the sword could conceivably hold up to 50 lvl of spells and if an Enchanter wants to imbed a spell or power the item would save as 50th lvl to accept the spell. (Note that this is a bit counterintuitive–the material making the save would ACCEPT the imbed).

Occasionally there is an outlier (a strong material that is also magic resistant like Kregora, or a fragile material that holds magic well)—but it’s easy to track a few outliers than come up with a more complex system.

These guidelines also mean that potent magic items are going to be made with strong, high quality materials while those made with lesser materials will be weaker, used 1 time or disposable (potions, charms, wards, candles, powders, oil, ointments etc).

Hmm…I’m not sure this turned out to be a “Short Take”! A couple notes:

  1. I think Alchemy Companion and Construct Companion are fantastic books—but for us just too granular and complex.
  2. We’ve expanded our own Alchemy Rules (see HERE) which is different than standard RM Alchemists, so we call making magic items “Enchanting” to differentiate the two.
  3. When Imbedding fails the item makes a breakage check modified by the spell lvl.
  4. We have “Simple Imbedding” spell lists that allow players to make imbedded, 1 time items on the fly. Simplified rules like these make it easy to do “in game”.