Rolemaster Spell Law Deconstructed: Are Summoning Spell mechanics broken?

I thought the commentary on “Illusions” in my last blog post was pretty good, so I thought I would discuss another spell mechanic that might need to be re-examined: Summoning.

Spell Law contains a number of spells to summon/conjure Demons, creatures and other beings in Essence and Channeling.  But really it’s a just a big hot mess of vague, confusing spells.

The 2nd level spell Summoning (Evil Magician Base) says “Caster can instantly summon a first level non-intelligent creature”….  Does this mean that the creature teleports to the caster or does the creature have to travel to the caster. Is a teleport affect powerful for a 2nd lvl spell? Is this a Summoning spell or a Gating spell? Per the spell, the duration is 10 min/lvl normally (or 1 min/lvl when put in danger). What happens at the end of the duration? Does the creature disappear and teleport back from whence it came? Does that mean the spell generates 2 separate teleport effects?

Now lets contrast that with a 9th level spell “Animal Summons I” from the Animist Base. You would assume that an Animist would be better at summoning general creatures than an Evil Magician? Well, you would be wrong. The spell states: “Caster can summon any 1 animal within radius (1 mi/lvl). That’s a ninth level spell compared to a 2nd level spell and implies that the creature has to travel to the caster. Yes the Animist has a built in control function when concentrating but the duration is only 1 min/lvl. I think there is a discrepancy here.

“Gating” also opens a number of questions about spell mechanics. (Some of this really depends on the setting and implied meta-physics of the world.) I’m finishing up “Book of the Pales” which is expansion material on the Demonic Realms: more creatures, environment, adventuring in etc. That effort along with my re-write of Demon summoning spells made me think about the whole premise. Let’s review:

Spell User casts “Lesser Demonic Gate”, a 5th lvl spell on the Evil Magician base list Dark Summons. This calls a Demon (Type I-III) that will slowly appear over a few rounds. If the Demon is not controlled in some fashion (control, master, barter, binding etc) the Demon “leaves”.

So what’s going on here? Does the spell open a doorway to the Pales and call a Demon through the gate or is this just a materialization? Now let’s assume that the Caster Masters the Demon in some fashion. Demon Mastery has no duration, just contingencies (range, kill or release).  But how does the Demon eventually return to it’s world/plane/Pale? If the Gate is now closed by what method does the Demon dissipate? Is there some spell reserve around the Demon that activates another Gate?

Some would argue that Demons  are just physical projections created by magic. When the spell “ends” the magic unbinds that projection and the Demon disappears. That’s a good solution but pretty powerful. In effect it’s creating a powerful physical form for a spirit creature from another Plane! And what about the other Summoning spells that work the same but on real creatures of the game world? They aren’t spirit beings given a physical form through magic. What about existing Gates that allow Demons to enter the world? Do the Gates have some implied “form physical body” ability?

For my own game, I am more interested in Shadow World and how Demon Summoning would work; and that required a spell re-write. Under my game, the Pales are other planes of existence and most Demons are physical creatures (thematic Demons are manifestations or possessors). That means that Demons do need a “Gate” or doorway to go from the Pales to Kulthea–or vice versa. This can be a spell, conjuring circle, natural Essaence Gate or other construct. Like any door, if it’s present and open it allows for 2 way travel: once a Demon enters Kulthea it’s there unless it returns via a door/gate willingly or sent back the same way. How else does Kulthea get populated by Demons? (Under Spell Law RAW I think  they would de-materialize when no longer controlled.)

For purposes of this discussion let’s delineate two different types of mechanics (despite naming conventions used in Spell Law) and use Shadow World for the default setting:

  1. Summoning. This “calls” a specific or general creatures from the local area to come to the caster. The creatures must physically travel to the caster.
  2. Gating. These spells create a magical “doorway” that teleports a creature directly to the caster.

So far so good, right? This is a simple differentiation that lays the framework for a variety of spells. The second part of the equation is “control”. I like the established vernacular used by RM: Control requires concentration. Mastery does not. Ranges and duration can be set by spell level, base list, profession etc. The final piece is protection. Without Control/Mastery there is no implied protection for the Caster. The Gate itself is a doorway, not a Circle of Protection or Ward. Opening a Gate and calling forth a Demon is no guarantee that what you want is what shows up!! Even a normal animal may not react well when Summoned and end up attacking the Caster if uncontrolled.

In conclusion, while various types of Summoning/Gating should be dependent on the world or setting, a few basic tweaks can vastly simplify these Spell Mechanics.

Rolemaster Spell Law Deconstructed. Are Illusions a broken mechanic?

Perhaps more than any other spell, and dating back to AD&D, Illusions have been misused, misunderstood and abused. Some have argued that Illusionists, if played “correctly”, are the most powerful spellcasters in RPGs. That assertion relies on two bedrock principles: creativity of the player and an expansive interpretation of the limits of the spell.

The principle of illusory magic is a bedrock in myth–deployed by trickster gods, Djinn and clever mages in ancient tales and modern pop culture. At first glance the idea of magical mirages is simple, useful and restrained in effect. Unfortunately, AD&D forever changed and corrupted illusions to the delight of rule-lawyers everywhere. For me, it got the point where I didn’t allow Illusionist Base Spells until I could get around to fixing them. What was the mechanic that screwed up illusions? The mechanic of “believing creates reality” first found in Phantasmal Force, a 1st level illusionist spell.

“When this spell is cast, the magic-user creates a visual illusion which will affect all believing creatures which view the Phantasmal Force, even to the extent of suffering damage from phantasmal missiles or from falling into an illusory pit full of sharp spikes” (emphasis mine)

The concept that visual illusions can cause real damage is both revolutionary and game breaking. Like many things D&D, this promotion of Illusion effects has been mainlined into other game systems and now an accepted trope. We can never know the original intent of the “believing” rule–perhaps without a physical component, illusions would be weak and easily ignored? Maybe D&D saw some mental aspects to illusions that created a placebo effect on the unwitting? “Believing” as a game rule is always tricky. Sure, some players can dive into it and roleplay it well, but having a group where some of the characters believe and others don’t can take the players out of the game quickly.

But the more fundamental question is should Illusions have a physical force/touch component to it to begin with? What’s wrong with just having a visual illusion spell that doesn’t have a “touch” or “believe and it will harm you” mechanic? I can think of many, many uses in gameplay. Sure, upon close inspection a foe can determine that a visual effect is an illusion, but that doesn’t minimize it’s potency in many gaming situations.

Spell Law attempted to rationalize this through the “touch” process–giving illusions a physical impact to reinforce the spells authenticity. The Rolemaster Touch spell was a level 2 spell that could be added to other illusion effects. (while working on this post a discussion popped up on the RM Forums HERE).

While D&D mixes many magic types into their spells, Rolemaster’s realms maybe best suited to utilize differing types of illusions into it’s framework. Glamours, phantasms, illusions, mirages, facades etc are all used to describe some type of illusion spell. It might be helpful to create a framework for these words that tie them to certain phenomena or attributes, but for now let’s keep it basic: An illusion is a false sensory stimuli produced by a magical effect. Whether it’s a visual scene, smell, sound or perhaps even a touch, the spells efficacy is dependent on the target. A blind person cannot be affected by a visual illusion, and a deaf person cannot be affected by a sound illusion.

Rolemaster has two realms that work well with illusion, but both should work quite different from a mechanics standpoint. I’m not happy with Spell Law RAW–so like all the other spells, I tore them down and then built up from scratch. To me it’s clear that illusions will work quite differently with each realm.

The realm of elemental powers and physical manipulation, Essence, and more specifically “Light Law” or light manipulation seems a natural fit for visual Illusions. It’s harder to rationalize including physical effects, smell or sound into a “Light Law” spell list though. Sound illusion can fit into a “Sound/sonic Law”, physical effects could fit into “Telekinesis” and smell could be a utility list. Of course, consolidating into a single “Illusions” list with various aspects (sight, sounds, smell, touch) works but requires casting multiple spells to generate a multi-faceted effect. Nonetheless, I don’t see the Essence realm creating illusions that will cause damage if a target “believes”. Instead, Essence illusions are physical manifestations–a hologram or sound machine.

Mentalism, however, opens up a wide range of possibilities. Under our rules (and I think RMU went this route as well) Mentalism illusions are “internal”–a false sense implanted into the target, or targets, mind(s). This allows Mentalism a more flexible and powerful Illusion ability. Unlike Essence though, these Illusions will only be experienced by the target(s). To me this a good balance between Essence and Mentalism spells. Essence allows for manifestations, that are seen by anyone but are limited in scope while Mentalism can be fully immersive but only by select targets. This mental projection also gives the Mentalist the ability to affect the targets nervous system, i.e. pain receptors. This gives Mentalist the ability to incorporate “damage” (via pain penalties and not real damage) in the spell effect.

In my opinion, it’s Mentalist Illusions that best mirror the functions of the D&D Phantasm spell, while Essence emulates the presentation of the Phantasm spell. Rolemasters realm differentiation allow for more precise form/function execution.

These are my solutions. But to revisit the topic: are RAW Rolemaster Illusion spells broken? Should a caster be allowed to add “touch” effects to a bridge illusion so characters can cross a chasm? Does this even make sense? Is an illusion, a false sensory input, compatible with a touch; an actual real directed spell that creates a physical effect? Combining the two break the rules.

Just my 2 cents!

 

Legends of Shadow World. Chapter 5: Ad Acta Atra Peracta Sunt Facta Atta Patrata

This past Tuesday, the group ran through the final chapter of Legends of Shadow World. Unlike the back to back nature of the first four chapters, the group was able to return to Eidolon, rest, heal and gather resources for the final task. They felt prepared and more optimistic…until the mission briefing. Apparently even a group of 50th level PCs can feel apprehension!

Once again the group had to undertake a long journey, handle adverse environment conditions and then run the gauntlet of several smaller challenges. The final encounter was against the mob boss so the party was able to shift to known RM combat strategies of a PC group fighting a singular, powerful foe (over level 100). Generally superior numbers is a huge advantage in RM combat, but this was a very powerful adversary and two of the PCs were killed during the battle. It felt truly epic and the players all had a great time–in fact they wanted another run through the battle just to see if they could win without any party kills.

Without giving away the details, this encounter was actually the starting premise of the whole exercise: to build a 50th lvl adventure. Once I had the end drafted out, I just needed to create a narrative to lead the players to the final battle. But as I was writing it, and then testing it, I wanted to use the adventure path to test various aspects of high level gaming.  Each chapter was meant to combine difficult terrains or environments with varying opponents. Unlike lower level adventures, there was much less reliance on regular skills to solve challenges–at 50th lvl, skill bonuses are maxed out and make most actions automatic or the group has spells that can tackle the problem.  Normally I would want a more well rounded adventure, but this was intended to be a tournament style to played with pre-gen characters in short 2-4 hour sessions.

Some final thoughts:

  1. There was a learning curve–I had to modify much of the chapter 1, half of chapter 2, a lot of chapter 3, a bit of chapter 4 and almost nothing in chapter 5. I’ll be getting additional feedback from the other two playtest groups but I’m pretty close to a finished product.
  2. I don’t know how 50th level characters would work in a prolonged, ongoing, campaign but they work great for stand alone adventures. The players really enjoyed roleplaying these known personalities but weren’t so invested in them that getting killed was a problem.
  3. High level creatures that have a lot of spells or special abilities give GMs a wide range of tools to play with. It becomes even more important to plan out spell usage when casters have hundreds of spells. I like to list out 10-15 spells with contingencies as a GM combat guide. That, plus special abilities and magic items should be enough choice for most battles.
  4. I’ve always preferred running low level adventures. Even small achievements seem significant and there is a real progression of power and abilities up to 10th lvl. However, I think I’m converted! High level adventures are different but a blast. Basically the player gets to use all the abilities and spells that were just a distant promise at lower levels!
  5. Information. At 50th lvl, the PCs should have access to quite a bit of hidden world info but in the framework of a short tourney adventure I didn’t bother with a “data dump”. When needed, I provided needed information in the game, but I didn’t want to ruin our regular SW campaign with world secrets. One of the PCs is a Loremaster after all! One of my players did ask for information that I suspected would be useful in the other group.
  6. High Fantasy. One of RMs greatest appeal is the granularity and grittiness of the system but with high level groups there needs to be a certain amount of hand waving. Travel is simplified when you have a Navigator that can Jump, a cleric that can create food and water, significant healing abilities and for all practical purposes, unlimited wealth. But RM grittiness manifests back into the game during combat and tactical level events. Even at high levels, fighting in burning lava, violent Essaence Storms, no/low gravity or sub zero temperatures requires resources and changed combat strategies. You can’t hand wave away non-breathable air!
  7. Herbs & Power Points. I’m going to increase herb allocations to the PCs. I think its one of the simpler ways to adjust game balance compared to the more involved process of changing the #/power of encounters. I think Peter does the same thing with runes & 1-time items in his campaign. I rarely allow instant herbs for use during combat, but it makes a huge difference after encounters in group resource management. Although I’m sticking to RAW RMC, I am using SW crystals as power storage (more of a magic item than a rule change). PCs can replenish PPs via these objects but I think they had too many PPs. I never felt they were being strategic with their usage and I like casters having to weight spells against their PP cost.
  8. Mass Combat. Still pondering this and I think I need to pour through War Law again. I have a handful of ideas on more 50th lvl adventures but need a good process for handling armies and mass groups. I know it’s doable, but it feels like a different game when you do it. There is a thread on this at the RM Forums that I’m keeping an eye on.

I’m looking forward to getting this adventure out there–I only wish I had artwork and professional layouts to punch it up a bit!

 

 

Random Musings. High Level Channeling Spells in Rolemaster.

In last weeks BLOG POST, I discussed issues I had with high level Essence spells; specifically combat oriented spells from the Open and Closed List. These posts are a result of the intersection of two projects: BASil (my rewrite of spell law) and 5 of 50 (50th lvl adventure series). This puts me in a position of familiarity with spell law and  creating and testing high level adventures.

It’s been a few years since my first iteration of BASiL, and I haven’t bothered reviewing my notes and analysis in quite some time. Instead I’m looking at RM spells from this new perspective: how useful and powerful are they for very high level adventuring. Today I want to offer my thoughts on the Channeling realm. Again, just focusing on combat oriented lists and just the Open and Closed.

Barrier Law. I’m not sure that much of Barrier Law is Channeling appropriate–seems more elemental. This also goes to a Gods “aspect” and what type of powers a cleric would have. Should a Cleric of the God of Fire be able to cast Ice Wall? Anyway, let’s just talk about “Wall of Force”–the 50th lvl spell. It creates an impassable barrier of energy…but…it’s only 10′ x 20′, lasts up to 1 rnd/lvl and the Cleric must concentrate! This feels more like a 25th or 30th lvl spell with a better version at 50th lvl. Maybe no concentrations and AoE scaled to level?

Concussions Way. Here is a good example of a great high level spell, but a awkward power progression. 30th lvl provides “True Healing” which heals 1 target of all their hits, but the cleric must be touching the target. Then the next spell (50th lvl), Mass True Healing, does the same but for 1 targetlvl (50 targets!) and they can be up to 100′ away. That’s a fantastic spell, but seems quite a bit more potent than the next highest? On a  side note the 25th lvl spell “Regeneration” is a missed opportunity. It should heal 5 hits/rnd, last 1 rnd/lvl and not require concentration.

Lights Way. 50th lvl Mass Utterlight. Not a great 50th lvl spell. I”ll leave it at that.

Spell Defense. The 50th lvl Resistance True requires concentration–taking the Cleric out of action.

Calm Spirits. Not sure about this–“Calm True” has a duration of P. Does this work in the game–permanents pacifying a target?

That’s it for Channeling! I definitely think that the lack of protective or augmentation spells nerfs the profession compared to other systems. Looking at just those spells/lists, the most effective role for a Cleric is to cast Concussion Ways when needed. Spell Defense requires concentration and Wall of Force would only be needed in extreme circumstances (and require concentration.)

My Channeling BASiL lists, including all the Orhan/Charon pantheon specific lists really pumped up Clerics. In fact a group of Clerics in my SW campaign are as powerful as almost any other mixed profession group!

 

 

Legends of Shadow World. Player Introduction.

Von l’edor, First Secretary to the High Scion hastily adjusted his robes and consulted his schedule book once again. This meeting was highly unusual; unscheduled with no information provided to his office. He hoped his last-minute apologies to the Delgaran Trade Delegation would suffice; the Laan merchants were generally insufferable and easy to offend. He made a notation to provide them with a cask of Vermillion House Red—a rare vintage that should appease their egos.

The door to the inner Sanctum open and close with a resounding boom. His master, the Elder Scion of Kuor swept into the hall, followed by two harried looking seers or scholars. The Scion was wearing his most formal attire, robes of gold thread hemmed in black and he carried his Sceptre.

Curious, he thought, perhaps this will be a religious meeting

Upon closer inspection, the two scholars seemed more noteworthy. Their robes were functional but well-made of fine cloth, sewn with mystical or astronomical symbols.

Probably another obscure sect or cult with more apocalyptic visions—they seemed to be showing up with more frequency.

Despite their subtle finery, they both looked drawn and dusty from travels. He sniffed, hoping they would detect his disapproval of their appearance in such a holy sanctuary.

The Elder Scion settled into his chair, the black wood gleaming from hours of polish, but his presence was dwarfed by the towering statue of Kuor that dominated the background, overlooking the pillared hall. The High Temple was the grandest building in Eidolon and the center of power for the Lords of Orhan in Kulthea–despite what the Elves in Palia argued he thought. Von looked to his Master for some direction or clue to this meeting, but the Elder Scion seemed focused on the far end of the hall. Finally, he motioned for the scholars to take their place on the lower audience platform.

At the far end of the hall, the burnished doors swung open slowly and a small group assembled for introduction. Even from the distance, Von could hear Scion Oberon clear his throat nervously.

“Elder Lord, may I present Knight-Captain Gorge Kroger, Commander of the Sun Guard and First Protector of the Light Bringers of Phaon.” The tall soldier strode forward, resplendent in his gold and red enameled armor. Kroger was a regular visitor to the High Temple but the unexpected nature of the audience implied a military matter. The Knight-Captain stopped at the foot of the stairs to the Holy Dais and removed his helm. His blond hair spilled out over his shoulders and he bowed his head respectfully to the Elder Scion but was otherwise silent.

Oberon spoke again, “Elder Lord” may I present Chomen Drah, High Builder of Iorak”. My breath caught, and my writing faltered slightly. The Builder-Priests were rarely seen at the Temple and having a High Builder was even more unusual. Like all the Priests of Iorak, Chomen was wearing simple gray tunic and pants, a worn leather tool belt around his waist. Short and squat, he radiated strength and purpose and seemed to study the stone work of the High Temple as he approached the Dais. He stopped. “Elder Scion, I have come as summonsed.” He intoned in a deep baritone voice. A serious man, indeed. Von thought.

Oberon called out again. “Elder Lord” may I present Malim Pelax, of the Order of Loremasters.”

A Loremaster, a Knight of Phaon and a Builder of Iorak? Auspicious company indeed. Von peered down the hall. Who else is present for this meeting? He had met Malim before—a pompous ass to be sure, but supposedly a powerful Mage. He strode down the hall confidently and stopped between the Knight and the Priest.

“High Priest, this summons is highly unusual and inopportune. The Loremasters and Clergy of Orhan work as equals, not as master and servant. I would have you know I was involved in consequential matters to the south. Do the whims of the Priesthood outweigh the work to counter the forces of the Unlife? I demand an explanation!” Malim exclaimed loudly.

The High Scion contemplated the Loremaster as if considering his words. Calmly but forcefully he spoke. “Loremaster, your presence was ordered by the Council at my request. Answers will be forthcoming shortly, but do not presume to question me.” The Scion’s voice had slowly risen as he spoke, with just a hint of anger underneath. “While the Loremasters and followers of Orhan work together, make no mistake as to primacy. Kuor rules all above AND below and your services and loyalty or required.” At the last, the High Scion sat forward in his chair holding the Sceptre before him. With his words, the air had grown heavy, and the very walls of the Temple seems to bend inwards and groan from a great weight or pressure. My pen dropped from my hand and my knees buckled. The High Scion was barely invoking the Wrath of Kuor but those present could feel the force of will. My eyes cleared and I noted that both the Knight Commander and Loremaster had fallen to one knee, but the Builder-Priest still stood straight and was examining the High Scion’s Sceptre with open curiosity.

“Enough”, the High Scion said, and the pressure disappeared. “We don’t have time for foolishness. Malim, your reservations are noted but irrelevant. Oberon, announce our last two guests.”

Oberon’s voice squeeked once and then settled. “High Priest, may I present Sumendar of the Guides of Vurn-Kye and Jan Jo’drin..” Oberons voice faltered once again but he continued “…Changramai Warrior of the Tenth Veil”.

Both figures walked forward, a contrast in style and appearance. The Navigator, while dignified in his black uniform was pudgy and older and he moved with a bow-legged gait. The Changramai…glided…his movements precise and economical, conveying a coiled deadliness. He wore plain white robes with a gold collar signifying his rank. Tenth Veil! Von thought. Changramai of that skill were only rumored or heard about in legends!

Malim, perhaps exercising caution after Malim’s rebuke, bowed deeply to the High Scion. The Changramai matched Malim’s bow and added a fist to the heart in the traditional Changramai salute. All five abreast, waited for the High Priest to begin.

The High Scion inspected each figure below and then nodded to himself. He stood and indicated the Scholars that stood quietly to the side.

“These are the Seers of Strok. They have a crisis and they’ll need your help.”

Random Musings. Thoughts on RM Spell Law high level spells.

My last post mused on the impossible goal of designing balance into a high level adventure. Among one of the issues I touched upon was the lack of effective buffs in RM Spell Law. But the problem is much broader than that–there is a breakdown of spell design at higher levels. Perhaps the original designers didn’t see much game play use for high level spells?

When I deconstructed and rewrote Spell Law I reviewed every single spell, spell list and compared similar spells between the realms. There are tons of inconsistencies, useless spells, redundant spells or spells “out of order” in power level. I started a detailed commentary on the RMU Spell Law forums, but there was so much pushback I just went ahead and started uploading my own version of spell law!

Rather than go analyze all of Spell Law, I wanted to comment specifically on high level spells. And to keep things shorter, let’s just tackle Essence open and closed in the post and only in the context of combat and not general purpose spells. (I’m using 6503 RMC Spell Master for reference btw.)

Elemental Shields. The 50th lvl spell combines the 15th, 17th and 19th spells Lightning, Fire and Ice Armors. These are good spells, but not great spells. Each is +20 to, 1/2 hits and decrease of crits by 1 severity. Fine for 15-19th lvl spells, but for a 50th just combining them, limiting them to 1 target seems inadequate.

The 20, 25 & 30 level spells are Mass–but in game use to buff 25-30 targets is limited. There are a few blank slots, but in my mind the real issue is trying to differentiate the same spells into different categories. Having Resist Light, Lightarmor, and then Lightning Armor is confusing and doesn’t allow much progression.

Overall, the list can be consolidated, improved protection at high levels and needs a good increase on the 50th lvl spell; either make it 1 target/lvl or increase the protection a bit.

Essence Hand. Calling Seal Team 6 Sniper group. The 50th lvl spell, Aim True is perhaps one of the most deadly spells available to Essence users! The spell automatically does max damage, “E” crit with a missile attack. (for large or superlarge it does a slaying crit) Sure the caster has to touch the shooter, but a group against 1 opponent or just a few opponents could make swift work of any adversary. Too powerful?

Spell Wall. The definitive list for protection v. magic. How good is it? The 20, 25 and 30 lvl spells provide +50 v a specific realm magic. Not too shabby…but…it’s 1 target and concentration only. Sad. Or the caster can just utilize Protection V which provides +25 RRs v. ALL REALMS and is 1 min/lvl. Which one would you choose?

Dispelling Ways. A far better list than Spell Law? Dispel XX Sphere creates a moving barrier around the caster that causes any inbound spell to make an initial RR before proceeding against a target in the Sphere (and then requires another RR). Those are good odds…but the caster has to concentrate the whole time. The 16th lvl spell creates a sphere with a RADIUS of 100′!!!! These need some work I think. The 17-19 “Un” spells strip spell casting ability from casters and items for 1 day. That’s pretty good.

Rapid Ways. The 50th lvl Mass Haste provides 50 rnds of Haste (no after penalties) of DOUBLE action. This one is a no brainer! Use this with Aim True and you have a killing machine.

Shield Mastery. Putting aside the issue that Essence Hand and Shield Mastery are doing the same thing (telekinesis), and that the instantaneous but contingent use of these spells creates huge game mechanic issues, is this even a good spell list? I think a lot more can be done. The 50th lvl spell is cool, but how practical for actual game play? Will the caster encounter that much missile fire? Will they be willing to cast this spell every round to the exclusion of all else? A better 50th lvl spell would be 1 rnd/lvl duration vs missiles within 5′ of caster (or target). That would be a great player buff and worthy of 50th lvl.

Spell Enchancement. Rubbish and breaks spell mechanics. Easier and more logical to scale range, radius or duration by PP expenditure than some “spell for a spell” list.

Spell Reins. Not many spells on this list, and really should be combined and improved with Spell Wall. Some good spells, but the 50th lvl, like Shield Mastery only works 1 round. How many possible spells would be directed at a caster during actual game play? Sure in a battlefield with tons of mages it might be useful…this spell needs a duration.

Spirit Mastery. The 50th lvl spell allows you to cast 1 spell/rnd..but only 10th lvl or lower. So this is really only a “economics” spell–it just reduces PP cost but locks the caster into only casting these spells.

So out of those lists, the 50th lvl spells for Essence Hand and Rapid Ways are awesome, but the others are either good spells but too limiting or just not very useful. Feel free to check out BASiL lists for my solutions to these spells and lists.

Random Musings. Very High Level Adventures. Is “Balance” even possible?

This coming Tuesday (last night when this post is published) I’ll be running the final chapter to my 5 part series: Legends of Shadow World. The last chapter could be a stand alone adventure but is the denouement to the adventure path, typing up a lot of loose threads and presenting the group with an incredibly powerful adversary.

I’ve been parsing some data from the previous 4 sessions and feedback from the other 2 test groups (chapter 1) and will probably run my group through the series again. It won’t have the surprise/reveal elements from their first iteration, but we’ll be able to have a more open analysis during game play.

I’m using RM2 RAW, something I haven’t done for a VERY long time but want to maintain continuity with Terry’s ongoing SW material. The lack of our own house rules (combat maneuvers, multiple opponent rules, missile parry and initiative) makes RM melee feel very restraining. Most players are stuck with simple OB/DB split decision, although this becomes paramount when fighting high level foes.

RM has always been tricky in balancing encounters. DnDs Hit Point attrition system made matching groups and opponents more linear. Rolemaster criticals are the joker in the deck–a wild card that can immediately upend any possible balance a GM designs. This is not to say that the RM rules are broken at higher levels, but there are some immediate issues that are even apparent at lower levels.

  1. Outnumbering. Many, much lower level combatants can overwhelm powerful creatures. A dozen Warrior Monks (15 lvl) annihilated a 50th level character. Easily. The chance of at least 1 in 12 of scoring a potent crit result each round is quite high. Once a PC is compromised by a critical it’s “game over”.
  2. Lack of Buffs. RM2 Spell Law is really lacking in effective buff spells. People have commonly criticized my BASiL and Orhan lists as being too powerful (of course I disagree), but original Spell Law lists are pretty ineffective at high levels.
  3. Spell Attack/Counter Attack. While RM2 melee feels too simplistic, Spell Casters have SO MANY spells to choose from that strategic casting feels arbitrary. (a 50th lvl caster can have 300-500 spells!!)  Casters rarely have the luxury of countering a specific incoming spell, and to do so, would require them to forgo an offensive attack.
  4. Mixed Abilities/Protections. A hostile mixed group of NPC’s can be very deadly to a party. Even a small group comprised of a: creature immune to normal weapons; creature with high magical immunity; creature that is blinding fast, and one that is super strong could decimate a group. Each creature will require a different strategy or spell suite to counter effectively–basically dividing the groups economies of scale.
  5. The well balanced party….just does not work at high levels in RM. One effective critical against the M-U or Cleric will pull the rug from the whole group. Optimally the group needs to be almost all semi-spell users or have magic items that can allow each player to attack/defend/heal independently.

Let me end by saying that my players have had a blast with these high level adventures. They get to play known personalities, utilize spells they only have ever read about in Spell Law, encountered some CRAZY opponents and adventured in very unusual environments.  But no matter how I adjust the encounter levels in these adventures, I’m not sure there can be anything like “Balance”.

Legends of Shadow World Pt 4. The Plains of Despair.

Due to a vacation it’s been a few weeks since out last session playtesting our “Legends of Shadow World” tourney series for 50th lvl characters. Last night the group reconvened for Chapter 4: “The Plains of Despair” (or alternatively The Fortress of the Dread Lord).

Narrative wise, it felt a bit broken; the PC’s got killed or beaten badly in Chapter 3 and the few weeks off disrupted the story line. However this is playtesting, so the group was brought back to life, I doled out some moderate damage, adjusted hits, PPs and item charges etc and sent them on their way through a Portal.

This one was tricky for me–while the main encounter is between the PC’s and a small group of powerful creatures there is also this “army” that the players could confront. How do you handle 5 PCs versus thousands of soldiers? Combat mechanics aside, the good news is that all those cool high level spells in Spell Law, the ones that affect 1 target/lvl or large AoE, come in REAL handy!

The PCs actual triumphed in this one, maybe a bit too easily. Unlike the others, this Chapter ends with a victory–the group retrieved the artifact they had been chasing. Now the players get to return home, get a break and then head out. Chapter 5 ties up all the threads and puts the group in direct confrontation with the mastermind behind it all.

Now that I have run 4 chapters I can start processing issues around high level adventures. This was one of the intents of this project. Some issues and questions I am hoping to resolve:

  1. How does RM combat work between high level opponents? Is it the same as low level since high OBs are offset by high DBs, buffs, and parrying?
  2. Spells. Do spells scale appropriately or do some high level spells break the game or aren’t effective enough?
  3. Do spellcasters really have an advantage at high lvl vs pure arms users?
  4. How do you design challenging encounters for those levels?
  5. How do players roleplay a 50th lvl character? Especially iconic personalities like Navigators and Loremasters?
  6. What types of opponents are effective?
  7. What types of environments can the players handle?
  8. Do high level characters lend themselves to Rolemasters gritty “low fantasy” mechanics?

I’m collecting feedback from my other two playtest groups and hopefully have meaningful data I can post soon!

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