Rolemaster the Christmas Movie?

I was obviously really busy when I was looking at a list of the most frequently shown films over Christmas on the BBC. I was very surprised to see how many Rolemaster movies make it onto our TVs each year!

White Christmas

The list is topped by White Christmas (18 showing since 1964). Despite the all the Christmas dressing this is obviously really all about the impact of both successful and fumbled social/influence skill rolls and how they can influence the best thought out GMs plotting.

Santa Claus: The Movie

Santa Claus: The Movie (10 airing since 1985) is a film about the use of the Rolemaster Companion II skill Gimickry, the Alchemy skill and the overly complicated rules for combining the skills and skill ranks known as Complimentary Skills and Intra-Skill Areas (RoCoII pages 16 and 17). Anything that involves rolling one skill to see if you can get a +15 on a different skill or on the other hand could have you adding half the ranks from skill No. 2 to those of skill No.1 could easily end up with your character producing exploding candy canes!

The Wizard of Oz

The Wizard of Oz (9 showings). Now this is your classic RMU Beta 2 Creature Law play test. Everything from a Lion, Scarecrow and a golem are described using the same development points as the more traditional races, human and halfling (munchkins), and professions such as dabbler (Oz) and Sorcerer (Elphaba or the WWotW).

The Santa Clause

The Santa Clause (8 showings). This is the seminal work on the correct use of the Sorcerer Base list Soul Destruction up to level 20 (list portions B, D). Scott Calvin, played by Tim Allen, is subjected to the many of the spells in order including Neurosis (3rd), Guilt (4th), Paranoia (5th), Panic (7th) and finally Demonic Possession IV (13th) at which point Calvin is fully possessed by the Santa which is all know is an anagram!

Casper

Finally in the movie round up is Casper. This necromancy movie has been shown seven times since 1995 during which four Class V undead attempt to protect their earthly focus. Without magical weapons the only way to kill a Rolemaster Ghost is the destroy or disperse its focus.

Play Test Session #1

Gao discovers the Emporer, still alive and grasping at a knife in his chest. Rushing to him and kneeling by his side Gao attempts us use his medical skill to preform first aid. the rules are very sketching on the scope of First Aid in RMU A&CL (Arms and Character Law).

I made the difficulty Very Hard (-20) and Gao rolls a 94 + 20 skill – 20 difficulty, a partial success, that should buy the Emporer some time. While Gao is working on the Emporer the doors to the apartments burst open and the Emporer’s body guard enter. They take one look at Gao covered in blood, knife in hand and the fallen Emporer. Putting two and two together in the way that only happens when PCs are around the enraged guards draw their swords and charge.

Gao knew things didn’t look good the minute the guards entered flees for the only other obvious exit, a pair of open doors on the a roof terrace that surrounds this end of the appartment. He easily out distances the more heavily encumbered guards but realises that the terrace affords no easy means of escape. He is faced with two options either out along the roof tiles or using silk ropes that suspend lanterns over a courtyard below. Gao opts for the ropes thinking the guards would not be able to follow.

A terrible agility check sees him barely hanging on when the first guard arrives, makes an opened ended Perception Roll and reaches out to grab Gao by the wrist. To avoid escape Gao tries to use his weight and strength to get the rope to break by swinging and jerking on it. Thankfully for him it works and he goes from certain death to near certain death as the rope snaps and he starts to fall to his death.

The result of the fall is 11 and a D Impact which reads Foe’s hand gets in the way, two fingers broken. + 2 Hits, -25, Ftg(-20), Daze but he is now on the ground with the guards up on the terrace and he is alive.

The guards start shouting the alarm and pointing down to where Gao is regaining his feet. Some of the guards leave the terrace to try and capture him.

Looking around for where he can run to take cover. To his left was an arch heading towards the gardens and palace kitchens and that was the way he went. He soon had plenty of soft cover and could hear a hue and cry going up looking for him. Gao broke into a shed and buried himself into some sacks of vegetables. He got another partial success on his concealment roll. A second attempt at concealment got the job done.

Another medicine roll with a bit more time spent on it allowed Gao to strap up his broken fingers. Outside he could hear the search come close and then move away.

All this took place late in the evening. Waiting a few hours Gao decided to try and find out if the emporer was alive or dead. If he lived then he could clear his name. Sneaking out of his shed he headed towards the kitchens when he heard movement. Moving quietly through the gardens were other armed men with drawn swords and theatrical masks hiding their faces.

Gao knew they were not imperial soldiers looking for because they were not dressed correctly, the way they were trying to avoid being seen and it was just not normal to have armed men running around the palace grounds like this. Assuming the emporer still lived then maybe these were sent to finish the task of killing him.

Gao attempted to sneak up on one and take him out using his martial arts. The modifiers for rear plus surprise stacked up to nearly twice Gao’s OB and his hit delivered an E crit that knocked the guy prone. A second strike with the prone modifier was enough to kill him having broken all his ribs. Gao then took his Qi Jian.

The night time raiders entered the palace via the kitchen doors as well as scaling trellises attached to the outer walls. Gao thought that the target was probably the Emporer and these assassins were there to finish the job. The most direct route was going to be us the trellis so he attempted to climb. I had reduced his penalty for the broken fingers because of this successful medicine skill earlier and the trellis was easy to climb. With a very good roll Gao managed to follow the assassins up the trellis and back onto the roof terrace. There he found a dead imperial guard and the doors were open into the Emporers appartment.

Gao failed to notice that there were two other assassins on the terrace and failed a perception check to hear either of them sneaking up behind him. Being a kind GM I did not kill the PC out of hand. Instead I had one of the assassins put his hand on Gao’s shoulder and whisper to him to “head that way.” whilst pointing towards the inner bed chamber of the appartment. Gao made an SD check not to cry out when he was touched by the assassin!

He didn’t really have much choice but follow the instruction as there as he didn’t feel capable of fighting both of them. Thinking he could double back and try and take these two out one at a time he headed to the bed chamber. Inside was the emporer apparantly asleep and looming over him was an assassin, sword raised, who stopped at the sound of Gao entering. Gao made a silent “Shh!” mime which silenced the assassins question and he turned back to the task of killing the emporer. Gao then took the opportunity to try and take the assassin down. He was relying on surprise and I requested a stalking check to actually move up behind the assassin which Gao failed. The bad guy looked around a fraction before Gao hit him so he was still hit from behind but not with surprise as he could flinch.

Gao’s strike dazed the assassin but did not take him down. We now had our first proper combat where the Action Point system came into play.

I hate the 2-20 initiative system, Rolemaster is a d100 system so why we have a 2-20 initiative is beyond me. Both rolled 10 for initiative both had a +2 for quickness. Gao has -1 for his momement penalty but the assassin had -4 this round due to penalties (-15 from the critical + -25 from Dazed). Gao went first. The assassin had turned to face him so Gao just did a full 4AP attack. The assassin already had his sword draw so chose to put all his OB into parry this round while he was Dazed. His movement options were limited anyway with Gao in front and a bed behind him.

Gao only clipped him for a couple of #hits but I made the assessing make a 0OB attack to check for fumble and he did actually fumble. an 07 on the fumber was a bit of a non event.

Round 3 and Gao wins initiative but is now facing an undazed assassin. Both go for a full OB attack. Gao blow to the assassins check leaves him stunned unable to parry for two rounds and knocks the wind out of him. The assassin cannot reply.

Gao keeps on pummeling the assassin and gets another decent strike in rolling an 85 + 48OB, + 20 for a stunned opponent – 10 for his broken finger. The assassin bits off the tip of his tongue and is bleeding, stunned and staggered and basically very unhappy. He has no OB left to parry with even if he could.

In a change of tactic Gao swaps to sweeps and throws to see if he can keep him stunned. The total attack is +155 and the resulting critical throws the assassin 5′ and is enough to put him unconscious. As he is bleeding 5 #hits a round that will actually finish him off but in just a few minutes.

Gao takes the opportunity to wake the emporer and explains that there are assassins all over the palace. He gave him the assassin Qi Jian. The emporer is really in no fit state to defend himself after the attack only a hew hours ago but it does suggest that Gao is not one of the assassins.

Gao then tries to take down the two assassins on the terrace. He has been very disappointed so far with how effectived martial arts have been so is hefts the sword. This gives him a 31OB instead of his 48 for unarmed strikes.

He attempts to stalk up to one of the assassins without being seen but completely fails the stalking. Thankfully assassin#2 failed his perception roll (obviously looking out over the palace and not back into the appartment). Assassin#3 does spot Gao and is a little confused as to what he is up to until Gao lashes out with the Qu Jian.

The attack cuts assassin#2’s two leaving him staggered, stunned and unable to parry and bleading. The damage delivered by the sword even with a OB that is almost half the unarmed attack was significantly better.

We now went to AP combat. Assassin#3 reacts first and has to move for 3AP to engage Gao. Gao waits for him to arrive and does a 4AP attack. Assassin#3 completely misses and Gao doesn’t do much better delivering #hits and no critical.

What followed was a couple of rounds of no one being able to hit anyone until Assassing#2 recovered. Everyone was parrying for at least half their OB and they all needed to roll roughly 80 to 90 or more to hit for any sort of critical. Eventually Assassin#3 landed a blow on Gao that stun/no parry’d him and that was lights out for him.

We ended the game at that point and talked about how it went. The players impression was that it was too hard to do anything. Skills that seemed quite good (+48 to +51) for a starting character just did not translate into a competent hero.

The positional modifiers in combat played a massive part in the overal effectiveness and that martial arts seemed very underwhelming compared to the sword attacks.

Gao is not dead, but he is now a captive of the assassins. The player is happy to carry on play testing and to see what happens to Gao.

 

 

 

RMU Playtest PC is made.

Rolemaster Unified Character Law Cover

Our play test PC is called Gao Yao and he is an imperial messenger working within the Forbidden City.

This is the first RMU character we have created in a very long time and the first using Jdales new tables. I am greatly impressed with the improvement.

As a snapshot the character has 67 #hits which seems more than reasonable for a starting character.

A Perception Skill of +58 that is useful.

His best OB is +48 with Martial Arts strikes, then +32 with throws and +31 with his melee weapon weapon, a Qi Jian sword for which I will be using the Broadsword table (correct me if I am wrong).

Skills-wise his other highlights are his stalking at +43 and Adrenal Move Speed at +42.

The character has at least a passingly good chance of making some of the basic rolls needed to get by.

The biggest weakness is a DB of just +6, no armour and no shield.

His professional skills are mainly a mix of weapon and medical type skills. His Knacks are in perception and Martial Arts strikes.

To create the character we used the roll three sets of 10 stats and discard the lowest, the middle became the temp and the higher roll the potential.  Normally I would go for Point Buy but for speed we used dice and we used the rolls in order. I guess on a different day we could have put a higher stat in Quickness which would have improved his Adrenal Move Speed and his DB. As it is the character has a 91 Potential Quickness so if he lives that long everything could balance out. It took less than an hour to create the character which I though was not too bad for a rolemaster character but there was no magic involved so no comparing spell lists and pouring over spell law when normally takes and age.

Starting equipment I have only given him the clothes he is stood up in, a satchel of Imperial documents and a pouch with his 20 silver pennies known as Bao.

Technically he also owns his sword, the Qu Jian, a short sword, Duandao, and a horse in the Imperial stables but he does not have them on him as the way things are about to go south for Gao he could well end up writing them off!

The starting postion for the game is this.

Arriving at the imperial palace with a message for the Emporer’s eyes only Gao is ushered into the Imperial suite. As he enters the rooms are surprisingly quiet, there are no other servants and none of the usual body guards. As Gao approaches the Emporers study he sees the Emporer lying on the floor clutching at a knife protruding from his chest…

So we are all tooled up and ready to play. The first game session is planned for tomorrow evening. I will report back how it goes.

Upcoming RMU play test

Rolemaster Unified Character Law Cover

I have so far unable to play test RMU because I have not had any players up for it or enough time to actually run yet another game.

This coming week I get to run a short one or two session ‘one shot adventure’. One player completely new to Rolemaster although not to role playing.

We have been sending emails and texts back and forth so I have a good idea about what his character is going to be like and the setting for this little play test is going to be an oriental adventure so there will be lots of martial punches and kicks flying about!

I haven’t really looked at at RMU for possibly 12 months now and I know that many of the tables have been replaced and I will need to print them off or more likely create a supplimental PDF of the new tables.

On the plus side I have not been able to participate in the RMU Beta forum threads as you cannot beta test a game you are not playing. I will be sharing my play testing experience although I am not sure at this late stage I will be able to add much. I am sure most things have been covered to death by now.

I am a little apprehensive about what I will find. When I initially looked at RMU there was a lot I liked and a couple of things I really didn’t get. I understand it has changed somewhat since then.

I have no experience of action point systems for combat round management but it appears that each one is on a par with 25% of your activity and if that is how it pans out then I can cope with that.

I will let you all know how it goes within the limits of the NDA agreement that we all agreed to when we downloaded the Beta rulebooks.

Wish me luck!

Body Development

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This is just a short post today as I am still thinking about whether I am going down the right road or not.

Do we actually need a Body Development skill?

Every race has a racial maximum so it is a bit of a development tax, every character has to buy it, on low level characters. Once you have maxed out your #hits you can just forget about it.

It is one of the more complex calculations and I have seen people posting on the forum getting the calculation for total hits wrong when it comes to a negative Con stat bonus.

The more #hits a character has the more leighway a GM has and the greater the staying power of a party. So more #hits is better than less.

So why not just use the characters Con stat + Racial Con bonus as their Total hits? It will still go up over time for most characters as their temp stat improves through stat gain rolls.

So I ask, do we need a body development skill that costs DPs? Can the non #hits elements of body development not be rolled into an Athletics meta skill?

It is not the critical but the special effects that count!

I am building an NPC and this one is a going to have a few unique spells. I am not one that goes looking for work to do so I am more than happy to take an existing spell, change the special effects and see how far that gets me. Now want I wanted was a spell that tearst he world apart and hurls it at the players, so nothing too spectacular.

What is the easiest way to do this?

At first glance this seemed to be an extremely powerful version of the Hurling spell from the Telekinsis/Essence Hand lists. These pick up cobblestone sized lumps of rock and throw them at the target. If I wanted hundreds of bits of rock then this is a big step up.

I then thought about making it area of effect and that then made me think of Stun Cloud on the magicians Wind Law list.

4. Stun Cloud I – Creates a 5’’R cloud of
charged gas particles: delivers a ‘C’ Electricity
critical on first and second rounds, a ‘B’
on rounds 3 and 4, and a ‘A’ on rounds 5
and 6. It drifts with the wind and affects all
in radius. The cloud takes one round to
form, so anyone in the radius when it is cast
may make a maneuver to move out of the
radius without taking a critical; however,
after that anyone within the radius at
anytime in the round takes the critical
indicated (a maximum of one per round).

So if I turn the Electricity criticals into Krush criticals and the cloud is a vortex of flying stones, rocks, earth and debris would that fit the bill? I think it does. It is no more powerful than the Stun Cloud original but because the special effect is so different It is hardly recognisable in play when it is cast.

Now that is a cool special effect
Now that is a cool special effect

My players are so experienced that when we were playing in Shadow World the Mage’s player could identify spells and deduce professions and levels pretty quickly. They find it harder in my game for a couple of reasons.

Firstly, I only describe the special effects and not the give the spell name. They were the target of a Shock Bolt recently and I described the caster touching the floor and white energy arcing along the cracks between the flagstones as it raced towards the character being targetted. As it happens the player said they made sure they were not standing on any cracks on the pavement and as it happens the shock bolt missed and now they think they would only be effected if you stand on the cracks. This was not a new spell, it was just a different description of a shock bolt.

Secondly nearly ever caster has at least one spell they have researched themselves in my game. I mostly do low level spells as if this is part of the casters passage from apprentice to journeyman. If there are genuinely new spells out there then the it is hard to try and second guess the level and profession of the caster.

So coming back to my Cloud of Debris spell. It would make a useful addition to Earth Law, a list that lacks much in the way of offence anyway. It is low level at 4th and I see no reason why this variant is any more or less powerful than the Wind Law version and it gives the the leighway to create either a larger radius version or a Death Cloud version if I need it.

In my game most magicians tend to only have one or two of their base lists, it is just too hard to learn spell lists to concentrate on just your base lists and ignore all the open and closed lists. A 10th level magician would probably only have 8 lists in total. At that point they also have to choose between learning more at 1-10th or learning some at 11-20th.

Given those conditions then Essence Hand + Earth Law plus at my new spell and you have an effective villain. A Death Cloud (Cloud of Stones?) version would weigh in at 11th level and deliver a couple of rounds of E krush criticals and 10 criticals in total if anyone was stupid enough to stay in the radius.

I like this idea, I think it fits the bill and it wasn’t too much work either!

Rolemaster Diseases

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Last week I visited a church built shortly before the plague of the 17th century hit Switzerland. This got me thinking about rolemaster diseases. What I have below is a house rule I have not yet had the chance to play or test. It has just been rolling around in my head for the best part of a week,

I apologise for having missed my last two posts , Friday and Monday, but as you can now guess I have been traveling. I spend most of my time in Switzerland but also went into the black forest region of Germany for my ‘Grimm Sword‘ project. But enough excuses, here is my idea about disease.

The current rules base the severity on the level of resistance roll failure. Fail by 01-25 and you get a mild form of the disease, 26-50 is moderate, 51-100 is serious and 101+ is extreme and normally terminal.

My House Rule

Recently I had a cold or similar virus, it seemed to rush though a day of headaches, a day of sore throat, a day of aching joints and then weeks of a running nose. There were days when I felt almost well again but then at least a week were I was too ill to go running. The point is that my health was not linear. I had ups and downs.

It doesn’t add much complexity, and none to the players side, to modify diseases slightly so they get three additional parameters.

  • Minimum severity
  • Maximum severity
  • Time period

  A ‘touch’ of Rabies

The minimum severity would specify that if the resistance roll is failed then rather than possibly just being mild (fail by 01-25) the minimum effect can be controlled. The idea is that it would stop someone just having a touch of Rabies but they will be fine tomorrow.

The maximum severity just specifies the maximum starting severity. I put this in place because of the nature of open ended rolls. The school I went to as a teen ager had 1200 pupils. Baring in mind that 1 in 20 rolls are open ended down and one in 400 are double open ended downwards you don’t want the common cold killing 3 students on average every time a virus went around the school. Put simply not every disease is fatal.

The final parameter is Time period. So a 24hr virus would have a time period of 1 day. Every day you get to roll a new resistance roll. If you make it you get one severity less ill and if you fail you get one severity worse.

Other diseases may have much longer time periods so you are saving every two or three days. This means that people can recover, have relapses, worsen and die and so on.

It makes sense that if the sufferer has lots of rest and food then they will get a plus to their resistance roll. Those that are physically active get a penalty. Characters may well choose to battle on though a minor illness. If they start to get worse and the penalties and symptoms are getting worse then they may think again.

Players quest

Every GM at some point has a players quest where they have to find some ingredient for a cure. Now the longer that quest takes to complete the worse the consequences are going to be.

What I think the real benefit is when the characters have the disease and the potential for them to get worse over time. I am going to apply the penalties they suffer from the condition, as specified in Character Law, to the future resistance rolls. So without help all but the strongest characters are more likely to slowly get worse, not better. All I need now is a magical disease that will infect those smug elves!

The only elves in my games right now are an elf and a half elf in my face to face game. I will not be able to test this is play until the spring. There is a definite plot in here somewhere!

Meta Skills

Rolemaster Unified Character Law Cover

Brian and I both share the same philosophy when it comes to skills, less is more. Meta skills are a way of having less skills that enable your characters do more.

More is less

The more skills you have in your game the less capable the characters are. If there are only 40 skills and a character can afford to buy 10 plus some body development, weapons and perception then they have 25% of all the skill bases covered.

If you have 100 skills in your game and they can afford to buy 10 skills then the character has only 10% of all the bases covered.

If you have 200 skills then 10 skills covers just 5% of skills.

As you up the total skill count one option is to increase the number of development points each character has. This was introduced with the firs set of secondary skills in Character Law. They added 45 secondary skills and recommended adding 25% more development points. So by the time you get to 200 skills you need to be giving the characters double development points just to stand still.

I can agree that if you have more skills you should give the characters more development points to compensate but this brings with it its own problems. If your character starts off with relatively few DPs because he or she has lowish temp stats (but decent potentials) then your fellow characters are going to be able to do more than you in more situations. This is already a  problem but now the effect has been quadrupled (it was doubled by doubling the demand on the limited DPs and then exacerbated by doubling the difference between a character with high stats and one with low stats). Your fellow characters have more opportunities to earn experience so they level up faster and get more DPs and so the problem gets worse. What you have is a vicious circle.

The other option is Meta Skills. Brian has a Survival skill but does not have Foraging or Region Lore or tracking. If you hae a full set of survival skills for a particular region then that includes where to find food, water, the lie of the land. You can also build a fire and probably tie knots covered by rope mastery.

RMU shows some of its strengths

This is where RMU shows some of its strengths. Firstly you get a fixed number of DPs per level, the default is 50 so having great stats or poor is no handicap but also it has the Vocational Skill.

Vocational is the ultimate meta skill

Vocational is the ultimate meta skill. If you take Vocation:Knight then you gain all the minor day to day skills that a knight would know from recognizing the devices and standard of other noble families to etiquette to handling hunting dogs and birds of prey. A character can have multiple Vocation skills so you could have Vocation:Squire and Vocation:Knight if your character came up through the ranks, so to speak. You can pretty much define your characters back story skills in terms of Vocational Skills. Vocation does not supersede any specific named skills, you cannot use Vocation:Knight in place of Riding:Horse by claiming that riding is a knightly pursuit.

This is how I think all skills should work. I don’t use the Survival skill but I do have Foraging and Tracking. Brian and I have identified the same problem arrived at the same answer but we started from different places. In my gaming group my players love the Tracking skill so it was not on the cards to remove it. It would have been missed too badly to take it away. On the other hand no one bought the survival skill, in those survival moments the players turned to foraging for food or tracking game (animals have to drink so follow the tracks and you will find water).

In both cases, Brian’s Shadow World campaign and my Forgotten Realms game we have both arrived at a total skill count of about 45 skills. The characters are going on similar adventures, facing similar challenges and coming to similar solutions I assume as people the world over are all the same. As long as the game and skill system gives the players the levers they want to pull the players are happy.

The reduced skill count actually makes the players happier as their characters are more capable and more of their ideas are successful ‘on the round’ as the characters are able to put the plans into action. It reduces the need for quite so many NPCs and so on.

As I get older I find I can retain the definition of 40-50 skills easily enough but on the other hand trying to remember 200 skills when about half of them ‘break the rules’ (things like the way that stunned maneuver works, or iai strike that have unique rules for just one skill). I am never going to retain that many skills and rules and I don’t think new players will either.

I kind of hope that RMU resists the urge to bolt on more and more skills a the system matures. There is no need to repeat the mistakes of the past when there are so many new ones we can all make!

Rolemaster and multiclass characters

I am spending the day travelling today. I was up at the crack of dawn to get the train to London and right now I am sat in Caffè Nero at Heathrow terminal 5 waiting for my flight to Switzerland. Initially I thought I may end up missing my Friday article this week. One the Iron Crown forum there is a discussion going on about allowing a character to change professions.

Professions are so ‘loaded’ in Rolemaster that I knew this would turn into one of those rambling threads.

Changing or having multiple character classes is so integral to D&D that I am surprised that this question doesn’t come up more often. D&D, as I remember it, has  two options, you can start out with two or more classes and your experience is split evenly between each or you choose to change from one to another and once your new level catches up with your old one you can start to use features of both classes. For a game with many hundreds of classes the need to create new combinations us a little odd but who am I to criticise, there are millions of D&D players and they all seem happy enough to me.

Rolemaster professions are not character classes. A Rolemaster profession is intended to be an entire way of life and represents the characters entire world view, their education and sets their aptitudes for their entire life. The are not something that you can change at gheeta drop of a hat.

In my Rolemaster Classic (Rules as written) game  the party met and have been adventuring for just 22 days but they are already on the verge of achieving 5th level. In the forum thread the character wanting to change profession is just 4th level. That is a pretty short window in which to shift ones entire world view. Of course the character in the thread may have been adventuring for years, we don’t know.

So in Rolemaster there are few if any hard limits on what a character can learn to do. Fighters can cast spells if they invest the points into spell lists and makes can wear armour if they are prepared to take the rusks of spell failure. These soft caps were meant to remove the need for multi classing to changing profession.

The fact is  that a fighter with a spell list is not a mage. Going against the professional archetype will never be the same as adopting the new archetype and that is what the player wants to do in the forum thread.

HARP does allow multi classes and is balanced to take these into account so it is possible but the RMC/RM2/RMSS/RMFRP development point system of individual skill costs mean that multiple professions will always be over powered. It will much more viable in RMU as the professions are much more like HARP professions, remember that HARP is a much younger system than RM and has the benefit of a lot of hindsight in its design.

The other option is to use the No Profession. This is my preferred solution. You cannot have multiples or change things you don’t have. It gets rid of some much ‘baggage’ that this forum thread has reinforced my view that No Profession is the right way to go for Rolemaster. It is one of the best things about this modular system that No Profession was available as a built in option right from the beginning.

D&D 5e SRD converted to D100

I have mentioned this SRD project before and Ken and I completed it at the very end of October. The bit I was most interested in was the monsters. As I run Rolemaster in the Forgotten Realms having easy to pick up and use encounters is a huge boon.

To see how D&D monsters stack up against RM monsters I took the humble Orc as a test subject. Below is a 1 to 1 comparison.

This is an Orc as defined by the D&D 5e SRD but converted to D100. (5e x5) I will point out that we did not convert hit points or damage by multiplying by 5 just the stats, skills and saving throws.

Orc

Medium humanoid (orc), chaotic evil

Armor Class 65 (hide armor)

Hit Points 15 (2d8 + 6)

Speed 30 ft.

STR DEX CON INT WIS CHA
80
(+3/+15)
60
(+1/+5)
80
(+3/+15)
35
(-2/-10)
55
(+0/+0)
50
(+0/+0)

Skills Intimidation +10

Senses darkvision 60 ft., passive Perception 50

Languages Common, Orc

Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack:+25 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

So the Orc gets +25 to hit but also has a stat bonus. In RMC terms that would be ST/ST/AG for the Great Axe or (15+15+5)/3 = 11.66 or 12 in terms of OB. Add those together and an D&D Orc would have an OB of +37. In Creatures and Treasures an orc has an OB of 40 with a melee weapon.

A D&D orc has 15 hits but add 10% of its Con = +8 for a total of 23 plus a 15% Con bonus give a total hits of 26 hits. In Creatures and Treasures an Orc gets 50 hits.  So you could just double D&D creatures hits by the look of things.

Armour Type-wise the D&D Orc gets Hide Armour which is AT 7 or 8, in C&T the AT is 8 so that is equivelent again.

Movement, the D&D orc moves 30ft in 6 seconds, the CT orc goes 50′ in 10 seconds so that is the same.

DB, the D&D orc has a Dex bonus of +5. The C&T orc gets a 30 including a shield. So +25DB vs +30DB (unless that was a +25/+25 shield which I doubt) I would call that pretty similar.

So off the page with only a bit of fiddling with the hit points D&D orcs seem almost on a par with a C&T orc. So how about something that is not in C&T? How would a 5e Owlbear look?

D&D Owlbear from the D&D SRD
An Owlbear for all seasons.

Here is the 5e stat block (converted to D100)

Owlbear

Large monstrosity, unaligned

Armor Class 65 (natural armor)

Hit Points 59 (7d10 + 21)

Speed 40 ft.

STR DEX CON INT WIS CHA
100
(+5/+25)
60
(+1/+5)
85
(+3/+15)
15
(-4/-20)
60
(+1/+5)
35
(-2/-10)

Skills Perception +15

Senses darkvision 60 ft., passive Perception 65

Languages

Challenge 3 (700 XP)

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +35 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +35 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

In Rolemaster the Owlbear looks like this…

So AT we have a large creature with natural armour so that is AT4.

#Hits = 59 + 9 + 15% = 78 hits.

OB and attacks-wise under the RM2 D&D conversion rules you don’t give multiple attacks, you increase the OB by 25% for every additional attack. That would give the Owl Bear a +90OB with large Claw or Beak attacks. (+35 to hit, =25 ST bonus +50% for multiple attacks)

DB is just +5.

Move is 80’/round.

That is a perfectly usable ‘classic’ D&D monster with no difficult maths. The question of do we need yet another Owlbear type monster is down the individual GMs to answer.

5e x5 SRD

I think the power of the 5e x5 SRD is with some of the stand out creatures like the Beholder and the Mindflayer (beware all you mentalist out there!). We do not have stats for them in any of the C&T books, although there is a sort of Beholder called the Eye Entity in C&T II.

Ken is selling the converted SRD, not just the monsters but the entire thing including the spells, magical items and so on in a Kickstarter format. You can have it for free but the bigger donation the more you get including free gift version so of his Aioskoru world and my 3Deep game if you have deep pockets. Also everyone who donates anything gets a mention in the credits (you will have to send Ken your details for inclusion). You can see how it is all set up by following this link.