Gaming Styles – Roll it or Role it?

Twice recently, once on the ICE Forums and the second time here (http://www.stargazersworld.com/2016/10/26/falling-in-love-with-white-box/) the topic of how to check for traps has come up. There are two competing ideas, the first is what I call the Roll it option of declaring you want to check for traps and the GM says “fine, roll your skill”. The second option is you say you want to check for traps and the GM says “How are you doing that?” This is the OSR method or Role Play it version.

My Shadow World GM is one of the “How are you going to do that?” school. In that game I played a thief called Alfred and I was by far the most powerful character in the group. That is not egotism, it was an unfortunate fact. We were playing a high level game and we started out with pregen characters of 10th level. I have talked about this character a lot in the past so I won’t go into too much details. The GM made a mistake in the pregen character which both he and I recognised. The mistake was that in a group with only one fighter, in a very much hack and slash game, where the GM likes to put his villains in plate mail making the thiefs primary OB ‘thrown dagger’ was a serious problem. In Rolemaster it is not the hits that kill you but the criticals. If you have a character where the maximum damage they can do is 3CP and that  is from virtually point blank. Even throwing the dagger from 1′ away from your target incurs a -10 penalty on OB, at 11′ it is -20 and over 25′ it is -30. The character had a built in penalty to every single attack, extremely limited ammunition and pretty much anyone he fought could moving into melee in the next round and attack with a greater proportion of their OB than I could hit them with than I had used to attack them because of range penalties. The GM had given me AT5 with is a bit of a walking death sentence so overall beind cast as the second fighter in the group was not good for my prospects.

My solution was to immediately start developing two weapon combo and thrown dagger in the off hand. If I could only do tiny amounts of damage then I may as well try and double it up. The character was given Adrenal Move speed anyway so I could at least attempt to get 4 attacks in in the first round. If I could do 4 criticals then there was a chance I could put my foe down. Of course this was a long term solution as it was going to take many lavels to build up a new weapon skill and two weapon combo.

The GM soon realised that I was not effective in the role he had pretty much assigned me. In fact our first few combats went pretty badly. The fighter had been given 2H Sword and Frenzy and his best skills. The ranger was great with a long bow but was terrible with his shortsword. The fourth character was a magician. Our first four fights were all close quarters combats inside a tower, mostly on the stairs. Things did not go well.

The GM wanted a quick solution that was to dish out some powerful magic items. The fighter got a pair of laen broadswords and that motivated him to start investing in his secondary weapon and two weapon combo.

For me he gave a set of three uber daggers. They were +30 when thrown and hit as broadswords. At the end of the round they longdoored back to their sheaths. So all of a sudden from doing one ineffective attack each round I went to three full on broadsword attacks. I was throwing two of the daggers with my primary OB and one with my evolving off hand OB but with a useful professional bonus, plus stat, plus +30 for the weapon and just a few ranks made for an OB up in the 90s.

Within three game sessions I had totally eclipsed the fighter as the main battle tank in the group. I coordinated well with the mage and between us were were taking down the lions share of the enemy before melee even started. I had also from the very first time I spend DPs starteed to invest in a spell list. Concussion Ways was my first choice

But I was not a fighter I was a thief. It was me that scouted out the way ahead, it was me that defeated traps and opened the locks. Thieves are very much the skill using profession and they get a lot of skills very cheaply in RM2. Compared to almost everyone else I could ‘do it all’.

The GM had created this monster and in doing so he was finding it hard to challenge us. We played the game for seven years and during that time I tried to select magical items from our adventures that gave daily spell effects. So I had my own spells from just a few open channelling lists plus a handful of other spells that could be used a few times each day. Magically I was like a little low powered hybrid with maybe thirty spells to my name. Given that all my spells were 5th level to less my 50 powerpoints went quite a long way and then I gained a x2 multiplier so I pretty much had unlimited spell casting. In combat I was a death dealing gattling gun of magical daggers. The GM still used the combat phases so missile attacks, the GM included throw attacks in this phase, came before melee and movement. Out of combat I was the one with the broadest skill set.

I think the idea of ‘role playing your skills’ was introduced to try and limit my power in some respects. As I was accelerating away from the other characters in the party my skills were improving rapidly. So when I approached a lock I was throwing a +120 to +140 skill at it. Even absurdly difficult locks were 50/50 and in that situation I would use meditation that gives a +20 bonus. That pushed the odds to 70/30 in my favour. You cannot fill the world with everything being so insanely difficult that all rolls are made at -70 just to make it challenging. That was when the GM suddenly started asking me ‘How’. so when I said I wanted to check a lock for any traps he would reply with ‘How was I going to do that?’ This sort of had me on the back foot for a few minutes until I could think of a few logical methods for what I wanted to look for and how. As I am a RoleMaster player I started thinking abou this. If I am looking for any additional holes that could be exit holes for needles, for trying to feel for any weak spots or dimples on the wood that may suggest they are just a thin veneer hiding points where needles or blades may come from (just as examples) why am I not now using General Perception? If I was not a a thief profession and I asked my GM the same questions in the same situation he would probably allow me to roll perception to see if what I am looking for is discernable. No GM is ever going to say “No, you cannot roll to see if you can see that.” when the player is stood right next to the thing that they want to look at. They may not see it but that is another issue.

So if my knowledge as a player is less than a 23rd level thief is my thief’s ability limited by my lack of knowledge? Do you ask the healer exactly how they are going suture a wound? How the mage is going to cast fireball? I have never heard of anyone trying to use this roleplaying technique for anything except the stealth and subterfuge skills.

In the example of OSR role playing on the ICE forums the example given was again the poor old thief.

A thief suspended from a rope to steal something.
I defy anyone to describe their character doing it like this and not to end up on their backside with a duff roll at some point!

On another point if you are playing the thief character, you can possibly bring rangers into this as well, and you are asked “How are you going to do that?” you could quite possibly come up with a dozen suggestions. Each one you describe what you are attempting, the GM describes what you discover. You then try something else and you get the feedback on that and so on. You could quite easily ‘waste’ half the entire game session with just you trying to detect a trap on a chest when there is no trap there to be found. The rest of the party need not have even bothered to come.

I think in Rolemaster with its sophisticated skill system, particularly with the more compact meta skills that Brian and I use the OSR approach is unnecessary. It slows the game and devalues the skills. If you are only as good at Survival as the play playing the character why bother buying the skill? You would be better off just buying more ranks in General Perception as everything from tracking to detect traps to lip reading and interogation can all really be described in terms of perception rolls looking for tell tale signs.

The more I think about this OSR way of doing things the more I think of it as incompatible with the Rolemaster system.

Rolemaster’s Best Feature? Is it the criticals?

Rolemaster Logo

We all know the skills system(s) in Rolemaster are a bit of a shambles, the stats system is decidedly wonky with its 11 stats working in several different ways. The magic system seems to have as many people favouring HARP scalable spells as those that like the lists and those that like spells as skills. What almost everyone seems to agree on is that the Criticals with their mix of graphic description, dark humour make Rolemaster completely Rolemaster.

There was a recent forum thread about the condensed combat system that got rid of all the combat tables and criticals and just used #hits of damage. It didn’t take long before someone pointed out that if you only want to do hit points of damage then you may as well play that other system. Criticals are what make Rolemaster combat what it is.

There are those that cannot have enough tables.

There seem to be three camps of people when talking about combat and criticals. There are those that cannot have enough tables. They love the way that the damage from each and every weapon is modelled to interact with every kind of armour.  They cannot have enough critical tables to give graphic images of the wounds from every possible sort of harm from stress criticals to plasma weapons.

plasma-weapons-demotivational-poster-12162591501

The next camp are more minimalist. I know some people use the MERP combat system that pretty much fits on 4 sheets of paper. One attack table for all slashing weapons, one for crushing and one for piercing and so on. These are condensed tables so they all fit on one or two pages. Another page has a single column for each critical type. An A critical is a straight D100, a B is D100+5, C a D100+10 and so on. the tables go from 01-120.

I do not go that far but my preferred version uses 18 pages to model every possible weapon, spell, falls and natural attacks. I don’t have puncture, slash and krush criticals, I get Arrow criticals for bows, long blade criticals for swords, club criticals for all the varieties of club and so on. One critical table for every one of the 18 attack types.

Finally, there are a few who seem to be content to roll damage on the dice and ignore criticals although these are few and far between so it appears.

There are pretty much three stages to combat, Initiative, the attack/parry/db roll and the critical roll. There are hours of discussion over initiative, optional rules, alternative systems, phases and action points that come in 4s or 5s and I have no idea which is the best option. I have my preferences and my players like it so the arguments do not impact us.

The actual attack roll stage is almost as hotly contested with zones of control, facings, positional modifiers, what penalties to apply or not, does size matter, how thick is your armour and so on.

Rolemasters best feature

It is only the critical roll that no one really seems to argue over. If I was to throw out everything else then it would be the critical rolls that I would keep. The only changes I have made over the years are to change which critical tables I use and to rewrite some criticals because they were becoming too familiar having been inflicted again and again.

I think the Critical is Rolemasters best feature and for a lot of us that makes other systems seem bland in comparison.

Keeping Up Appearances – The Appearance Stat

A nice round 11 stats

Deconstructing Rolemaster a little, the stats system is not particularly outstanding. The whole stats system lacks conviction, there is one option to use just a single stat bonus with skills, another to use the average of two or three stats and the latest version with smaller stat bonuses that are added together. If you bring HARP into the frame then there are 8 stats, in Rolemaster there are 10 stats if you ignore the poor relation of Appearance that makes 11 stats.

Appearance is rolled like all the other stats but then modified by Presence. Take a look at this example from the RMC Character Law pg33

Example 2: Linthea is 6’1″ and 170 pounds. Tall and lithe, she stands out among humans. Her hair is a deep brown, and is quite pretty when down, but most often kept tied in a bun at the back of her head. Her green eyes have a slightly slitted pupil, and her pointed ears also show her elvish ancestry, though she has earlobes like a human. Lauren rolls a 38 for appearance, +10 for Linthea’s presence modification. A 48 is slightly below average, the GM explains that her half human appearance is found odd by the elves. Among humans Linthea is considered exotic and attractive, though she sees herself as plain. Her persona is quite friendly for an elf, but among humans she comes across as reserved, mysterious, and a trifle odd.

The bold text is added by me to highlight the pertinent point. No other stat is modified in this way. All the other stats are pretty much 1-100 for ‘normal’ people but not Appearance. Appearance works on a -24 to 125 scale.

Appearance gives no stat bonus and is not relevant to any skills

Rolemasterisms

This is one of those “Rolemasterisms”. I have complained in the past about how the skill system is so inconsistent. To put it briefly some skills cancel out minuses such as armour skills, some are 101+ for success or failure, some are incremental, some give +5 per rank (then +2, +½ etc.), some give +1 for every rank. Most have stat bonuses, some have none, some use one pricing rule like weapons, and musical instruments and others use a different system (the 2/6 for two ranks). Some are disposable, like spell lists where once you have the list you discard the ranks (this is important if a caster stops learning a one list to start another) and so on. There are so many variations it is hard to keep track. Don’t get me started on the skills with special rules and the ones with almost magical powers like the adrenal moves, disarming, iai strike and stunned maneuver!

DB, DP & Hits

The stats situation is not as bad but it is in the same vein. Some stats give development points, some don’t, some stats are used only for stat bonuses but others like Constitution and Quickness have a massive impact, hits and DB in this case. Then you get powerpoints. You have a different stat depending on your realm, or the average if you are a hybrid.

If you have high stats at 1st level then if all things are equal then you will massivelyh out strip your companions in experience and levels as you get more DPs, so more skills, so you can do more and earn more experience.

At mid to higher level stats are irrelevent. You may have a total skill bonus of +150 or more but the difference between a character with an average stat of about 50 and an exceptional character with a 90 is just ±10 on that total.

All in all if you look at Rolemaster stats too closely you see just what a hodge podge they really are.

Is a Kenku a race or a monster?

I came across the Kenku last week and I really like them. The basic idea is that these are humanoid avians. They are great mimics, infact they have not language of their own but rather string learned phrases together from what they have heard but all in perfectly mimicked form of the original voice. They are also natural thieves.

kenku_by_dave_allsop
I am debating as to whether they should be a monster or a race when converting them over to Rolemaster. As a monster they are rather weak but as a race they require a lot more effort from the GM to prepare them before time.

A basic Kenku, as per the D&D to Rolemaster conversion rules is a rather weak creature.

5th level, 55 hits, AT1 DB10 34OB (short sword)/49OB (short bow). They should have a decent Stalk and Hide Skill of at least +25 as well as a +30 Trickery. There is something of the magpie about them and their desire to steal as much as their carrion crow like behaviour. I first encountered the Kenku in a grave robbing encounter so that may have coloured my perception of them. Their big feature is their mimicry. They communicate via mimicked phrases joined together to get the message across. They can also use it to confuse and lure people into traps.

There is great roleplaying protential here with hidden Kenku masquerading as members of the party and giving conflicting orders. They also gather in social groups called flocks, naturally, so you can use any number of these guys. They cannot fly but going by their D&D stats they should have at least a +15 Agility bonus. Play them as fast, stealthy assassin types when defending their territory and there is a great adventure in here. I just want to use them to steal something from the party.

With mimicry there is a lovely opportunity to have witnesses swear under oath that they heard the party talking at the scene of the robbery and with the best megic in the world the witness would be shown to be telling the truth. How were they to know they were hearing a perfect reproduction?

I now have a urge to put a gang of Kenku into my world, set them up near the players and just see what happens. Is there an opportunity for the Kenku to over hear the parties plans? Would the Kenku be interested in stealing what ever it is the party are trying to find or steal? Who will get there first?

I will see if I can work these guys into my game some time soon. If I manage it I will let you rknow how it goes.

 

Limitless-Adventures Sword Coast Encounters

Sword Coast Encounters

Limitless Adventures have very kindly given me review copies of three of their ‘Encounters’ booklets. What I like about Limitless Adventures is that they sound like a Tuesday night gaming group that every time they have a great idea they publish it, and why the heck not?

The first of these I am going to look at is Sword Coast Encounters. What you actually get is 10 ‘5e’ encounters each confined to a single page for ease of printing. Each contains the opening scene, creature or antagonists stats, a GM only explanation of what is actually happening, advice on scaling the encounter to different challenge levels, the treasure and finally adventure hooks that could spin off of this encounter. When the encounters refer to locations or NPCs these are nicely grounded in the Sword Coast (in this instance). Below is one example.

 Fun Distractions

One of the nice things about this collection is that whilst many can be solved at the point of a sword there are equally moral dilemmas and simply fun distractions.

Limitless do say that every collection contains at least one new ‘thing’ be that a creature, magic item or spell but could equally be a new game mechanic or deity.

Encounters Scale Well

So to using these. I like the self contained single page format. I try to use the minimum of paper in my games but do always have the planned adventure and NPCs on paper. The single page format fits in well with that and as each serves as an adventure hook they could hang around in your campaign for a while. The encounters do scale well when that is required. Not every encounter scales but that is not always required, an interesting NPC is interesting whatever the level and a moral dilemma is independent of the party facing it.

From a RM perspective most of the creatures featured here do not exist in Creatures & Treasures (I will publish the conversions of some of these on Monday), I particularly like the chap at the top of the page here! The same can be said of the magic items. This is an interesting point. When faced with a magic item that does not exist do you a) create the rules required to have that item in RM or b) change the item to fit the RM flavour? What I mean is as an example a +1 ring of protection is a really common D&D magic item. Do you give the party a ring that gives +5DB/+5RR as a constant effect item or do you think well RM doesn’t really have rings of protection but an equally low level item would be a ring castng Aura x3 daily? Another common thing is the D&D potion of healing. You could easily have a potion that casts Heal I from Concussion Ways but equally you could scrap the magic and give the party a vial holding a dose of Rewk (a brewed herb healing 2-20).

I personally have gone down the healing potions are often herb preparations and the ring would be a daily item, Aura and Blur seem to work well as substitutes up to Shield and blade turn spells for more powerful D&D rings of Protection. My players like the idea that items sit nicely alongside their spell lists, it makes them feel like they are playing RM in an RM world rather than a RM in a D&D world.

All in all a D&D 5e DM could use these off the page with no serious prep and not a great deal if they wanted to use the adventure hooks to carry it on. As an RM GM it took me about 5 minutes to do the D&D to RM momster conversion. The power level seems about right. It took seconds to convert the treasure from Gold, Electrum, Silver to Gold, Silver Bronze. I use 1 D&D Gp = 1 RM Sp. Most encounters do not give out magic items from what I have seen and that suits my world where magic is not so common. In the ten encounters here there are what I would magic items one of which is a potion which I would probably make into a herb preparation and one is a collection of runes which are single use. The remaining ones would need a bit of conversion or simply swapping out to offer the party something that you as GM think they need or you know they will need.

There are definitely encounters here I have never used in the past and some I would never have thought of using. For that alone I think it is worth the pocket money prices (most booklets are only $1.99, Sword Coast Encounters is $2.99).  All in all I will seriously consider these if there is a matching booklet to where my party are adventuring. For more information then visit Limitless Adventures or the DMs Guild page for this booklet.

Last Session Debrief #1 Zombies!

There is so much I can write about after the last session I don’t really know where to start.

Firstly, the house from Saltwater Marsh worked perfectly so thank you for that suggestion.

Secondly the Spooky effects from Azukail Games were brilliant and even before the players worked out the place was haunted they were beginning to say that the session was getting creepy. That is all you can ask for really when GMing a bunch of 50 year olds!

What I learned

So down to what I learned this time. I didn’t really learn this but I should have been aware of it. What I think is the obvious solution is never going to be what the players think is the obvious solution. So right now the guy who was trying to trick them into going to their demise is currently being seen as an innocent victim that was tricked into deceiving them against his will. What was his ‘in joke’ about them being of dubious parentage was completely misinterpreted and the characters have constructed many theories about the meaning of it. The prevalent one at present means that they are going to try and make contact with Randal Morn. The next module I am planning to send them through is the Sword of Daggerdale and starts with the disappearance of Randal Morn. What are the chances of that?

Daggerdale

The party have only just made the connection between Colderan, the villain in the Doom of Daggerdale and Randal, being related. Colderan escaped at the end of ‘Doom’ and the party have assumed that he is one that has tricked the lay preacher of Lathandar into sending them to the haunted house.

The entire point of this session was to provide an interlude between the two Daggerdale modules. I had set it up so that the mannor house from Saltmarsh really was haunted and in the end I only used two Rolemaster ghosts, both class 2 undead and third level. I gave both ghosts the added innate ability to go invisible. To tie the house into the world I made it a former country house of the Morn family and as the party had said that they wanted to find out as much about Calderan as they could then I made it a former residence of the evil magic user.

Undead army

To add an extra complication I surrounded the house with a sizeable undead army. 300 years ago or so Calderan had started a war against a necromancer and whilst initially he had relished the challenge of move and counter move against this ‘worthy foe’ eventually the necormancer had built up an army of undead and ordered them to destroy the house. The household was the target as that was Calderan’s home at that time. Calderan countered that by using a ritual to slay and create ghosts from his bulter and housekeeper and bound them to look after the house, keeping intruders out and repairing any damage as best they could. As both ghosts and what was initially a zombie army but now mostly skeletons fought this war of attrition then ghosts would use their abilities to drive off the skeletons and the try and repair the house. The necromancer had used the word household rather than house which means that if no one is in the house the undead sit around idol as there is no household.

When someone enters the house the undead march on the house and try and kill them. Between times the butler and housekeeper try and repair the damage with whatever they can lay their cold dead hands on.

Enter the party who force their way into the house though a back door. The ghosts try and scare the party away but at the same time the undead army awakens and starts to converge on the house for the first time in months.

A nice little zombie apocolypse

We then had a nice little zombie apocolypse game with the players trying to battle the ghosts on the inside of the house and also trying to keep the undead out of the building. Their perimeter getting increasingly smaller as they were force back and back. The house was literally crawling with undead they were even scaling the walls to try and come in though the upstairs windows. The party had smashed up the treads of the staircases to try and stop the undead reaching the upper level of the house.

So I can tell you that the ghosts Constitution drain is a useless attack. After about 20 attempts there were only about 5 failures. It would have taken the ghosts weeks to have done any serious harm to any character using it. The ghosts were 3rd level and the party on average 4th. A higher level ghost may have been a different matter but these ghosts were useless at it.

The party had a life giving rune and two does of life giving herbs on hand so I felt completely free to not hold back. Two fatal criticals were delivered one by rolling a good old ’66’ and the other by rolling a 98 on the critical roll. Amusingly both were delivered to exactly the same character. He was not having a good day! I was pleased in that I have removed a large number of healing herbs from the party. This increases the relative value to the party of the more modest stocks they now have.

I was introducing one new undead into the house every three rounds just to see how the party would cope with slowly mounting pressure and it was interesting to see the stress levels go up and the players who were the most active became the most depleted. In theory 4th level characters vs 1st level undead whould have been no contest. The cleric and the sorcerer were trying to defeat the ghosts and the warrior mage and elemental warrior were fighting off the undead horde. The mystic was on healer duty and leant a hand with fighting the undead.

I am pleased that the party is capable of longer running battles and from going from encounter to encounter without having to rest up regain powerpoints so often. I have not haded out any adders or multipliers yet so they are all running on under their own steam.

I will share more on this next time!

Gaming Weekend

(I am writing this on my phone and on the train so if there are any predictive textisms I apologise and will edit it down later!)

I am on the train to Faerún again to run my face to face game. This is the haunted house session in which a disgruntled follower of Lathander will attempt to lure the party to their deaths at the haunted house. He is after vengeance after they ‘accidentally’ defiled on of Lathander temples.
The adventure should take place between the first two Daggerdale modules (the Doom of Daggerdale and the Sword of Daggerdale).
For me this means that I have three prepped adventures. Colderan The Razor is still at large in Daggerfalls and is out to get the characters, the sinister secret of Saltmarsh should be the nail entertainment for the weekend and the Sword of Daggerdale is where the campaign is going next.
It also means that in terms of raw game notes, encounters, physical challenges and such all my game prep is done for the next two years or so. What I will have to do is make adjustments to the challenge level depending on the relative strength of the characters but that is just a level here or an extra foe there.
On the other hand what I can do is continue to layer on ways of making the game better. This time the players will be treated to me ensuring that I don’t forget all if the characters senses. I have made explicit notes about what the characters can hear, smell and taste as well as temperature.
This time they also get the pleasure of all the creepy special effects courtesy of Azukail Games. I intend to use up to twenty selected effects this time.
If I can get my timing right the characters should reach the house during our evening and late night session. It has to be better playing a spooky game at night rather than in glorious autumnal sunshine.
We are also in a new venue. We have rented a house in Glastonbury with views of the Tor. If I had known where we were going to be I probably would have done something with evil druids!

What would my perfect Spell Law look like? Pt I – A Non Channeling Druid

I am still thinking aboutChenneling magic. As far as I am concerned it is just the channeling realm that causes the problems in Rolemaster. It simply has too many D&D hangups. The idea that healing is the domain of clerics, platemailed paladins and dependence of gods or deities are just things we all grew up with if you started playing in the D&D world. So as a start I thought about the Druid. This is a typical channeling profession. Where would a non channeling Druid fit?

Essence of Mentalism?

Looking at the spell lists in Companion 1 about 80% of all the Druids base spells fall into two schools of magic, Force and Mental. The remained are Healing, Information and a few Phantasms & Illusion. So at first glance Mentalism seems the way to go.

Force Magic

Let us have a look at what the Druid is doing with Force magic and see if that could swing the balance into the Essence realm. The only Force spell on the Animal Mastery list is Animal Summons and that requires concentration. I think that still implies mentalism.

The second Druid Base List is Druids Peace and every single spell on it is a Mental spell until you get to 30th level when you get EARTH CALM (F) Within the radius, caster may “calm” a natural phenomena (quakes, storms, winds, etc) or he may cancel a magically created natural phenomena. Now that does sound a bit elemental but then by the time you get to 30th level you should expect all spell casters to be throwing around some powerful magic.

The third list is Druid Staff. This is one of those enchant your own weapon type lists and the weapon is bound to the caster. Every spell on this list is a Force spell except for three (one utility spell and 2 defensive). In these cases the magic is self only and and requires concentration. I think this still leans towards mentalism.

Natures Forms is the fourth Druid list and just like nearly all mentalism spells the area of effect is self only. All the spells on the list are Force spells bar two that are Phantasms as the druid can mask his own thoughts. This again feels like a mentalsm list.

The fifth list is Stone Mastery and this at first glance looks the most Essence like. There are three Elemental spells in the form of Stone Wall, Curved Stone Wall and Stone Spike. The rest are Force Spells. So what is going on in this list. Well the Druid can speak to animate stones (not particularly useful!). Can throw stones in a similar way to the mentalism Hurling and telekinesis. The rest of the spells involve shaping and animating stone. This list could sit in either realm equally naturally I think.

The final base list for Druids is Plant Mastery and is another Force spell list. The ranges are most touch or self and enable the cast to communicate with plants, heal plants and control their growth. He or she can also create paths though vagetation and animate or activate plants and sentient trees. This is in my opinion another list that sort of sits on the fence between menalism and essence.

The overal balance though is that Druids should be in the mentalism realm rather than essence and there is nothing in here that implies there is any need for a deities involvement. There is no communing, no divination and no cross planes summoning going on here.

Anyone could easily play a non channeling Druid using the no profession and mentalism spell lists and casting restrictions as they now stand.

What would my perfect Spell Law look like? Pt I Channeling

I am rather jealous of Brian’s reworked Spell Law. He and his group have obviously but hundreds of hours into that rebuild project. That is time I do not have at present but I am giving this more and more thought. So what would my perfect spell law look like?

Essaence as the motive force

This is one of Brian’s ideas and sums up the concept that all magic is Essence and that what changes is the way that the character taps into the essaence. Essence users manipulate the essaence around them, mentalists control their own essaence and channelers recieve essaence from some outside entity. I like this idea and want to go with it. I do have a problem with Channeling magic though. That is the realm that doesn’t work for me.

Channeling doesn’t work

The problem with channeling is that it seems to be tied into the natural world. This is where you find animists, druids and shamen as well as your clerics. If your nature magic casters are getting their essaence from nature around them are they really not essence casters? Can you have channeling without the gods?

Brian pointed out an issue with Shadow World’s gods in that if there is only one god relating to spirits, souls and the dead can any other clerics cast life giving spells?

Channeling and Armour

Mechanically Rolemaster had an issue with channelers not being able to cast magic in metal armour but the fantasy roleplaying commmunity all want their Paladins in platemail. The Rolemaster solution is to add more rules to bend the existing rules, in this case Transcend Armour as a skill.

Channeling Healers are a bit crap

Channeling Healers are a bit crap. The problem is that there is at least one open channeling list relating to healing (concussion ways), most of the closed channeling lists are related to healing and all their base lists are related to healing. They really are the stereotypical one trick pony. If you want to do anything else with your character you are pretty limited. You cannot afford to get stuck into the action as the party need you  alive at the end of the fight to put them back together so fighting is out and your other magic is rather limited. So what do you do?

So what purpose does channeling serve?

Channeling is the preserve of most of the healing magic and nature magic and bizarely necromancy. Does that need an entire realm of its own? If you bumped the healing into Mentalism and the necromancy into Essence (most people think of Necormancers as mages not dodgy clerics I think) all you are left with is the nature magic. Using the definitions above of Essence using the magic from around the caster and Mentalism using the casters own Essaence then it feels like the nature magic should be in the Essence realm. The rest of the channeling open and closed lists are just duplicates of the essence and mentalism open and closed lists so they could be dumped.

So my perfect Spell Law would have no Channeling realm at all.

What about traditionally channeling professions? Well I would make Paladins mentism users. That is where the healing spells mostly live and ever realm has the basic detection spells for detecting evil. It is a 7th level Essence spell but a 6th level Mentalism spell so even the existing lists suggest that mentalism should be the Paladin’s natural home. I would put clerics in the same pot as the paladins.  Animists and Shamen should be essence users. They can still get their nature magic but their open lists would actually be a bit more powerful. The channeling healer you can simply drop in favour of the Lay Healer.

Does Low Fantasy Gaming work with Rolemaster?

I have stolen this idea from Brian’s weekend round up. I think the answer is an emphatic yes to Low Fantasy; especially RM2/RMC when played with the core rules and no options.

Why core only? The first one is magic. The actual base ruling on spell list acquisition is in RM2 and RMC is D100 + ranks in the list. Roll 101+and you learn the list. You can learn only one list at a time unless you buy 20 ranks in the first list and then start to learn a second. If you fail to learn a list you can carry those ranks over to the next level and continue learning that list or you can lose all those ranks and try and learn a different list. You will note that there are no bonuses to that spell list acquisition roll, no level bonuses, no stat bonuses.

Building a character that way you tend to end up with maybe 4 spell lists every 5 levels, sometimes slightly less. As most essence spell casters want to be able to fly and go invisible and cast sleep this means that a magician may have just one of their base lists by 5th level, maybe two by 10th level.

The problem with learning lots of Magician base lists is that you need to learn lots of Directed Spells skills to make use of the bolts and the natural development point economy means that you simply cannot afford to diversify like that.

If Low Fantasy is meant to be scarce then making spell lists hard to learn makes spell casters less attractive to the players. If there is a very real chance that your first level character is going to start the game with just 1 first level spell you are going to make the average RM player uncomfortable.

With just the core rules there is no undercasting and no overcasting so they are really stuck with just that one spell.

So pure Rolemaster played RAW (rules as written) fits the magic specification for Low Fantasy.

Fast and Engaging Combat

There is no more engaging combat system than Rolemaster with its descriptive criticals and deadly edge. I personally prefer the Combat Companion version but I have said this is core RM only. Without all the bells and whistles bolted on to combat by many of the companion books rolemaster combat is pretty fast. When I used to use Arms Law I would print the page from the PDF of the weapon used by an NPC and of the PCs and put them in a folder with the most common critical chart facing it. In essence what I had was just the pages of Arms Law I needed for that session. It cut down the rules look ups and page turning.

Rules Light

Without all the companions Rolemaster is not that rules heavy. It has a reputation for being a mammoth but it is really undeserved.

Once you simply know that a skill roll total of 101+ (plus any difficulty mod) equals success you can play for hours without having to look at a single rulebook. Without the companions there are are only something like 50 secondary skills. That is enough to differentiate the characters without bogging the game down.

I have condensed the entire rules down to just 12 pages for running a weekend of gaming.

A Realistic World

Rolemaster does realistic mediaval worlds very well. If anything it is less monster driven than many RPGs including D&D and Pathfinder. If you want to poison someone in RM you do get to choose what type of poison and that describes the effect. This is not a game of make your saving throw or take x points of damage. Poisons are very realistically handled for a game.

Falls are not 1d6 per 10′ fallen. We have an attack table that takes into account velocity and criticals that are in tune with having fallen. This does not add to complexity as it is still jsut roll a d100 + the distance fallen in feet and look up the result but it is a lot more realistic than 1d6 per 10′.

The list can go on. Almost every natural hazard has been given a realistic work over in Rolemaster. So this is another tick in the RM box regarding Low Fantasy.

Rolemaster is also setting neutral

The Low Fantasy that the article points to says it is setting independent. Rolemaster is also setting neutral. Shadow World is the offical world setting but there are no setting specific rules in the rulebooks tying it that setting. It actually works the other way around with the Shadow World books referring to Rolemaster materials not the Rolemaster books referring to Shadow World.

So yes RM is most definitely capable of Low Fantasy judging by the definition above. Just leave all your companions and add on Laws at home.