The Oasis

The Oasis is a small oasis that is mostly hidden behind sandstone rocks and formations. The oasis is a safe place to visit, although characters may not realise it is and could well attack dangerous creatures they see. It is protected by a local goddess who will not tolerate attacks on creatures within her, tiny, sphere of influence.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

The adventure comes with a 24″x24″ battlemap of the oasis taking up nine pages that can be printed out and assembled.

UPDATE !!!

The Rolemaster Fanzine Issue 15 has been released on RPGNow!

Issue 15 of the Rolemaster Fanzine.

This month is all about ideas and giving you inspiration to make things your own.

I want to introduce the idea of different kinds of magic. We have the three realms and we have Arcane but we haven’t had anything truly new for nearly four decades. So this month I am introducing Blood Magic that does away with Power Points during casting.

After that you will find lots of other ideas for your adventuring heroes to overcome.

Rolemaster Deconstruction: Is it a Skill or an Ability?

As part of our Rolemaster deconstruction I’ve followed two processes: consolidating small “skills” into larger meta-skills and changed traditional skills into inherent abilities. (Perception and Body Development being the two foremost).

Obviously, one of Rolemasters differentials with D&D was shifting almost all abilities into trainable skills. The contrast was clear: D&D imparted abilities through racial mechanics, classes and levels and was on one end of a game  spectrum while RM’s skill focus sat at the other end. The problem (in my mind) of course is that under RM’s approach, EVERYTHING became a trainable skill. Skills became parsed further and further into niche secondary skills, skill bloat became rampant and a more complicated similar skill mechanic was necessary to manage the interrelationship between overlapping skills. Lost in all of the Rolemaster Companions, RMSS and RM bolt-on’s was questioning the very premise of “what is a skill?”

There were a few early exceptions: DB and RR’s. Those kept to their D&D roots and RM never allowed a trainable skill to offset poison, disease or the realms of magic. Adrenal Defense was a skill, but had lots of restrictions and has now been mostly nerfed  in RMU.

As discussed in my various blogs, I’ve reverted some core skills into inherent abilities using stats or other approaches. Just a few examples:

  1. Body Development. I’ve mostly embraced Peter’s approach and set HP’s by race and constitution. However, we also add +1 HP/# of skill ranks in Endurance.
  2. Perception. I’ve moved the skill into a 12th stat. This measures the characters PHYSICAL perceptual abilities: eye sight, sense of smell, alertness, hearing etc. This also is easier to use with a racial modifier.
  3. Feats of Strength/Lifting. Purely based on strength.
  4. Maneuvering in Armor. It’s been discussed in previous blogs and now is being talked about at the Forums, but I just don’t see maneuvering in armor as primarily a trainable skill. Instead I see it as a “handicap” (like adding weight to a race horse). Plus, making MnA a trainable skill, armor becomes a video game like level ability: players progress up in armor type as the gain in levels. As I have argued before, thats akin to players proggressing up in weaponry: start with a dagger and eventually getting to a 2hand sword at 10th lvl.

There are arguments for aspects of a established skill as a being trainable. For me, it’s weighted the other way: if the argument is less than 50/50 for it being trainable I want to work it into an inherent or stat based ability. I know many people want to stick to the core of RM and it’s skill system; but think outside the box…what RM skill should really be an ability?

50 in 50 adventure hooks. What works, what doesn’t, what can improve?

I’m in the final stretch of a hectic professional life, so I barely have time to write, post or respond. However, the Rolemasterblog must go on so I’m going to do a quickie for today. Hopefully this will spark some feedback.

We are nearing the end of our “50 Adventures in 50 Weeks” challenge we set for ourselves last year. It’s been a great experience in creativity, deadlines, limitations on using IP, and testing the limits of publishing. The last of my adventures start getting larger and more in depth and I’ll be putting in usable “stats” whenever possible using an abbreviated stat block that can be used with d100 and Rolemaster w/o any IP infringements.

Peter blogged previously about his views on the 50in50 and I wanted to toss out some thoughts and observations of my own:

  1. I’ve made a little money. Nothing significant, but I did buy hardcovers of Xa’ar, Emer III and Cloudlords the other day using my earnings.
  2. In hindsight, I wish my adventures were a bit “meatier”. That wasn’t the original goal of the challenge–it was supposed to be simple hooks and concepts–but looking over the published ones sparked new ideas.
  3. Reviews. No one wants to be criticized but it would have been nice to get some reviews from people. Even “I can believe I paid .50 for that” would have provided some insight.
  4. For my contribution, it seems like the “City of Spiders” and “Haunted Forest” were the two most popular. Some of my other products were encounters or people related so I wonder if the appeal was that they were both physical places that are easy to drop into a adventure or campaign?

Since we are going to continue to publish adventures past the 50 adventure limit I’m going to set a few more goals:

  1. Each of mine will be at least 3 pages of content.
  2. Include Rolemaster compatible stats
  3. Focus on places. Interesting NPC’s or encounters will be rolled into a “place”.
  4. Layouts. Everyone likes the battle maps so each adventure will have one.

I’m open to any suggestions as we move forward! What should we change or improve?

Deconstruction: Rolemaster Arms Law. How often should you fumble?

 

Have you ever fought in a melee? With weapons? Every played around with nunchakus, flails, morning stars or just goofed off with chains, ropes, whips or similar objects? Ever chopped wood? Ever been in a fight? Have you been in a stressful dangerous situation where your heart raced, adrenaline kicked in and your palms started sweating?

If so, chances are you have also fumbled an object: it slipped out of your hands, bounced dangerously off a hard object, it was over-swung and you actually hit yourself or you missed a target completely and lost balance, tripped or even fell. That’s completely normal and expected. Wielding weapons in battle should be more difficult than playing around with mock combat.

Rolemaster has a system for fumbles: each weapon has a fumble range, generally between 1-10 with an optional rule that the # of skill ranks can reduce the fumble range (but never below 1). In practical terms, that means that by level 3-5 most fighter types will  have reduced their fumble to 1 in their chosen weapon(s).

Many people probably feel that fiddling with fumble ranges is like encumbrance and exhaustion: too much realism and/or record keeping for not a lot of benefit. I get that. However, swinging around a sharp object, as HARD AS YOU CAN, in a confusing and disorienting environment is incredibly dangerous!

kill bill GIF

Now imagine weapons even more unwieldy than a basic sword, club, mace or dagger. How about a 8′ glaive? A whip? A chained morning star? Should 2, 3 or  5 skill ranks in these weapons impart enough competency to reduce fumbles to a natural “1”?

As part of our expansion of weapon individualization, I’ve been tweaking weapon fumble ranges–some ranges as high as 20, 30 and even 50. This does several things: it models the actual ergonomics of a particular weapon, it adds a counterbalance to some exotic, dangerous weapons that should be difficult to wield correctly (kynac, chakram) and it ties expertise (not total bonus) into the proper handling of a weapon.

Let’s consider the Urumi. This weapon looks particular dangerous to wield doesn’t it! I give this a fumble range of “50”! Basically only a true master can wield it effectively–in normal progression that’s around 20-25th lvl. (But it also imparts a fairly low combat penalty against multiple opponents so there are benefits to using it as well). But even at 10th lvl and 2 ranks/lvl, it will still have a fumble range of 30! It’s one thing to twirl around and show off, but imagine using that in actual combat. Whipping it up to speed, recovering from a missed hit or withdrawing defensively.

Most common weapons have a fumble range of 10-20 so my players can reduce that to “1” by 5-10 level. That seems right to me. And if they want to use a “special” Shadow World weapon (Irgaak) to benefit from bonuses to AT or extra crits, they’ll probably have to deal with a much higher fumble range. Increased fumble ranges and weapon specific modifiers add a whole new dimension to weapon selection–more than just max damage, critical thresh hold and efficacy vs armor.

Publication Round Up

We have two new things for you this week!

Thar’s Rustlers in Them There Hills is one of my 50in50 creations. The crux of this encounter is that the villains simply know more than the players and make best use of that knowledge. In this case they know the terrain, they know know their horses, how to ride ‘well’ and how to get the most from their mounts.

How big an impact this encounter will have on your campaign is up to you. The amount of stuff my players leave on their horses would make this encounter a serious pain in the arse!

Issue 14 of the Fanzine brings together more of Brian Hanson’s BASiL lists, this time for Mentalism as well as a couple of articles on undead and creating end of level style bosses. Oh, and we also get some more of Craig John’s wonderful Shadow World art.

Rolemaster Ambush Skill: How Could it work?

In the original Rolemaster, Ambush was one of the skills that worked differently than others. I’m sure at the time, they were just trying to fit a square peg in a round hole to get the desired result, but actually it was quit brilliant and should have been pursued in greater detail for other skills.

What do I mean? That the # of skill ranks can serve as a rule mechanic just like total skill bonus. RM made Ambush a skill rank only skill where the other skills were purely total skill bonus. But why not have both for all skills?

What does Ambush skill really entail? The skill description requires that the skill be developed with a specific weapon, but does that really make sense? Ambush is not about the weapon, it’s about surprise and the ability to target kill points on a body. A competent assassin can kill with a knife, a stapler or a pen by targeting soft spots or vulnerabilities. The type of weapon is irrelevant as long as it can physically carry out such an attack.

So what might be a way to handle Ambush using both # of skill ranks and skill bonus? Here is how we do it. The ambush skill bonus is used for the Offensive Bonus-no matter what the weapon or object. The GM chooses the attack chart/size based on the weapon and type of damage it might inflict (a flail would not be great in close quarters, while a wooden splinter would be great but do very little damage w/o a great attack roll). Obviously this is a close quarter attack, ambush shouldn’t work for missile, or thrown weapons (that’s a called shot with surprise bonus). The skill bonus reflects the versatility of training using any weapon or object to kill. Also, it recognizes that the ambush weapon is being used to kill with a direct strike and perhaps not how the weapon is normally used. If the attack is successful, then the # of Skill Ranks is used to adjust the critical roll. A bit different than the original rules: some would argue that this allows the assassin to use any weapon or object to kill a target. Correct.

In any event, that’s how we play it. does it seem overpowered? The Assassin would need to get into striking range without being detected (a different skill/ability), have some type of damage inflicting weapon, and generate a critical result attack.

Just my take, using my own hybrid system (S.W.A.R.M.). What’s yours?

The Tree of Sighing Blades

This is a very late post for our latest 50in50 adventure.

The Tree of Sighing Blades is an unusual and special tree, and its sap has special properties that are greatly desired. Harvesting the sap is not easy, though, as the leaves of the tree are very sharp and constantly fall and swirl in the air, apparently seeking out any who try and making it a dangerous proposition.

This is another of our battle map issues. We are still using the squared map but the hex map is in the pipeline!

Tomorrow my first priority gaming-wise is to put together the Issue 14 of the fanzine which is all built around BASiL and Mentalism.

Inherent ability or skill: another look at Perception.

Back in December I wrote a post about Perception and whether is was even a trainable skill. I think a lot goes into “perception” ( alertness, visual acuity, intuition, reasoning) and the way it’s used by Rolemaster makes it an incredible skill that covers a huge expanse of ability.

But even if you could make an argument (and many did) that perception is a trainable skill, it’s vast multi-disciplinary scope is harder to argue. For instance, while a fighter may be able to perceive an opponents sword skill, the apparent movement of troops or even a carefully laid ambush it’s harder to accept they might be able to detect a trap or secret door if they have no relevant experience in such.

Doesn’t that make sense? No matter how alert or perceptive you are, you can’t perceive small details or glean information on a subject with which you have no skill, training or education. I consider myself a perceptive person, but I can’t look at a horse and draw any conclusions the way Peter could. In other words, perception should be tied to subject matter fluency.

Of course one solution is to add a ton of perceptual sub-skills: perception: reality distortion, perception: traps, perception ambush etc. The list is virtually limitless and would add dozens of new skills to an already bloated system.

With that in mind, I’ve been trying something new and it’s working quite well: I’m using the SKILL RANKS of the appropriate skill/lore as a bonus or modifier to the perception check. If there are no ranks then it’s -25 (along with any difficulty modifiers). So the Thief with 18 ranks in locks/traps gets a +18 bonus to their perception roll related to locks/traps. It’s simple, makes sense and once again creates a use for skill ranks as a measure of proficiency.

Rebel Without a Chance

In Rebel Without a Chance, the characters come across a halfling village where many of the residents have been mentally dominated by a half-orc that they rescued. The remainder are trying to free themselves. The dominated residents will try to get the characters to leave the village; if they stay, the characters will not know for certain which halflings are affected, and therefore potential enemies.

This was one of the earliest adventures I wrote for this series.

The villain in this one is quite clearly an evil mentalist, if not by profession then by deed. You can set the level to create a suitable challenge for your players.

Referring back to the recent post on Murder Hobo PCs this adventure hook has the nice twist in that almost everyone thrown against the party is a completely innocent halfling controlled against their will.

 

Thrown Weapons in Arms Law. A critical component of combat.

A recent thread over at the RMU Arms Law Beta Forums discussed the viability of thrown weapons. The general impression is that thrown weapons aren’t used regularly by most players; according to the poll over 60% of player use thrown weapons 0-20% of the time. There are a number of reasons stated or implied for the low use of thrown weapons:

  1. Limited damage.
  2. Limited range.
  3. Limited “ammo”; once you throw it, it’s gone for the remainder of combat usually.

But there might be a systemic problem within Rolemaster combat that minimizes the use of thrown weapons–I’ll get to that in a bit.

First, let’s distinguish between larger thrown weapons like spears and war hammers and smaller less potent weapons like daggers, darts, shurikens, needles or even ball bearings. All of these smaller weapons are cool, add personality to players and NPC’s and are portrayed as being quite deadly in popular fiction. But in many RPG’s, small thrown weapons aren’t that potent; or as seen in the forum thread, rarely used.

Terry includes a lot of thrown weapons in his NPC’s. Wrist dart guns, axes and  shurikens are frequently used, but they are often magical (return via long door) or have other bonus properties (exploding flame cartridges or sleep powder). These “add-ons” overcome some of the real or perceived  limitations of thrown weapons, but also reinforce the idea that mundane small thrown weapons aren’t that usable.

So solution 1 is to enhance thrown weapons with Weapon Runes, poisons, or powders/pastes. I like this solution as it adds even more utility to the Herb/Poison skill and can be a accessible solution for lower level players.

Where and when does one throw a weapon? The base 50′ movement rate/rnd allows players to shift from long distance ranged weapon use to melee in a single round. 50′ is usually too far for effective thrown weapon use, and within 10′ it’s basically melee engagement. Throwing while moving incurs fairly high penalties and basically removes the ability of the player to use a more effective melee attack at the end of the movement phase. It feels like a small window of opportunity and combined with low damage, makes thrown skill less important when allocating scarce development points. Certainly everyone modifies or house rules their combat rounds, so ask yourself how your methodology encourages or discourages thrown weapons.

Therefore, Solution 2 addresses issues that might be arising from the RM combat rules itself by allowing for thrown weapon use in melee. If we consider normal melee engagement distance to be between 5′ to 10′ then allowing small thrown weapons at the outer limits of that range, as an extra attack, to be advantageous. We’ve worked this into our system with the “combat sphere” in our initiative rules and our individual weapon modifiers. With this system, if the “thrower” wins the initiative they’ve created a small space/distance to effectively throw (similar to the combat sphere of a polearm wielder). That means an opponent with a shorter weapon will be at a disadvantage against the thrower.

However, you don’t need to add those extra rules –just permit  thrown small size weapon use in melee with the understanding that the small give and take positioning of combat allows for gaps needed to throw. Allowing more flexibility with thrown weapons and adding some enhancements can make these small, even innocuous, weapons quite deadly!