Diversity vs. Playability: Skills in Rolemaster

Today I’m looking at the ‘problem’ of skills in RM: consolidated skills (of which RMFRP is the paradigmatic version, and which appears to be a certainty in the new version, although with far less skills) or individual skills, each with their own development cost, as was the case in RM2. Let me nail my flag to the mast: I am rather more in favour of individual skill costs, primarily for the tremendous variety and granularity they offer. You simply can’t get that under the skill category system (although the RMFRP rules do allow a certain amount of tweaking, and my rather freewheeling interpretation of the talent rules enabled more).

Further to this is the issue of the dreaded skill bloat. It seems that many folks object – quite reasonably, I feel – to the tremendous explosion in increasingly fine-grained skills introduced by the RM2 companions (and carried over to RMFRP, although restrained and managed by the category system). I understand the objections: if you have, say, 300 skills and 50 professions, that’s a lot of trawling through tables in order to generate a character, and a lot of skills to study up on, in order to decide whether your Burglar is better off taking Defensive Manoeuvre, Feinting or Tumbling Attack, or just ignoring it all and retiring to a farm after buying ranks in Horticulture, Herding, Animal Handling, Animal Healing and Weather-watching.

I only wanted to play Rolemaster!

But, and here’s the thing, I love having that range of options – ridiculous though that may seem – simply because of the ways in which, as a GM, I can fine-tune races, cultures, professions and NPCs. I can understand how you might justify having a Prepare Herbs, Herb Lore and Using Prepared Herbs skill, or a Using/Removing Poison, Poison Perception and Poison Lore skill. I can imagine a rough-and-ready soldier who knows nothing of herbs, but has grown used to applying unguents to wounds. I can equally imagine a scholarly-type who has learned a bit about poison but has never handled it – or even considered using it! That argument makes sense to me, although there is, conceivably, a limit beyond which realism need go.

There are ways of managing skill bloat without consolidating or eliminating skills. The last RM2 campaign I ran I divided skills into Core, Professional and Extra-Professional skills. Everyone, regardless of profession, race or whatever had instant and permanent access to the Core skills. Then, each profession had 25 professional skills to which they had access. All skills outside that group of Core + Professional were restricted, requiring the expenditure of Character Points (which accumulated as the character reached Prime Levels, of which more on another occasion).

I’m including a link to a table showing an example of what I did in my attempts to manage skill bloat whilst maintaining breadth and diversity. This is the RM2 Hunter from the Arms Companion. I’ve not included the development point costs for copyright reasons, but the table is hopefully sufficient to demonstrate the idea. The listed skills show those available to the Hunter at level 1. They can’t consider new skills until reaching their next Prime Level (i.e. level 3). At each Prime Level, a character gains Character Points equivalent to 3 + the modifier derived from their Prime Statistic (the first appearing of their Prime Requisites, in this case Quickness), as if it were a Power Point stat, rounded down. (For example, if Bhorg the Hunter has a Qu stat of 95, he’d gain an extra 2 Character Points, giving him 5 in total. Bhorg could then spend his Character Points unlocking access to an Extra-Professional skill, or buying talents, or saving them for later).

I thought it a reasonably elegant solution, although like all my solutions, it generated a fair amount of work to get it up and running. I’d be interested in your thoughts on possible futures for this approach, any problems you locate and any possible fixes.

Rolemaster Races & Monsters: Friends or Foes?

I’m curious and interested about exploring niches of Rolemaster and fantasy RPG’s in a novel way–subverting tropes, high level adventures, monsters as PC’s, eliminating the Profession system etc. In my last blog I discussed some one-off adventures I’m working on that consists of a party of “monsters” and both Peter and I have written blogs about certain creatures being classified as a Race or Monster. All of this touches upon whether various creatures or traditional monsters would make good PC’s–a subject I’m looking forward to exploring much like I’m doing with 50th lvl characters.

But these questions ignore the broader issue–why are certain races and creatures “Monsters” or adversaries to begin with? Should PC appropriate races be determined by a race’s intrinsic morality? Does RMU’s creature creation system open the door for any creature (assuming a base level of  intelligence) to be played as a PC? Assigning levels, special abilities and skills to creatures draws them into the Character Law system–why not open the door a bit wider for PCs–not just more traditional races, but “monsters” as well?

 

Perhaps the residue of Gygaxian Naturalism reinforces our views that monsters reside outside the natural world and setting. Without a childhood, ecosystem, culture and hopes and dreams these monsters lack the foundations of “Personhood”–they are merely there to be obstacle to the players. But what if that weren’t the case? Perhaps your game world would be like the cantina setting in ANH or TFA–filled with an endless variety of races, creatures and monsters anthropomorphized for the purposes of a working game narrative. Perhaps “monsters” aren’t inherently evil, but motivated by the same self-interest and beliefs that direct us all.

 

Remarkable bird, the Norwegian Blue

I sometimes worry that with all the deconstructions and house ruling that we can end up not supporting Rolemaster but character assassinating it.

I also worry a bit about the fact that we all agreed to a non disclosure agreement to not discuss RMU publicly and now that is very much what we do.

I have also been up since 4am and I am not feeling particularly mentally scintillating right now so I want to point out something that may or may not have happened, not with a bang but with a bit of an under the radar whimper.

Way back when, many moons ago, BriH suggested 50 in 50 we tossed a few emails about and someone suggested that things like new monsters, new spells and new magic items were one of the things they always liked about the original D&D modules.

So when I wrote one of my contributions to the 50 in 50 adventures I create a new monster. I then promptly forgot about the monster and moved on.

The point of making the monster was that it would be my intellectual property, not ICE’s. Therefore I was perfectly entitled to publish its stats as long as we skirted around the fact that it was a Rolemaster adventure.

Well, on Saturday, when Azukail Games, published Where Eagles Dare I believe they published the first ‘free’ monster, that is free as in speech not free as in beer. As it happens I have written and published other RM adventures with more monsters in the Fanzine between writing Eagles and now but that is not the point.

Monsters, monsters everywhere!

I have had another one of my thoughts. I have a set of conversion rules I have created for getting from D&D 5e to a sort of generic RM, based upon the starting characters I was sent. It was suggested that the monsters would be better if they had skills and I think that is probably right. It was also suggested that giving monsters professions would be good. I think that is probably would be good as well.

So, what I was thinking was  this. I am going to install a wiki plugin for the blog. I will then create a page for every monster I have created so far and continue to do so for all future monsters.

The advantage of the wiki is that if for example you think a monster should have Ambush as a skill then you can edit the monster yourself and add the skill. From that moment on everyone can then see that skill. Furthermore, for skills that work significantly differently such as expertise in RMU vs skills in RM2 for example, you can add a modification to a monster and mark it as for a particular version.

Also, if I have created one or two basic versions of a monster but you want a shaman, that I haven’t created then you can add yours as either an additional monster or add it on to the bottom of the monsters page.

If anyone wants to use these monsters in their own adventures they can then link directly to the monsters page. This way they always get the most up to date version.

Another advantage is with magic and innate spell lists. So far I have listed genuine RM spell lists but anyone can go back over the monsters and reference the BASiL list that best fits.

This new monster section will appear on the menu navigation some time this week and I will start adding in the monsters.As with most wikis you will be able to see the change history and previous versions should you have to.

Is Arms Law Broken?

The only things that RM really has that no other system comes close to is Arms Law with its descriptive criticals and black humour. Everything else is pretty run of the mill, the skills are the same skills found in just about every rpg, stats are stats. The spells are for the most part just reworkings of standard fantasy fare. The only stand out feature is the combat system.

But Arms Law doesn’t work and really has never really worked. How many times have you had someone stood behind a wall get hit in the leg? Why can you never shoot a dragon in the wing? Ignoring Size rules for a second why does a glancing blow from  the jaws of a Tyrannosaurus Rex do the same damage as a glancing  blow from a mouse? The promise or the premise was that to hot and damage were combined so a good hit did more damage than a hit that barely succeeded but you can roll a 1000+ with an open ended roll followed by a poor critical and do no more damage than a mediocre roll followed by a decent critical. In fact a roll totalling 150 is identical to a roll totalling 1000+ unless you start adding in optional or house rules. The promise of the better the attack roll the greater the damage doesn’t really work.

The criticals are supposed to add flavour and a gritty realism to combat but if the text refers to a body part that is impossible to hit, due to cover or doesn’t exist it just makes more work for the GM to translate the critical text into something viable.

I don’t think one can really call 10th level ‘high level’ in a game where there is an explicit range of 1st to 50th but a combat centric character can easily have an OB up around the +150 by 10th to 15th level with 20-30 ranks, plus a stat bonus, level bonus and superior weapon. So as long as you can roll more than the targets DB you will max out the table almost every single time.

Then there are the criticals against super large creatures. The whole idea of weapon specific damage does out the window at that point and everything from martial arts to crossbows do exactly the same damage effects.

Then we get to tiny through to huge attacks and rank one to four in martial arts. The idea of damage caps work for maximum damage but not for minimums, mice can out bite dragons.

One of the things that people asked for was attack tables that went over the 150 cap. The 175 cap really did nothing to solve the problem that caused the complaint in the first place. If anything the fact that RMU kicks off play at 3rd level makes the problem worse as characters will have table busting OBs sooner. The RMU solution is DB inflation with actively-passive-running-footworky-shieldy-dodgy-parryingmajiggy.

Arms Law does not work but we put up with it like an old dog that smells like a damp rug and farts constantly, because we love it and we could not imagine living without it.

The size rules attempted to  solve the problem of an identical final attack roll from a mouse and a dragon bite doing the same damage, while removing the damage caps. This is the only thing that the size rules did well. If we use the compound tables with a bulk of the most common sizes all one table then you get a sticking plaster that functions in this particular instance.

The flaw is in the core Arms Law mechanic.

Roll the dice + skill + mods – DB -> look up the result, roll critical (if any).

This has never changed and is the core problem.

I am not suggesting this as a fully thought out solution, I am writing it on the hoof but…

If you took the bit that says +mods and moved it so that you get…

Roll the dice + skill – DB -> look up result, roll the critical (if any) + mods.

I have cheated a bit there as things like cover and magic and being stunned would effect DB but that is not what I want to focus on.

By adjusting the critical for size, something like +/-10 for each size step difference may work. Rearrange the results so the lowest critical results are feet and shins and the highest are shoulders, neck and head and you have a result that mice would be really pushed to ever bite a giant above the knee and if a dragon takes a swipe at you it is unlikely to hit your foot.

One of the breaking 150 options was to add +1 to the critical roll for every 10 over 150. This would work perfectly well. Now rolling up in the multiple hundreds would make a difference. You would not be rolling 500+ and then getting a critical of 01 and no bonus.

You can scrap criticals A to E and just have 100 possible critical results on a linear scale, maybe 2% or 5% apart. Now all criticals can be open ended!

Size need not be the only critical mod. If DB is about hit or miss, that is where parry belongs. Shields on the other hand can be used to turn a blow away, thus adding to DB, or by putting the shield in the way thus protecting the person so that can be used as a critical mod.

Cover may not add to your DB but it could protect against criticals from 01-30 for a low wall or from 31-80 if you are stood behind a cart with your head and feet visible but the rest of your middle section hidden.

Weapons could come with a critical mod. You are highly unlikely to stab someone in the foot with a dagger as you would have to really reach down intentionally to do so. A battle axe though is probably more likely to do a wound to the lower half of the body, (I stand to be corrected there as I am just spieling off ideas as they come to me). I can imagine parrying an axe coming down at my head or shoulders but the momentum and follow though taking the axe head down to the legs or even feet. As long as the size mods out weighed the weapon adjustments you are still most likely to get stabbed by a hobbit in your leg or abdomen, not the neck or shoulder.

All of a sudden you don’t need the size based multiples and reading up or down a critical tables in multiples of +/-10 is much much easier to do on the fly.

We no longer need this forced size multiples such as charging adding +1 size, now that becomes a critical mod. You even get to finesse things by making charging a penalty to hit, after all you are running around, but a bonus to the critical.

You do not even need the attack table any more. The attack roll becomes a 101+ skill check. You can combine the damage that would have been on the table into the critical descriptions so the skill roll is little more than a pass/fail/fumble roll.

If you combine armour references into the criticals e.g. If foe has a helm then +12 hits, otherwise foe is stunned 3 rounds +22hits. You now can roll out location specific armour and armour by the piece. Imagine an electricity critical  ‘Strike to the upper arm, if foe has metal armour then it is fused into a single piece -20 to all actions using that arm +20 hits, stunned 2 rounds. If organic armour then armour is destroyed +10 hits else, +15hits and burning 1 hit/rnd.’

We can add in breakage so all attacks are two d100 rolls either attack/fumble, attack/breakage check or attack/critical. That is nice and consistent with every action being two rolls ALWAYS.

Another alternative is that you have a traditional attack table of sorts but scrap criticals A-E. You now rename the columns Legs, Arms, Abdomen, Torso, Neck/Head. This makes it relatively easy to do called shots, you take a penalty to hit but choose the column for the critical. Weapons tables skew the columns to match the sort of weapon. So knives and daggers that are unlikely to hit something out of arms reach, like the feet do more arm, abs and torso criticals. Cover exclude unreachable criticals and position shifts the column left or right so attacking from above is more likely to hit the head than the feet. In this system you could have a single page of additional  Krush, Puncture and Slash Criticals but with columns for Wing, Tail, Tentacle and Fin. If a beast doesn’t have legs then the GM can substitute the tail column, if there are no arms then you attack the fins. Another creature may be all tentacles, head, body tail.

Arms Law was probably conceived on a wet Wednesday afternoon are a particularly dissatisfying D&D combat. Since that time it has remained basically unchanged for going on 40 years and not one of its shortcomings have ever been addressed.

The ideal solution may well be a combination of all of the above or things I have not even dreamt of but the fiddling around the edges of RMU’s Arms Law is not the right solution and solves nothing.

 

Extending the maximum result to 175 compared to 150 does nothing especially if people walking around with a +285OB. The 175 cap is a drop in the ocean. The most powerful PC I ever had had an OB of +193. It was extremely unusual for me not to do an E critical on almost every round. I don’t thinking going to 175 would have changed that.

To round it off, I think Arms Law is the heart of Rolemaster and unless it is looked at really critically and made fit for purpose then all the tweaks in the world will just make it slower and more cumbersome and not solve the real problems.

 

Rolemaster Unification: One Size Rule fits ALL!

For me, one of the great innovations in early RMU Betas was the new sizing/scaling rules. Of course, much of that rule was modified due to player feedback, but the core idea is still incredibly useful as a scaling and informational tool for the game. In it’s basic form, the size scaling allowed for damage adjustments between combatants of differing sizes. Player feedback argued that on the fly adjustments added to much work to the game flow, and subsequent RMU beta’s incorporated size differentials into the weapon charts. However, the size rules can be applied to more than melee attacks. What information does/can a Size impart:

  1. Toughness: A size difference implies that a larger target will take less damage from a smaller. However, a GM can also apply a size label to a creature that is different from their actual size to make them more tough and harder to damage. For example, a Steel Golem may be human sized, but for combat purposes be treated as Large or Very Large.
  2. Deadliness: Larger size opponents should do more damage to smaller targets relatively. But again, a GM can adjust size to model a unique deadliness or efficacy of a smaller creature to perform as if larger as in the example above.
  3. Geometry: Size labels can impart information about the general dimensions (DIMS) in relation to other objects. This allows the size rules to not only apply to beings, but to objects like vehicles, space ships, wagons, carts etc. This allows easier comparison of one object to another. For example, a Skyship to a flying Dragon.
  4. Capacity: Tying into geometry above, using the size rules to impart carrying capacity: weight allowance or # of passengers can impart useful game mechanics without further explanation. A medium rowboat could hold 1 human size passenger, a large tent could shelter 2 people, a very large cabin could hold 4-6 people.
  5. Weight: While size rules can bend and adjust to scale certain effects, it is also a placeholder for weight/mass. That can be useful in Ram/Butt/Crush results.

What mechanic can use the Size rules? Combatants and melee have already been changed in newer Beta rules, but that doesn’t mean the mechanical framework should be dismissed.

  1. Spells. Spells are often defined by range, AoE and a presumed default size. Should a massive dragon cast the same size firebolt as a 7th level magician? With size rules, it doesn’t matter–size is established via the Spells or the size rules. In addition, size rules can establish effective radii. A small fireball might have a radius of 5′ while a medium would have a 10′ radius.
  2. Traps. Looking through the old MERP modules it’s clear that traps were a prominent feature. Most traps deadliness were modified by 2 components: a + to hit and a multiple of damage. Both had to described. With size rules you can just scale traps up or down via size. Not only does that model efficacy but it sets size parameters as well. A “Small” 5′ wide pit trap isn’t going to be a very effective on a Huge Troll.
  3. Structures. As discussed above in capacity, the size rules can establish occupancy limits for huts, tents, lean-to’s, cabins, towers etc.
  4. Vehicles. Rolemaster is part of a wider genre ecosystem. Spaceship hull sizes can be quantified in the same way a Dragon, Kraken or other gigantic creature.

The great aspect to the size rules is that its incredibly easy to add  categories-especially if you don’t worry about qualitative labels. I use 10 sizes, I-X, just to make scaling calculations easy and direct. Is it possible to add more? Yes, it’s easy and “scalable”. Certainly, for Scifi or modern settings it might be helpful to expand the sizing: smaller categories for molecular/nano level objects and much larger to incorporate massive space stations or even planet size categories!

I’m not re-arguing the role of size scaling in combat–only recognizing the power of scaling efficacy as short-hand for the Rolemaster system to unify 5 varying aspects of a creature or object. As a GM I find it invaluable.

 

Land of the Basilisk

So this week I am on holiday in Basel, Switzerland. Now I don’t know which way around it went but either the basilisk is named after Basel or Basel is named after the monster.

This is a city that celebrates its monsters even the Munster (cathedral) has the basilisk front and centre.

The basilisk is just to the left of the main entrance.

In the town centre is a hole in the pavement and a plaque that says that if you look down and the basilisk sees you. Its sight will kill you. Which begs the question of where is the health and safety there then? I do wonder if my travel insurance would pay out, probably not if I had put myself in danger by looking for the basilisk.

Basel sits on a geological fault line and is prone to earthquakes. It is easy to imagine why the city could have grown up with the belief that there was a subterranean monster living under it.

Now I do like putting inspirations together and I woke up this morning with the outline of a Christmas adventure. Imagine a peaceful holiday scene in a provincial town. The townsfolk gather in the market place to sing songs of thanksgiving by candle light.

Then the ground starts to heave and convulse (rolling moving manoeuvres to remain standing) as masonry starts to fall from buildings (fall/crush attack table from 40′ up).

Panic ensues and people scatter just as the central temple beside the square explodes in a hail of stone and fire. As the dust clears, where the temple once stood is now a dragon slowly flexing its wings and most of its length still hidden in a great hole in the ground from which it emerged.

I am picturing a red scaled dragon wreathed in smoke and flame.

Your gift to the characters if of course instant hero status if they save the town and a bucket of experience if that is the way you roll.

Basel’s Basilisk

 

Sunday Musings. Projects in the queue and the Monster Squad!

I hope everyone had a great Thanksgiving! (here in the USA).  We are winding down another year at Rolemasterblog so maybe Peter will do a “Year in Review”? We have lot’s of ongoing projects and some cool stuff planned for 2018. Personally, I have so many irons in the fire it’s feeling a bit overwhelming! I thought I would do a quick overview from my persective:

  1. Back in April we started a challenge to write 50 Adventures and publish them over 50 weeks. Now we are heading into our 5th week! These are short adventure hooks, place, ideas or small layouts you can drop into a campaign etc. You can find the latest HERE with links to the others already published.
  2. Legends of Shadow World (LoSW). Along with the 50 in 50, I decided I wanted to design a high level adventure for Rolemaster; both as a challenge and to really test the system and rules. Ultimately, I ended up with a 5 part tourney series using 40th to 50th lvl PC’s. The first Chapter can be found HERE, and the second chapter The Temples of Muartaar will be available shortly.
  3. BASiL. My rewrite of Spell Law has turned into a beast–I was fine tuning spell lists and ended up adding over 3 dozen more lists in the last few months. I think I am almost at 250 total spell lists with 25 or 30 that are Shadow World specific. The individual spell count is just over 6500 spells with a lot less duplication that the original Spell Law. My hope is to publish these under a generic d100 format: either by individual lists, groups or realm.
  4. The Book of the Pales. I have this 85% done, but started working on a few other things. I’m hoping some downtime over the holidays will let me finish this sooner. I’m enjoying this work–it greatly expands upon the Pales in Shadow World, establishes some rules for adventuring, adds new creatures and explains some underpinnings of the world to support assumptions in Summoning/Gate spells. Interestingly, this has led to a broadening of the work into the more alien, non-physical realms like the Outer Void.
  5. SWARM. I’m debating whether I should bother uploading my SWARM ruleset–either as alternative rules for RM or as a generic d100 book.  Rules are so arbitrary and every GM has their favorites, I’m not sure this would appealing to anyone and adventure content and new spell lists might be more useful than my  rules.
  6. LEGENDARY SERIES: Monster Squad! So my new project after LoSW is a series of adventures using a pre-generated group of…MONSTERS!!!! (btw: isn’t a monster just a point of view?) . A recent post on the forums HERE along with several posts Peter and I did has had me thinking about a adventure group made up of traditional “monsters”. I’ve always like to subvert tropes in my games, and the premise of flipping the players perspectives to that of traditional foes is very appealing. This follows with the recent tradition of a band of anti-heroes like Suicide Squad or League of Extraordinary Gentlemen.

The original Monster Squad would make for a great classic adventure–I’m going to write that and post it next October for Halloween. This would include:

  • Dracula (Vampire)
  • Mummy (Egyptian Pharaoh)
  • Creature from the Black Lagoon (Lizard or Merman)
  • Frankenstein (Flesh Golem)
  • Wolfman (Were Creature)

Unlike the movie, this adventure would have the creatures as pre-gen PC’s. I’ve got a great outline for an adventure that would be around 15th to 20th lvl and 3 ideas for plots and foes. What possible enemy or situation would force this group to band together…and save the WORLD?!!

A couple of ideas I’m tossing around for a Monster Squad set in Shadow World:

  • Demons. Erickson uses Demons as NPC’s in his Malazan series and in fact, has some chapters written from a Demon’s perspective. (he was magically wrenched from his farm and found himself in the middle of a battle)!!! I already discussed Neng, but how cool would it be to have a Pale III or IV as a PC?
  • Undead. Playing a vampire is obvious..and cool..but how about a Wraith or Lich?
  • Fey. I’ll write the adventures for Shadow World, so throwing in a Dryad or other Fey might be interesting.
  • Krylites. Insect humanoids! Electricity guns! yep that’s cool!!
  • Golem. I just finished the book Heart of Stone and used an Eog Golem in my LoSW adventures. I like the idea of a sentient construct as a PC. Flesh Golems are neat but how about one of stone, steel or enchanted alloy?

My last idea for the “LEGENDARY SERIES” is an adventure using holiday/fantasy creatures. This might be a great intro adventure for kids or just a fun version for Rolemaster Lite/d100. Something like this:

The goal is to create on-off adventures using famous characters to add some fun and accessibility to new players but using the gritty RM ruleset. Who wouldn’t want to “E” 66 Santa? Any suggestions for a cool Monster or character PC?

 

Relative Adventuring

This is not my idea but one I have borrowed from the Conan game by Modiphius.

Imagine you are reading an adventure module for Rolemaster. The adventure describes an ambush by goblins at a river ford. In the details it says ‘There will be two goblins for every character’. In the next encounter, in an outer chamber of the goblin lair the numbers are ‘There will be three more goblins than characters.’

Every encounter describes the strength of the encounter relative to the strength of the adventuring party.

We all know in RM superior numbers can be the critical factor in a battle. Even a first level character can open ended and kill anything in the first round if they are lucky enough.

My party of 5th level characters got into serious trouble against a raiding party of kobolds. The same raid against D&D characters would have been a non-event.

So the idea is that the level that the adventure is pitched at is highly flexible. If you write an adventure and the main bad guy is a 70th level drake then that is not a starting adventure but more middle of the road stuff just flexes to meet the strength of the party, not by level but by threat.

This has never really been an issue before now, but as the number of monsters available grows and now eDGCLTD is sowing the seeds of self publishing, BriH is asking about short form monster stat blocks all the pieces are coming together for unofficial RM modules.

So what are your thoughts?

Rolemaster Profession Review: The Many Flavors of Magic-Users.

I got a couple emails on my last blog regarding Shamans so I thought I would expand the conversation to include “Magic-Users”.

First off, my over-arching point about Shamans is an extension of my discussions on Clerics and Priests in general. The Rolemaster Cleric is really just the Channeling archetype; there are numerous variations that could be treated as “sub-classes” or unique Professions (like Shamans or Animists). Herein lies a systemic problem with Rolemaster–what determines whether a class idea needs a whole new profession with base lists and individual skill costs or whether it can just be a variation of skill selection using an established profession? Why have an Animist/Druid and not the Shaman? Why should there be a “Barbarian” profession and not a “Mercenary”?

The same could be said for Essence users–why is there just a “Magician” and an “Illusionist”? To fit into the D&D system? Instead, let’s flip our viewpoint–there are just Pure Essence Users, but their title (professional name) is dependent on the class or type of spells they master. Since I’ve expanded the elemental lists with BASiL, there are now enough spell lists for each elemental type that there at least half a dozen Magician types. Add in a few other tropes and the Essence Caster can be expanded just like the Channeling Caster.

Here are some templates that I use in my SW campaign:

“Elementalist”. This a broad term for a Mage that has mastered one or more of the Elements: Wind, Water, Earth, Cold, Fire, Light, Dark. Depending on that focus they may have a more specific professional name: FireMage, Windlord, Earthcaster, Dark Magician, Light Wizard etc. (In our campaign, “Elementalist” is the moniker for a Mage who masters 3 or more Elements and an Archmage is a caster who masters 3 or more “realms”).

“Aspected Mage”. This is Mage whose core powers are focused on an aspect or discipline: “Sound”, “Defense”, “Dimensions”, “Necromancy”, “Magic”, “Demonology”–really the sky is the limit. Generally I like to have at least 3 similar spell  lists to define an Aspect or Focus; otherwise I’ll just throw the list into open or closed. Obviously, I stick to BASiL, but with the various Companions including Elemental Companion, Guild Companions and user generated lists, you can put together a HUGE list of possible Mage focuses.

This process creates very diverse but specific Mage types; each with their own strengths and weaknesses. Peter has discussed rolling Channeling into Essence–doing that would greatly expand the various Mage disciplines: you could have “Healing”, “Creations”, “Weather”, “Flora and/or Fauna” aspects for Mages along with the traditional elements and other standard RM Essence lists.

Now, imagine if you will your players encountering their opponent: a Mage surrounded by his minions for the final battle. They know the Mage is an Essence user…but what else? Now it’s not just a binary choice between a Magician and an Illusionist. Do they buff themselves against heat? cold? electricity? What if the Mage has mastered the Shield Law spells (BASiL). He would be able to buff his followers and himself from Elemental attacks, spells and missile and melee damage to a great extant. That’s a whole different tactical situation than what the PCs may be use too!

By simply broadening the spell lists and grouping them thematically, you can create dozens of distinct Mage types. This is not the same as allowing players to cherry pick the very best lists for their BASE. This doesn’t ‘break’ the game but adds a tremendous variety to it.

Open100 Vampires

I had a need for a vampire for a Rolemaster adventure last week. So rather than going into Creatures and Treasures I went the the D&D 5e monsters.

Today you get to see my free to use Vampire and this one has a few skills(just perception and stalk and hide)

Vampires

Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves. Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors. Vampires speak any languages they knew in life.

Vampire

Medium undead (shapechanger),
Level 25
Armour Type 1/20 1/10 (+20DB) (natural armor)
#Hits 190
Speed 6’/sec.

ST SP IN EM PR
90 90 85 75 90
+20 +20 +15 +10 +20

Skills General Perception +100, Stalk & Hide +45
Languages the languages it knew in life
Environment: Any
Organization: Solitary or pair
Vampire are undead creatures that come into being when vampires slay mortals. Vampires remain bound to their coffins and to the soil of their graves. Vampire appear much as they did in life, although their features are often hardened, with a predatory look.

Combat

Vampire use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable. Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking and flying speeds are the same as a normal bat. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It gains +25 on all Strength, Constitution and Agility resistance rolls, and it is immune to all non magical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a resistance roll, it can choose to succeed instead.
Misty Escape. When it drops to 0 hits outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hits in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit. After spending 1 hour in its resting place with 0 hits, it regains 1 hit.
Regeneration. The vampire regains 20 hits at the start of each round if it has at least 1 hit and isn’t in sunlight or running water. If the vampire takes fire or electrical damage or damage from holy
water, this trait doesn’t function at the start of the vampire’s next round.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, as if it had the Monk spell Ceiling Walking (Monk’s Bridge 20th Level).

Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes an A Fire critical if it ends its round in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes a A Fire critical when it starts its round in sunlight. While in sunlight, it has -25 on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). +155 OB martial arts rank 4 OR a Medium Grapple
Bite (Bat or Vampire Form Only).Tiny Bite (bat form) or Small Bite (vampire form) +136OB, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Takes an automatic D piece critical (to the neck). The Vampire regains #hits points equal to the total bleeding damage taken by the victim. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. Charm. The vampire has Spirit Mastery to its level and 1PP per level plus any additional power points from items carried. This is used to charm and subdue victims.
Children of the Night (1/Day). The vampire knows the Animist base list Animal Mastery to its level but the effects only work on Rats, Bats and Wolves.