Sleeping with the enemy!

This week my challenge is to read up on OpenD6. The reason for this is that they have have a very simple approach to descriptive critical wounds, they have hit locations based upon the attack roll and features like ‘stunned’ and bleeding. At first glance their combat system seems a lot less fluid or more cumbersome than Rolemaster but on the other other hand the rule set is a lot more flexible in that it copes with spells, shotguns and superpowers all in the core rules.

Mini Six is a bare bones system based upon the Open D6 core system.

One of my intentions is to scavenge any interesting spell effects for my magic system. I, like BriH, intend to create a stand alone magic system. I would like mine to be compatible with all flavours of RM, from HARP to RMU. It has a working title right now of SPaM (Spells, Powers and Magic).

What I can scavenge from OpenD6 will be added to spells I have scavenged from the 5e SRD spells. This continues the circular journey. RM was originally a set of house rules for D&D and now I am house ruling RM to add in the best of 5e.

The finished product eventually will be released under a badge of Open100 and be free for anyone to modify and extend. Take a look at this… In the ‘star’ box out (upper left) you can see how Might Six has taken and extended Mini Six…

Getting back to Magic…

SPaM will sit alongside my open monster companion. These two alone will be sufficient for any independent adventure writer to create standalone adventures for Rolemaster.

One of the points that BriH mentioned in his post http://www.rolemasterblog.com/spell-law-reconstruction-many-spells-many-powers-generic/ is that my ideas may be too freeform for a completely new GM and player group to have to construct entire spell lists right from day one.

The solution to that is also a solution to another problem. Many of the monsters need spell lists and innate spell abilities. One criticism of the monster rules in RMU was that you almost had to roll up every orc before you could play any combat. I don’t want to do that to my potential users. So the solution would be to create exemplar spell lists from my freeform pools of spells and the exemplars would be all the spell lists required by all the monsters in monster compendium.

So now you will get the flexibility of pools of spells and unique lists sat alongside exemplar lists.

I think that should address that weakness. Is it enough?

Spell Law Deconstruction: Too Many Spells. Too Many Powers. Too Generic?

[[Updated. While I was writing this Peter posted his Friday blog on the same general topic!]]

I’m fairly close to publishing a complete version of my BASiL spell system. At this point, I’m making it generic for use with any d100 system and will make it available on RPGNow.com. The project was always meant to be flexible and used with any system (much like the original RM!). I had already discarded the specific attributes of ‘Realms’, and replaced it by classification by casting mechanics.

Everytime I review or revise BASiL, I’m struck by the very same conclusions–and now after writing 50th level adventures I feel my instincts are dead on.

  1. Rolemaster Spell Casters have access to too many spells. Sure, at low level it doesn’t feel that way, but the number of spells scales up quickly. Part of this is the spell acquisition system in RM, but as a character progresses and gains A picks, they automatically gain spells without further effort. Individual spell acquisition addresses that issue/problem, but on the whole, higher level characters just have too many spells. By 10th level, most spellcasters will have 100 spells and by 20th they’ll have 300!!! What do you think happens at 50th level? Here is an example from the Atlas on a 34th lvl Navigator: Sulfean knows all Base Mentalist lists to 30th, Navigator lists to 50th, Open and Closed Mentalist to 20th. I think that’s over 400 spells!
  2. Rolemaster Professions are too similar. The causality of having too many spells is that as characters progress they become more similar and generic, and thus, Professions within a certain realm become less important. hmm. Personally, the idea that a high level pure spellcaster of any realm basically has access to EVERY relevant spell list is both boring and
  3. Basic Rolemaster Spell powers are too similar. I’ve discussed the need to better differentiate the realms powers and scope. Right now each realm gets the obligatory spell defense list, light list, movement list plus many of the same spells are imbedded in various lists in all the realms. Obviously I believe that creating a clear delineation between realms makes casters more unique and a more interesting choice when choosing professions or realms.

In my own campaign, “pure spell casters” (no matter what the realm) are resource limited to a core group of specific powers and perhaps a handful of open or closed spells using individual spell acquisition. On average, they are able to buy 3-4 spells/lvl which costs them about 1/2 their available DPs! Depending on the ‘realm’, they’ll still need to acquire magical language, prayer, mental focus, runes or similar complementary skill to properly cast spells. On top of that they need to develop PP’s as well!

  1. As Peter discussed in his last post, our pure casters are also very much defined by their core spell casting ability and are not the generalists they are in RAW RM. An Elemental Mage might have 1 or 2 elements but not ALL of them. Or a Mage may focus on defensive spells. Priests are defined by their core list that is dictated by their choice of diety. Mentalism is divided into 7-8 disciplines, with most casters developing a handful of them.
  2. My latest iteration of BASiL goes further in creating distinct abilities, limits and parameters between the realms.
  3. I like Peter’s focus on spell research and horizontal development of spells, but my players need a bit more structure and many GM’s just want to pick up play with existing rules. That said, both spell research and magic ritual provide a great opportunity for ‘free form’ or creative paths of magic.
  4. Scaling. I’ve always liked the optional spell scaling rules. In my game I allow scaling (via PPs) for range, AoE and damage multipliers but not duration.

Of the three issues I discussed above, I have addressed them thusly:

  1. Too many spells. My casters have fewer but more defined spell powers.
  2. Professions become more generic as they gain higher levels. I don’t use professions (though the process creates character archetypes that could easily be labeled).
  3. Realm spell powers are similar or redundant. I created more differentiation between the realms.

How many Spells is enough?

BriH touched on this with his high level adventures but a very high level spell caster is highly likely to have every open and closed list and every base list to the max. Obviously the rules in play can affect that. I am playing my lay healer in a game where almost everyone in the world has at least some kind of magic and every family has a spell caster.

In that game 10 ranks in learning a spell list is enough for automatic success and you can learn lists in parallel. You can learn one list for every powerpoint/level you gain. The GM also allows you to add your stat bonus to the spell gain roll if the chance is not automatic.

To put that in perspective due to background options I have 4 power points per level and a total stat bonus in PR of +50. At 1st level I had 7 spell lists and I am learning 4 more for next level.

If that sets the tone for the character going forward then by the time I am 6th level I could have every open, closed and base lists to 10th level. By the time I am 12th level I will have all lists to 20th. By 21st level I would have my 10 base lists to 50th level.

My character is exceptional. I pushed my PR to 100 with a background option and then rolled the skill at magic and got a further +25 bonus. Even without those extreme odds any pure caster should have nearly all the lists to 10th level long before they get to that level themselves.

In the game I run I am stricter on spell list acquisitions. You get +5 per rank and there are no bonuses to the roll. That is the RAW with no options in play. The intention was that a 10th level caster should have in the region of 8 lists. I wanted magicians to have fire law OR light law OR wind law not everything right across the board.

The problem with too many lists is that it gives you too many spells. Just from a playing perspective if you have 400 spells to choose from and many of them are stackable to create new effects then very few players or GMs will know all the options. I have always loved low level spells. Many of them have the effect based upon RR failure, like sudden light. So even though it may be a low level spell it can be devastating in the hands of a higher level caster.

Another objective of limiting the number of lists being learned is that a party with two magicians now do not necessarily have two of everything. The casters have very different lists and what lists you buy is an important strategic choice.

In my game it also promotes spell research as adding spells to your existing lists does not cost DPs in the RAW game.

I am finally zeroing in on the house rules I would like to fomalise for an alternative for Spell Law. I have touched on this many times in the past.

I am most definitely getting rid of all three realms. There is now simply just ‘magic’.

My lists are no longer linear progressions. Lists are now more like three dimensional cubes. In one dimension they still go from 1st to 50th. But I am bringing in HARP scalability so each spell can have a depth. I also allow multiple spells at the same level so lists can have a thickness to them.

A first level character starts with a couple of sentences to describe the list of their own devising.

The next step is that the player chooses a first level spell from a pool of all the first level spell to fill the first slot. Every slot may hold a spell of that level or lower. So in theory if there were two first level spells you wanted but no second level spell then you can take one as your first level spell and one as your second. Spells do not have names anymore, just effects. When the player adds a spell to their list they create a name for that spell. The names and the spells must fit the description at the top of the list. The GM can veto any spell on any list.

The point is to avoid a single list with fly, invisibility, fireball, lightning bolt and regenerate on it. Essentially characters could recreate fire law as a list or lofty bridge but slot in a few of the other related spells such as Sunfires into Fire Law or some of the channeling movement spells. More interesting though is mixing some of the barrier law spells with the other ‘wall’ spells from base lists all over Spell Law.

All the lists created by a single character should have a single theme of concept to them. So if you are “Pyromancer” then any fly spell would have you carried on fiery wings, teleport would have you leave in a column of flame and so on.

So far this is all untested at the game table. I hope I have given enough detail of how this would work.

My question is… If you really could pick all the spells on every list, now many lists do you think you would want as a spell caster?

P.S. My warhorse and I are travelling today and competing all weekend so you may have to wait for replies to comments as I could be a bit busy.

Mid-Week Musings on Rolemaster, Self Publishing and RMU.

I have a number of more comprehensive blogs I’m working on, but Halloween, work and other items put those off. On the plus side, I have a number of smaller items I thought I would collate into a mid-week blog post.

  1. Too Harsh? While it was generally ignored, was I too harsh on Hurin’s post on “shield use” in RMU? Of course, if you don’t have a RM Forum membership this might seem obscure since you CAN’T SEE THE FORUM W/O A FORUM LOGIN. If you have one, a whole new world of RMU discussion is available–it’s like a secret forum, but yet available to anyone that can hurdle the insurmountable barrier of yet another USERNAME/PASSWORD.  Anyway, my response was less substantive than emotional: I balk from complicated rules and more so as the RMU process unfolds. Bringing in new users is not about complexity (verisimilitude) but the NEAR APPEARANCE of reality and EASE OF USE. Later rule adds can complexity and options but despite my harshness (Hurin, sorry just having fun) I still get a laugh at my rules for shields: Here is my idea.“After the proposed attack, defender are able to expend variable AP’s to engage and counter, subject to a pro rate percentage of action based on the residual action available subject to situational awareness modified by the skills and offset by combat expertise. From this result consult the “Random Awareness Chart” for a “compliance factor” to be offset by the perceived  success roll on the perception static action awareness table.”                                                                                                               If those rules sound good, I literally made them up as I WROTE THEM. It’s crap. Worse than crap–its meaningless bureaucratic speak. the problem with the rule discussions is that it’s closer to my above “Word Salad” than rules bringing RM into the new market realities.
  2. New Rule: Wield Strength. While I haven’t posted up my own RM optional rule set–SWARM–I have posted up many sections of the rule set on the RM Forums. One item I left out, because it was so simple, was the MIN wield strength. Each weapon is given a min strength for use: any St under that applies a -1/1% to use AND the same penalty applies to fatigue checks. For example, a short sword has a wield of 75 so a user with a 60str would be at -15.
  3. 50 in 50. So we’ve started publishing our 50 adventure hooks. Most of these are meant to be hooks–but have also evolved into much more comprehensive adventures. I started with small “hooks” that were meant to be available via here at the RM blogs. IP issues, formatting and publishing expertise required a more complex process. The first, Spire’s Reach, is available now on RPGNow. Later submissions got more complex.
  4. I’ve put up almost 200 pages of RM/Shadow World material for free download on the RM Forums that I will start porting over to this site so it doesnt require a forum account to access.  If you haven’t checked it out, look at my Rolemaster 50th level adventure series: Legends of Shadow World, the products Peter writes and Azukial Games.
  5. Members. Peter doesn’t require a username to access this site–we believe is free access and information to better reach the RPG community. At the same time, we don’t and can’t really track users, users online or even downloads (unless they are set up as such). We have much less user info than a Forum system. With that, we appreciate every member or new member that takes the time to comment or add to this blog site. Thanks!

…and another Happy Halloween!

Brian got in there first with his Happy Halloween From BriH post. He signs off by saying that “I know  all of us at Rolemasterblog have a lot of work in store for the coming year.” This was timely as on Saturday we released our first mini supplement. I say mini as it is a single page adventure hook. This one was written by BriH and edited by Edgcltd, published by Azukail Games and sold on RPGnow. Now it only costs 50¢ but that is not the point.

Spires Reach is the first of 50. All 50 are already written and cued up. If we were allowed to give you NPCs in all their detail, Monster stats for the encounters and so on then these would not be just a couple of pages of adventure hooks, or locations or outlines of adventures. These would be much more substantial adventures.

You may ask who is going to pay even 50¢ for an adventure hook like Spires Reach? I don’t know the answer to that but they are selling as I can see the royalty reports.

I spent yesterday evening writing the next edition of the fanzine which looks like it is going to be the biggest issue yet. I am full steam ahead on converting monsters. These free to use monsters will mean that anyone can start to create adventure modules for any version of RM.

I am convinced that if there were a 3rd party industry for producing adventures and supplements for Rolemaster then the system would be more attractive to the gaming community. Right now RM is just a game people used to play in 80s. If anything Rolemaster is a bit like Latin, yes, sure a small number of people can still speak it but to most they think of it as a dead language. Rolemaster is not dead but it is going take a small band of plucky adventurers to take on the quest to save Rolemaster, especially if RMU is not going to be on the shelves until the 2020s!

If the RPG year starts now then the next year is going to be really exciting.

Happy Halloween from BriH at the RolemasterBlog.

Is there anything more connected to fantasy RPG’s than Halloween? Ghosts, undead, creepy tombs, dungeons etc?  For me the fall season is a great reminder of youthful pursuits, D&D and a new school season. Now, we get to enjoy the second season of “Stranger Things”–I blogged about this last year knowing that the show spoke to me, but didn’t realize how big the phenomena would end up.

In that spirit, I wanted to post several Halloween themed spell lists I put up over at the RM Forums.

Haunting Ways

Undead Hunter

Demon Hunter

The first(Haunting Ways)  is a bit whimsical, but could be  great lesser list for an Illusionist . Undead Hunter and Demon Hunter are great lists for specialized groups.

Anyway I hope you have a great Halloween..and…if you, like me, see the “fiscal year” of gaming around October, than all the best! I know  all of us at Rolemasterblog have a lot of work in store for the coming year.

The Ecology of the Vampire Bunny

Vampire Bunny

Vampire BunnyThe vampire bunny is a monster that appears in the Rolemaster Creatures & Treasures supplement, which is available as a PDF and print on demand book from RPGNow in the updated version, Rolemaster Classic: Creatures & Treasures, or as the original print edition from Amazon. This creature is not described in the Vampires section of the original book, and only its stats are listed.

Here is an ecology article on the vampire bunny, presented in the manner of the original ones found in older issues of Dragon Magazine.

The Vampire Bunny

The following is from a lecture given by the visiting Laan lecturer, the noted Blais Rongen, at the University of Kalingen in Sel-kai, in the year 6021 TEI.

“To this day it is not known for certain how the creature given the incongruously cute name ‘vampire bunny’ came about. Whether this creation was an accident or deliberate, or a combination of both is still open for debate, and there are different theories that have been put forward.

“One theory is that a vampire may have fed on a rabbit, for whatever reason – rabbits are not a vampire’s normal prey, so perhaps the creature was starving or otherwise desperate, or maybe it was just experimenting with new types of food, as a human or other intelligent being would.

“It is proposed that, for some reason, this feeding caused an unusual reaction in the rabbit – perhaps the vampiric disease combined with another disease which the rabbit was suffering from – and resulted in the first vampire bunny being created.

“Another theory is that the vampire bunny was a deliberate creation, whether this was done by a vampire or by a necromancer, or one who was both, who deliberately experimented on rabbits to create one that was vampiric in nature, using vampiric blood, magic, feeding or a combination to create a new type of vampire.

“Whatever the original origin, the vampiric strain has since been spread amongst the rabbit population at large, as the vampire bunny is capable of spreading vampirism.

“Rabbits are normally social animals that can be found in large groups. The vampire bunny is, by comparison, a solitary creature, although it will normally be found at least reasonably close to a rabbit warren, for the rabbit is the vampiric type’s normal prey. Two vampire bunnies in the same hunting region will attack each other, until one is either driven off or killed.

“The vampire bunny suffers the usual weaknesses of other vampires, and avoids sunlight and running water, resting underground during daylight hours. The vampiric rabbit also has many of the advantages of a normal vampire, too, which is what makes it dangerous. To harm a vampire bunny requires weapons that are silver, magical or wooden, such as the archetypal stake. They are also vulnerable to water and electrical spells.

“Just as there are different breeds of rabbits, there are different breeds of vampire bunnies. This difference would appear to be purely cosmetic, reflecting the appearance the rabbit had in life, as the vampires are willing to feed on, and able to convert, other breeds of rabbits, there are no reports of creatures other than rabbits being turned into vampires by the bit of a vampire bunny, nor do they seem to feed on other creatures, instead simply killing them.

“The differences between a vampire bunny and a normal rabbit are quite subtle and not immediately obvious. The rabbit’s incisors, which are already quite long, become much more pointed with the transformation. The hair colour of the rabbit also seems to alter, becoming paler. Some witnesses have claimed that a vampire bunny’s eyes “glow” in the dark, but this may simply be the normal reflection seen in an animal’s eyes when a light is hone in them which has been misinterpreted by the witnesses. Rabbits are normally active at dawn and dusk; the vampire bunny is completely nocturnal. The primary difference is, of course, that the rabbit no longer feeds on vegetation, but on living beings.

“The vampiric rabbit is more intelligent, or at least more cunning, than a normal rabbit, but it cannot change shape or transform into a cloud of mist, nor can it cast spells. One suggestion posits that the reason a vampire bunny lacks these normal vampiric abilities is that their intelligence is not raised enough to be able to use further abilities, and there is a theory that, if imbued with human intelligence, a vampire bunny would gain these abilities. Fortunately, no one has been foolish enough to attempt this as yet.

“The vampire bunny is a lot more dangerous than it sounds from its almost-cute name. Predators who normally feed on rabbits have had a nasty surprise when they tried to feed on the vampire bunny, and they are dangerous to larger creatures too, especially as the typical predator lacks the means to actually damage the rabbit. Warrens of rabbits that have a vampire bunny residing near and feeding off them tend to be larger than normal, as the vampire will not tolerate other predators hunting its food source, and will kill them when they are discovered, luring the predator in by pretending to be a normal rabbit, and then attacking.

“The vampire bunny is much faster than a normal rabbit, making it easily able to hunt them. It employs its bite as its primary attack, but it will also butt other creatures, especially those larger than it, often doing so in an attempt to knock them off their feet and thereby make them much more vulnerable to a bite attack. This butt has been known to knock full-grown men off their feet, in no small part due to the surprise incurred by being attacked by a rabbit.

“The vampire bunny does not generally seek out people to kill, unlike its larger kin, because it feeds off its own kind. However, any that blunder into its hunting range are in definite danger, a danger that is increased by it coming from what initially appears to be a small, defenceless prey animal. In conclusion, the vampire bunny’s lethality should not be underestimated; this creature is hard to kill, and impossible to harm for those lacking suitable equipment.”

New Generation Orcs!

Once upon a time Rolemaster was a drop in set of house rules for D&D. These monsters bring things full circle. These are the monsters from the D&D 5e SRD converted back to an approximation for any version of Rolemaster. Some monsters will be weaker than the official Rolemaster monsters for your version of Rolemaster. Some will be tougher. As a GM you should look at the monster and decide if you need to adjust the number encountered to take account of any variation in power.

Every monster has a mini stat block. Monsters exist to be killed, out smarted or avoided. They are not there to be invited home to meet the family, you do not need full PC quality stat blocks. These mini stat blocks are there to give you a ball park figures for when you need start making rolls for the monsters. Strength is a combination of Strength and Constitution, Speed is Agility and Quickness, Intelligence is a mix of memory and reasoning, Empathy is both Empathy and Intuition, Presence is a mix of Presence and Self Discipline.

Attacks and OBs.

I am not using the rules in the original Creatures and Treasures for converting AD&D monsters to Rolemaster. As Hurin pointed out some the RM2 monsters were a bit arbitrary. Another point is that original RM did not have multiple attacks. Two Weapon Combo did not arrive until RoCo2. The way that C&T dealt with multiple attacks was to increase the OB of the creature, part of the flurry of blows style of combat round. I am going back to the D&D style multiple attacks as that is what the PCs have. It also makes monsters slightly more dangerous as the more attacks, the more chances of that open-ended up roll!

Base Rate.

There is a big change between new and old Rolemaster and that is the round length. RMU rounds are 5 seconds, RM2 rounds are 10 seconds, HARP rounds are 2 seconds. The movement rates are quoted as per second, so you can time 2, 5 or 10 as you desire.

Armour Types

This is the biggest change between version. RM2 & RMSS have 20 armour types. RMC (with the combat companion) and RMU have 10 armour types. The listing will show both but 3/20 means AT3 if you are using AT 1-20. An AT of 2/10 means AT 2 if you are using ATs 1-10. Armour in HARP is expressed as a DB modifier. As a rule of thumb if you take the AT in the 1-10 scale and times it by 10 you can add this to the DB and you will not be far off the mark. So for example an Orc in this collection of monsters has an AT of 3/10, 2/10 means AT3 in RM2, AT2 in RMU and for HARP it will need +20 DB (2×10). Any number in brackets after the AT is the creatures natural DB rounded to the nearest whole +/-5. For example the orc has a Speed of 60. That is an approximation of its Agility and Quickness. Under RMU that would give a +2 stat bonus and a +6DB. Here it is rounded to a +5DB.

Overview

Comparing my Orc to a RMC Orc and we have the same movement and the same hits. The RMC Orc wears armour and carries a shield but this something that the GM can change. My orc has a higher OB. This is in line with the sample character sheets I have that all show starting characters are much more powerful than the original characters and NPCs bundled with books like Heroes and Rogues. The NPCs I was sent all, right across the board, had higher OBs, DBs and hits. They all also had higher perception skills which is equally life saving!

So here is the ‘open’ Orc that is usable with RM2, RMC, RMSS, RMFRP, RMU and HARP.

Orc

Orc Grunt

Level 3

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 50

ST SP IN EM PR
80 60 35 50 50
+15 +5 -10 +0 +0

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 67 Weapon Spear or Javelin

Environment: Temperate hills

Organization: Gang (2-4), squad (11-20 plus 2 5th level sergeants and 1 leader of 9th level), or band (30-100 plus 150% non-combatants plus 1 5th level sergeant per 10 adults, 5 8th level lieutenants, and 3 11th level captains)

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colours that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 3rd level.

Combat

Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the great axe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honouring a truce) only as long as it is convenient for them.

Orc Sergeant

Level 5

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 80

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 95 Weapon Great Axe or Spear

Orc Leader

Level 9

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 134

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 150 Weapon Great Axe or Falchion

Orc Lieutenant

Level 8

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 120

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 135 Weapon Great Axe or Falchion

 

Orc Captain

Level 11

Base Rate 5’/sec

Max Pace/MM Bonus Dash/+10

Size/Critical M

Hits 150

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 165 Weapon Great Axe or Falchion

So Where Next?

I think I have a working formula for doing a conversion from 5e to a sort of averaged version of all the RM flavours. These are not meant to be achieving a carbon copy of the Creatures and Treasures monsters but new and different versions. Many of the monsters will be completely new such as the Aboleth who simply does not exist in any flavour of RM.

I think these will be great fanzine material as that is less likely to fall into players hands. I can remember getting White Dwarf or Dragon magazine and really looking forward to new monsters that my players didn’t know. That is the effect I am after!

50th Level Adventures. Deconstruction & Design of Chapter 1: Legends of Shadow World.

Peter’s recent blog project, Thought Experiment, is leading RolemasterBlog into deeper discussions on design and balance issues. I thought this new direction creates an opportunity to review the issuesI encountered when playtesting my 50th Level Adventure Series. I just posted up a shortened version of Chapter 1: The Seers of Strok on the RM Forums, but I’ll include it below as well.

First off, the download is not complete and I intentionally left out some material that is either being fine tuned or will be included in the “final” product. Some of that material not included in the download:

  1. All Pregen characters, NPCs and creature stats. I’ll post these up shortly, since they are crucial to the use  of the material.
  2. Expanded encounters for Part II: The Journey.
  3. Detailed description of the Lense of Strok. Some info can be found in Emer boxed set MA addendum, but I’ve added powers and included in my growing Artifacts and Technology doc.
  4. Background on the Guthuruxx, Shadow Monks and overarching plot points–though I did outline the remaining chapters.

I don’t suggest I am a veteran of game design or module balance, but I have been GM’ing for quite a bit of time. Creating a 50th level adventure was a bit of a “blue water” challenge–the parameters of action and ability were broad enough that tight encounters or narratives no longer applied. I remember my first encounter with tourney style adventures; the “A” Slavers Series. In the first module of that series, every object encountered, every spell slot assigned had a singular purpose to problem solving. That doesn’t work in Rolemaster; the broad or creative application of skills or the sheer amount of spells expands the decision tree beyond a predictive narrative path.

Given that, I had to take into consideration: time lapse (a target of 3 hour play time), raw abilities ( can the PC’s win an encounter?), obtuseness of narrative (balance of clues, problem solving and continuation of storyline) and finally resource management (PPs, HPs, spells, herbs and magic items to finish the whole adventure).

My players ran through 3 iterations of the 5 part series. I didn’t change details enough that each run through resulted in new material for the players, but by that point we were more interested in play balance issues themselves.

Chapter 1 had 4 major parts/encounters:

Part I The Journey. The group used the mixed pre-gen party of “famous” personalities and thus, had Malim Pelax’s personal skyship for the travel to the Observatory from Eidolon.

Iteration 1. The players ran through a simple transit using my SW Encounter chart. Nothing of significance happened, it was a bit boring and didn’t create any conflict with the players. In a campaign, the time could have spent in exposition or role playing, but in a tourney adventure this proved to be needless. The choice was to add a relevant event or hand wave the journey away.

Iteration 2. To make the journey relevant, I added an encounter with Krylites. I imagined orbital bombadier bug from “Starship Troopers”: the Krylites fired slow but powerful “electro grenades” into the sky towards the Sky Ship. It added drama, but the players never felt in danger. Ultimately, I think it added some good atmosphere (along with randomly generated Essaence effects and weather ). I though Malim was going to throw some fireballs down but it wasn’t necessary.

Iteration 3. The Krylites added a cool effect, but I wanted to add real danger–but how do you that with a group of 50th lvl PC’s? A red dragon proved to be the solution! In the third run through the dragon approached the Sky Ship, curious and sensing the power of the players. I rolled for reaction and the Dragon was just curious, but his approach was seen as a threat and the players wanted to flaunt their powers assuming they were much more potent than the singular creature. They attacked the Dragon… Not the best idea. The Dragon eventually retreated but did some damage to the skyship (slowing it due to sail damage) and the PC’s lost about 10% PP’s, some small fire damage and 5% loss of magical item charges.

Part II The Approach. Once setting down the PC’s have to traverse 1 mile of extreme terrain: lava, searing melting heat and unbreathable gasses. since running wasn’t really possible (did I have Lava Running in my BASiL Fire Law?..note to check) I assumed 20 minute mile–120 rounds to the Observatory.

Iteration 1. Both Malim and Sundemar had “Elemental Shields” but they also needed “Gas Lungs” to provide total heat protection and breathing to the party of 6. However, the magic failure rate was 40%/Round and players suffered from loss of spell shields and incurred damage. The 40% seemed to high. Party lost 20% of hits, total PP expenditure of 7% of total and the loss of some magical items to melting!

Iteration 2. I reduced the spell fail rate to 10% but introduced the Karax to the environment. The party encountered 5 Karax, and lost spell protection several times. Vertogen died.

Iteration 3. I increased spell failure to 25% but added just one guaranteed Karax encounter for narrative purposes. PPs spent was 5%, HP loss was 10%.

Part III The Monks.

Iteration 1. In the first draft there were 12 Warrior Monks but were equipped with protective gear, Ceiling Running boots and potent shurikens. The battle took place in the library and caught the group by surpise. Combat was similar to the Matrix “Club Hell” ceiling fight , the Monks were hidden on the walls and ceilings and double teamed each PC. Vertogen was killed and 2 PC’s were badly injured!!! In fact the Monks probably should have won.

Iteration 2. I reduced the Monks to 8 but made them spell casting Monks. However, RM2 Monk spells basically suck and don’t add much to 50th lvl combat. The players won that battle easily.

Iteration 3. I went back to Warrior Monks but reduced the # to 10. The PC’s won, but they also knew what the encounter would be, so the Monks didn’t have the element of surprise. Nonetheless I was happy with this encounter but wonder if it needs to be run through again.

The Major Battle

Iteration 1. The first draft had 8 Guthuruxx Soldiers all with autoguns. The autoguns treated all AT’s as 1 (due to armor penetrating slugs)  and had a bonus to offset the implied DB that occurs with AT1. They strafed the group, killing 2 PCs (not Vertogen) but were killed quickly after. I was running a clock with The Hand having 20 rounds to complete the removal of the lense but the players moved on him quickly and Onyx intervened. Dragon, shmagon. Want a creature that can DESTROY 50th lvl characters? How about a Black Eog Golem.

Iteration 2. I reduced the Guthuruxx to 6 and dropped the time to 10 rounds. However, even with the shortened time, the players were able to bypass and intercept The Hand which disrupted the narrative.

Iteration 3. I reduced the Guthuruxx to 2 just to strafe and delay the players and had The Hand escape (with Onyx) quickly to the Portal. While a bit of a forced narrative, it allowed the PC’s to survive, NOT face Onyx yet and give them time to pursue The Hand through the Portal.

{{Updated}}. I just reviewed my notes and had the protective shield fail fail in Iteration 1&2 of the Major Battle. The building started collapsing, lava encroached and fires raged. It proved to be too much for the PCs, but it was dramatic and think I will add it back in my final revision.

At the end of Part IV, Iteration 3, the party was at 1/2 PPs, 25% HPs and averaged 15% in various injury related penalties. They could continue, but could they survive 3 more chapters?

Some broad conclusions:

  1. Since this was Chapter 1, it was meant as the introduction to the players, establish the narrative thread and become a test drive for the players.
  2. 5-10% resource loss seemed appropriate although that proved almost too much for them to survive later.
  3. Fixed timelines didn’t work for me. For fun and playability the GM needs to artificially force action events to continue gameplay.
  4. At 50th level, and for tourney adventures, subtle traps or clever “bits’ just don’t work, they impede gameplay. These adventures were more brute force events and storylines.

Some thoughts on the pre-gen professions.

  1. The Magicians (Malim and Sumendar) both faired well since by their levels they had virtually all Open, Closed and Base Magician lists. However, I think that’s a problem and in my own house rules total spells/lists are halved from RM2 RAW.
  2. The Navigator added a great mechanism via his compass and related Essaence flow competencies.
  3. Paladins aren’t a core profession but RoCo I was the most reasonable companion and so I allow for it. I gave Kroger the Phaon spell list and a handful of Channeling Open/Closed instead of the RoCo paladin lists. Kroger was the main tank of the group and while got beat up by the Monks, did well against the Demon warriors.
  4. Chomen Drah. With the Iorak base list, Chomen was quite different than the standard “Cleric” (you can see my thoughts on this HERE) The player really liked playing him and a did a great stoic,surly but competent PC.
  5. Jan. What can I say, I love Monks and always wanted to see a High level Changramai in action. While I stuck to RM2 Raw one small tweak I allow is missile parry–even for unarmed combatants. The Monk battle and the shuriken throwing was a fun battle.
  6. Final thought. Healing. Chomen was the only “Cleric” and Iorak followers don’t learn the Closed Healing list spells. I didn’t want to use the mage/fighter/thief/cleric trope so the only healing spells were a basic battle healing the Paladin had (concussion ways) and Jan had a self healing list. The rest of the healing was done via herbs. That also allows the GM to modify difficulty through herb allocation to the players as well.

Thought Experiment Update

I huge thank you to everyone that sent me character sheets!

The brief was intentionally vague to give everyone creative freedom. Most people produced a non spell using rogue or thief which is what I has sort of expected. My Xan is exactly in that vein.

Things that really stood out were that I got three RMU characters. Seeing as RMU is still in play test and the experiment was for people who had house ruled character creation I had only expected one RMU character and that was Hurin’s who uses individual skill costs.

An interesting aside here but RMU is not yet published and the developers are pretty determined to stick with category skill costs. On the other hand there is already one ‘officially sanctioned’ optional rule in the form of Hurin’s individual skill costs published in the Guild Companion completely undoing the developers work. Only in Rolemaster eh?

The fact that RMU character creation is being house ruled while still in play test make one wonder about what is being tested? My personal intermittent play test is still RAW but with JDales new tables applied.

Back to Xan

I have distilled the character down to just a few really basic numbers. If you were reading a module or adventure and she was an incidental NPC then you may just get a one liner.

The ‘average’ Xan taking every sheet I received looked something like this.

#Hits 64, OB (shortsword) +59, DB +14, Perception +28
She typically has 18 additional skill including primary and secondary skills.

If you compare that to the off the peg NPCs in Character Law (RMC version) you get

#Hits 20, OB (shortsword) +30, DB +0, Perception +15.

The house ruled characters are far more functional than the off the peg NPC. In addition nearly every Xan has a secondary attack and either multiple attack or two weapon combo and many have given her a thrown dagger as well.

Interestingly, one came back with a single spell list.

I do want to look at the characters in more detail later but I thought I should really do something immediately as you all took the time to send them to me.

So the immediate take away is that all these Xans are more functional than RAW characters. I make my starting characters more functional as it is more fun to be capable than not. There is more fun in being able to survive more than one hit with a sword, all baring the critical, than not. These heroes are more heroic than RAW player characters.

The impression I have got so far is that house rules in general are making RM more survivable for starting characters than the rules a written.

More to follow…