Rolemaster Profession Review: Thoughts on the Warrior Mage.

Hurin wanted Rolemasterblog to tackle the Warrior Mage next, so I put aside my blog on the Mystic and spent some time reviewing and thinking about the Warrior Mage. I can’t recall any of my players choosing a Warrior Mage, but I know that the Warrior Mage is VERY popular among players and controversial as well. Hurin is doing a rebuild of WM spell lists and is a proponent in general, so I thought I would take an opposing view of the profession!

One of the first issues for me, is that the Warrior Mage doesn’t feel like a “Profession” like other RM semi-spell users. Instead it’s really a multi-class, A Fighter-MU that combines the 2 most popular PC aspects: combat and elemental attack spells. Not only does it merge the best of 2 classes, but it fully embraces the Fly, Sleep, Charm, Fireball cornerstones of the fantasy Magic-User.

What’s in a name? Most RM Professions carry an implied conceptual design with their name–a topic we visit with these blog posts. Most people have a clear concept of a character when they hear words like: Bard, Ranger or Paladin. These Profession names evoke class tropes, literary references and a skill and power framework. We don’t call a Ranger a “Animist/Fighter” or a Paladin a “Cleric/Fighter” even if those descriptions are technically accurate. Profession names carry enough referential information that we can even argue over skill cost minutia. Of course some of these Professions imply a setting or specific social construct but the Warrior Mage does none of that. What do you think of when you hear Warrior Mage? Probably that it’s a great character because there is both fighting ability and useful spells–but what’s the context? It’s merely a Chimera–a combination of two primary ABILITIES, but without any conceptual framework. While we may disagree on small details of varying Professions, we immediately get the concept of an “Astrologer”, a “Beastmaster”, a “Dervish” or a “Moonmage”. There is connotation. I just don’t get that with a Warrior Mage. To me, it feels like a work-around and a class designed by a player not a GM. A RM Magician can already allocate DPs to learn combat skills–the Warrior Mage just accelerates and amplifies that outside of the game balance. The Warrior Mage spells feel cherry picked for power and utility–in some ways they feel BETTER than the Base lists of the pure Magician spell caster!

Spell lists picked and designed by a player. There are several versions of a Warrior Mage, but let’s stick to the original in RMCOII. In this version, the Warrior Mage receives 3 Base lists and a suggestion for a 4th: Minds Touch, Elemental Ways and Highriding. The 4th suggestion is Body Renewal, a Monk base list. If a player could individual choose spells and put them into their own lists, I’m not sure you could do better than these. I’m not making a argument for the inherent power of the spell lists–I realize that there is an argument that they are “overpowered”. I just don’t like the incredible bias of these lists.

Minds Touch. Basically combine Spirit Ways with Telekinesis and you get the 4 incredible spell abilities: Charm, Sleep, Telekinesis and Telepathy. All great for in-game use!

Elemental Ways. Why bother with a handful of Elemental Spell lists organized by the Element, when you can just bundle the ALL the best spells of a Magician into a single Base list! Fireball, IceBall, Fire Bolts, Ice Bolts, Water Bolts, Shock Bolt at 2nd level and Lightning Bolt by 12th.

Highriding. My favorite! Flying, Longdoor, a Tensers Floating Disc and even Teleport. Wow!!!

The final suggested list is Body Renewal–a Self Healing list that rounds out the Warrior Mage as virtually a self-sufficient offensive machine. While the WM base lists don’t have spells from 16-20 why bother? Most games seem to run at player levels less than 15th, allowing the WM to put together a basket of great spells by 10th.

Profession as a Trope. So I want to return to the Warrior Mage as a template beyond a Fighter-Magic User or semi spell user/Essence. I’m not opposed to a simple Essence semi-user, but that doesn’t really fit into the RM system does it? Is there a better set of spell lists that aren’t: a teenager’s masturbatory idea of a PC; imbue the Profession with a concept or connotation like other Professions?

I’m going to think about this further. Since I can already build a Magician that spends Development points on a combat skills (yes, at a high cost), I want to see a Warrior Mage concept that is unique or inspires roleplaying ideas. Of course, I always think of Professions in relation to Shadow World–in that setting there are some ideas that could make great templates for a WM: Cloudlords, Xiosans or the Guarla of the Raven Queen. Any of those might work as an organization of Semi-Essence professions, albiet with specific organizational spell lists rather than the RMC II Base. I’m interested in seeing what Hurin comes up with! What are your thoughts?

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Spell Law Deconstruction: Building Spell Lists to 50th lvl.

Image result for spell law

Now that I’m posting up some more spell lists–Mentalism primarily, I’m tracking comments and feedback on the forums and here at RMBlog. The number one issue I see is the desire for spell list reductionism, maybe build 10 spells per “list” and allow for creative scalability similar to or identical to HARP.

That is a compelling thought, but after writing a ton of spell lists I wanted to put my own thoughts in order.

  1. Distillation. Rebuilding classic RM spell lists typically requires some trimming. Many spells within a list are redundant: not just the spells that progress as I, II, III etc, but different named spells that do similar things. Distilling the essence of a list can really reduce the total number of spells which makes a scalable spell system very appealing!
  2. Spell scope. I’m not a fan of kitchen sink style spell lists, but do see a fundamental difference between the realms. Essence should be very tightly focused around a key aspect, Channeling should allow for much more variability based on the particular god and I see Mentalism lists following a shared mental mechanism. Using these basic rules provides different ways to build lists in different realms.
  3. Compatibility. A major motivation to maintain the 1-50th spell lists is basic compatibility with RM and Shadow World.
  4. Built in scalability. Many of my lists are built around 3-6 spells, that progress from I-V and maybe include a mass effect. If each spell repeats every 5 levels that takes up a chunk of the list, but also gives a repetitive appearance that seem suitable for scaling. However, the spell versions don’t just scale progressively, but change in target size, AoE, Range and other aspects that provide “more bang for the buck”. General scaling assumes increased power point cost/expansion of range, area, damage etc. So from an efficiency standpoint, higher versions of the spells in BASiL provide a better impact/PP than just linear scaling. “Spell II” isn’t just 2x better than “Spell I”, it can be 3x better or have expanded efficacy or powers as well.
  5. Opportunity and tactical cost. By having built in scaling, players can use higher or lower level spells based on the target, PP consumption and risk/reward calculations. Of course, that’s also one argument for Scaling spells, but the PP usage will be much different per #4 above.
  6. Level assignment. One of the more difficult aspects of designing a spell list is deciding what level to make a spell. Part of me wants to calculate an estimated “power cost”, while other times I’m thinking of utility and game balance. For instance, the big three: Charm, Fly and Invisibility can be very unbalancing to the game, but perhaps shouldn’t be based on “power needed” or some other arbitrary assessment. Some lists just can’t be distilled into 10 spells with scaling options. Some spells need to be higher level to reflect their real power and also make them unavailable to lower level players.
  7. Vertical versus horizontal acquisition. RM (and probably RMU) is build around horizontal model of spell acquisition. Generally players will know more spell lists than overall spell levels. For instance, a 5th lvl caster may have access to 5-10 lists but can only effectively cast to 5th level without risk of failure. In BASiL, it’s the opposite. I use a levelless system so players generally know a few spell lists to higher level. That gives them more powerful, niche abilities. It’s just the way I like my game to run–hard specialization versus the generalization of RAW.
  8. Keystone spells. I still like cool spells that can be found at 10th, 20th and certainly 50th level. I try to add something unique or interesting at these levels for players to look forward too, or to give the list a “bump”!

I guess sticking with RM I wanted to improve on the originally 35+ year old Spell Law and incorporate spell ideas and powers introduced since then. But if I were to start over, I would take a hard look at a HARP scalable system. Or maybe just use HARP rules?

Many of you also build your own spell lists. Do you have build guidelines, mechanistic philosophies or other design criteria that help you in the process?

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Burning of Novikov

There is a new adventure available on DriveThruRPG that is compatible with RM2/RMC and RMFRP. This time it was not written by me. It was written by an Argentinian writer called Ignacio M and art by Dyson Logos and Rick Hershey.

My involvement was to hunt down the book and page references for the different versions of Rolemaster.

What is exciting about The Descendant Revenge: Burning of Novikov for us is that this is the first of a three-part series, it is new writer bringing their ideas to Rolemaster and it is another low-level adventure for people who may be interesting in trying out Rolemaster but don’t want to spend too much money on a Shadow World sourcebook just to get the adventures.

Add this one, or three, to the standalone adventures that Terry is writing and it starts to make Rolemaster look more like a living breathing system.

Ignacio referred to Rolemaster as a ‘cult game from back in the 80s’. I think that is part of the problem. Because there are so few signs of life, people forget that Rolemaster is still alive and kicking.

Normally, a mention of Rolemaster brings on references to Chartmaster and Rulesmaster, so cult game form the 80s is an improvement, of sorts.

I am hoping that I have started a very small snowball rolling here.

Descent has already gathered a few sales, which is good. Ignacio is pleased and is telling people, other writers about it. If I can encourage more writers to write for Rolemaster that has to be good.

I am going to end with a tired old message: *IF* Iron Crown had a community content program, which is free to set up, and if they don’t know how then I am more than happy to do it for them, these adventures would be better. Rather than referring to just book and page for monster stats they would give the GM what they needed right there on the page. If people were allowed to use some of the artwork from the core books then we would not be using stock art from, mostly, DnD inspired artists, we would be using genuine Rolemaster art. Rather than pointing to stock NPCs from Character Law, we would see more fully statted out NPCs.

Right now ICE earns nothing from these adventures. The writers skirt around the restricted parts of ICE’s intellectual property. Not having a CCP is not protecting Rolemaster from anything. It is not protecting the brand or funneling people to the official adventures because third party adventures are being written and released regardless.

The only effect of ignoring CCP content and content creators is that ICE is losing 20% of something in a vain effort to protect 100% of nothing.

In previous Community Content discussions, it was all rather theoretical, but now the third party content is real, it is happening and real money that could be spent on moving RMu along in the form of freelance line editors and layout artists is being lost.

There is something else being lost as well. Every writer buys the rules that they are aiming to write to. They need to know what bases they need to hit. Every writer will promote their own work. A Rolemaster CCP would drive sales of RMu when it is released and the current rules today. Not many copies but even one copy is money in the bank. The more writers the greater the social media reach. All this is being lost.

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Spell Law Deconstruction: Base Lists

RM Spellcaster Professions are defined by 2 game design factors: skill costs and base list. Skill costs are only significant for levels 1-8th (due to declining rank bonuses and professional rank bonsues), while Base Lists have since taken on a disproportionate share of Profession identity and ability.

I have two issues with Base Lists: the “forced-learned” aspect and the “all-profession” trend that started with the Rolemaster Companions. (further explanations forthcoming..)

First lets consider the “force-learned” angle of Base Lists. It’s argued that Professions, and their associated skill costs, model aptitudes of learning. While I don’t particular buy that argument, I at least understand it. But how does one’s aptitudes apply to spell lists? Isn’t any education/learning dictated by what’s available to learn? Whether that’s through books, tutors, mentorship, institutions or guilds, education (skills) should be driven by availability and access. So yes, I can see that a character may have an aptitude for spell casting in general, and even maybe an aptitude for a specific spell realm, but I can’t get my head around the idea that by merely selecting a Profession then mandates a specific set of 6 spells lists they are inclined to learn. Of course the larger argument is that game design requires that a Profession template drives skills and spells, and in return skills and spells reinforce the template. A virtuous loop.

My second issue with Base lists is the “all-profession” trend that I feel has crept into the design process. What do I mean by that? It feels that new Base list builds are driven by the desire to balance all aspects of the character–regardless of traditional non/pure/semi trade-offs. In other words, many newer spellcasters have a mixture of offense, defense and utility spells that make the Profession independent of group balance-they basically have no “flaws” or shortcomings! Starting in RMC I, this idea has been wholly adopted without a second thought. What are some examples:

  • The inclusion of a “Self-Healing” spell list. What’s better than not having to rely on a Healer, Cleric or Lay Healer!
  • The addition of a elemental spell list with major attack spells. Everyone wants at least one directed spell or AoE elemental spell.
  • Use of spell lists and spells that just give significant bonuses to skills or actions. Instantaneous spells that give +25 to the next melee attack? Very nice.
  • “Potpourri” spell lists that are a grab bag of the most useful or effective spells in category spell lists. Why bother with 2, 3, or even 4 Open or Closed lists when all the best spells are distilled into a single Base list!

I think there are many reasons for this:

  1. “Power Creep”. Many new classes were designed to improve upon original RM professions that were deemed too weak or game ineffective.
  2. Blank slots. If you have older spell lists with lots of empty slots it makes sense to fill them in. Making new spells is NOT that easy–so it’s a quick solution to just drop in spells that replace core skills OR spell abilities that flesh out the profession.
  3. “Balance”. For some, each Profession should be internally balanced: have a mixture of skills, abilities, combat effectiveness and defensive capabilities that make them balanced.

Rolemaster already allows Professions to build non-core abilities, at a cost, through the skill system. My concern is that there is an easier path to just build Base lists that replicate expensive skills or abilities without the associated costs or skill ranks.

In the end, a lot will come down to the GM’s perceptions on “balance”, but when reviewing new Profession base lists let’s ask ourselves if the Base Lists are supporting the Profession theme, filling in the traditional weaknesses of a given class or just making an “uber class”.

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Two 10th Level Fighters Dueling With Daggers

There is a guy on one of the OSE Discord servers I lurk in that reminds me a lot of Hurin. He isn’t Hurin under a different name unless Hurin has a secret double life in Australia, but that is beside the point.

This guy is one of the big personalities in the OSR/OSRIC/DnD nerd community. He happened to say the line that is the title of this post that two 10th level fighters dueling with daggers was a low point of DnD.

It was a throwaway line but it struck a chord with me. I can see the scene being imagined as two guys, probably with 60-70HP grinding away hours doing 1d4 + strength bonus damage when they did manage to hit. In old school DnD a combat round was a minute long. This fight could go on for hours.

Except that it doesn’t.

There are two flaws in this thinking. The first is that if a challenge carries no risk and has no consequences to the character’s story then you shouldn’t be rolling for it. The other flaw was the idea that 1d4+ strength bonus was damage, it isn’t.

I will take the second flaw first. The very concept of hit points is widely misunderstood. Hit points are your character’s skill, and an element of luck at avoiding being hit or harmed. In Rolemaster terms, it would be like having a finite pool of Parry that you burn through adding it to your DB.

That description of Hit Points was in the original Dungeon Master’s Guide. It would be ridiculous to think that just because a character had had a successful adventure or two, that they could now survive being stabbed with a sword more times. Hit Points as skill at parrying, dodging and evasion make perfect sense in contrast. This is why Fighters get more hit points than Magic-Users, they are trained to parry, dodge and evade. You Con bonus is not because you are ‘meatier’ it is because fatigue can slow a person’s reactions when parrying, dodging and evading.

DnD and Chainmail evolved out of tabletop war games where typically a unit that was hit was destroyed. To introduce named heroes into that needed a way for them to have more than a ‘one hit, you are dead’ mechanic. The core concept that if you are stabbed with a sword, hit with a mace or stabbed with a dagger, you will die unless someone saved you. That is why HPs go down to -8, each describing the severity of the mortal wound.

DnD characters are binary. They have 1HP if you think of hit points as meat. If you have 1HP then you are fighting fit, if you don’t have 1HP then you are dead or dying. All hit points above 1 are burned up in avoiding being hit.

Those are the rules pretty much as written in the original DnD.

The next problem with our two 10th level fighters is the hour-long combat. Knowing what hit points are has eliminated the idea of them each being stabbed 15 times and still standing. We have turned that into an interplay with both fighters lunging, feinting, dodging.

The problem is that the first half of the battle is of little or no consequence. You cannot kill a 10th level fighter is a dagger strike. Many strikes may but the first definitely won’t.

It is relatively easy to eyeball a battle as GM, or DM in this case, and see that Fighter 1 has a slightly better to hit number and slightly better damage due to a bigger strength bonus. Why not play the first round or two, let the Character get the size of his opponent. Ask the player how he intends to play out this fight, underhand and dirty or is it more an elegant gentleman’s duel? Now skip forward 10 rounds. If one fighter is more likely to land hits than the other then one takes four dagger strikes and the other may only take three. You can make sure that the number of hits and the damage is in line with the actual abilities of the two combatants. Now describe how the fight went up until this point. Is the other fighter the better or more skilled fighter? Is he or she using their strength to their advantage or is their speed frustrating your attempts to corner them? Tell the player what the character would know. If the character went into this thinking it would be an easy win but now finds themselves at a disadvantage they may want to change tack.

You get the player’s input and then skip forward another 10 rounds. Deal out typical damage and describe the impact this duel is having. Where was the fight taking place? In a banquet hall? In a clearing in the woods? Are there seconds standing by looking concerned? 10 more rounds have gone by, you could be down to half hits and your opponent is looking a lot fresher and more confident than you. What do you do?

By now it is possible that one or the other is at half hit points. Does that change their perception? Is the duel taking place in a larger context? Is now the time to concede honorably?

You can now skip forward another 10 rounds. At this point, you could if you wanted to, play out the rest of the combat. The banquet hall could be a complete wreck with tables upturned, benches smashed to smithereens and the floor awash with trampled food. From this point on the actions can have real consequences, the rule to not roll for things that don’t matter no longer applies.

What could have been a grinding hundred rounds of roll to hit, roll 1d4 for damage has been avoided and turned into narrative description in which the player gets to take an active part.

So What About Rolemaster?

A RM2 10th level Fighter probably has about a 100OB with dagger. Based on one rank per level of half of their sword skill, about +18 from Stat and +30 from Professional bonus.

Assuming this is an unarmoured fight in a banquet hall, just because I like the idea of food fights, with both combatants using AT1. They need about 90 to make contact with each other and about 100 to do a critical.

If they parried with half their OB and we give them a +10 Qu DB they, open ended rolls to hurt each other. One in 20 strikes will yield any damage and assuming a typical final roll of 96 + 50 at the attack roll, + 50OB – 60DB give a final result of 136 or 16ES.

Just eyeballing it suggests that you would need to do a typical 4 E criticals to take someone down, they are fatal or debilitating 25% of the time. So we are looking at possibly 1 in 20 x 4, or 80 combat rounds. I would say that the first bleeding critical on either side would finish the fight. Not so much from breeding out the penalties from lost hits would wipe out your OB, reducing your ability to deliver any damage and reducing your parry DB.

Almost all E Slash criticals do bleeding and 2-4 hits per round are common.

For all their training and experience, a Rolemaster fight between two high level fighters will actually be decided, more often than not, but the very first lucky roll.

You could even strategize for this. Fight until you have that first crit and then all-out parry until your foe bleeds out.

Looking at RMu and there is a bigger issue, passive DB inflation. Our 10th level fighters are likely to have +20 ranks (at least) in Running. By 10th level, you can have a decent Qu bonus with is x3 for DB. If you parried with +50 of your OB, you are looking at +80DB vs a +50OB, a net -30 on your attack roll. Open-ended is needed to even do hits of damage and a 96+50 attack roll yields only 4BP. I know that JDale has increased the damage in the RMu tables but they have not made 4 and a B puncture equal to 16 and an E slash critical.

I am not known for using things like exhaustion points but it looks like having to wait, a statistical average of, 20 rounds just to do 4 hits of damage. A fight like this could last three-quarters of an hour for the characters and take days of real time to play.

The chances of the fight coming down to just a lucky blow, probably a double open-ended roll is more likely than any actual skill on the part of the combatants.

This does not seem right to me.

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Druids in Shadow World.

The recent discussions on Druids here on the blog seemed a relatively easy assignment. I hadn’t given a lot of thought to Druids and generally argued for a more distinctive Druid by making them either a semi-spell user or even an Essence based profession. For me the Druid was just a new name on a predictable template already covered by Clerics, Animists and Rangers.

However, several comments and some googling made me start thinking about Druids quite a lot…

druid, druid religion
An arch-druid in his judicial habit.

Who were the Druids?

There is not a lot of first-hand knowledge of the Druids, but it’s generally believed they were: “philosophers, teachers, judges, the repository of communal wisdoms about the natural world and the traditions of the people, and the mediators between humans and the gods.” So, in some respects this sounds a lot like a Cleric or Priest, and in RM terms, a Channeler. But there are other descriptions of Druids that evoke a more mysterious and perhaps even sinister aspect. Then, while reading this description,

Druids, like numerous cultures both prehistoric and modern, were fascinated by the movements of stars and other celestial bodies. This implies that they were still using Neolithic monuments such as Stonehenge to track different astronomical alignments.

I was struck by a thought. While the Druid profession was missing in the original RM, the Astrologer was not. The Astrologer is an odd profession–I certainly thought it was cool when I first was introduced to RM, but the concept seems curiously unfinished. First, I think star-based spell lists are a very setting specific idea and the the lists themselves were incomplete with very few actual spells on each list. Assuming some fixes to the Astrologer lists, a great Druid concept would consolidate the Druid base with the Astrologer base lists. That would make the Druid interesting and unique while still retaining some the cool factor that the Astrologer promised. In this scenario I see possible Druid Base Lists as:

  1. “Far Voice” But a rewritten combination of Astrologer “Far Voice”, “Way of the Voice” & “Starsense”
  2. “Visions” A combination of Astrologers “Time Bridge” and “Holy Visions”
  3. “Starlight”. Original Astrologer but needs some fixing.
  4. “Druidstaff”. Either the original RMC I version, Hurin’s version or my BASiL list “Talisman”.
  5. “Natures Forms”. Original Druid list.
  6. “Stone Mastery”. Original Druid list.
  7. “Weather Mastery” type list as an alternate.

These six Base lists make a Druid very distinct from other Professions, especially the Animist and Ranger, by dropping the Animal and Plant control spells. To me this still feels like a “naturalist” spell user but in a more raw and visceral way. There is a nature and elemental angle to the class with “Starlight” and “Stone Mastery” and a touch of a Seer with “Visions”. Plus the elemental spells and the Druidstaff gives the Druid combat and offensive ability. “Far Voice” allows the individual Druids to communicate across vast spaces with each other–providing them a network of information.

I was pretty satisfied with this new Druid concept and would have left it alone…but I kept thinking about Druids and Shadow World. Shadow World has an organization that aligns quite well with a Druidic concept: The Earthwardens. In SW canon, the Earthwardens helped heal and rebuild the shattered planet. They built great earthworks, megalithic constructions, circles, henges, and passages, while nurturing civilization back from the brink. This is a familiar tale–not unlike legendary figures in our own history: Hermes, Thoth, Quetzalcóatl, and other “bringers of civilization” that were steeped in hermetic traditions.

While it’s not implicitly stated or clarified, the Earthwardens were using “proto-magic”; early Essaence before it was divided into the individual realms. The Earthwardens built structures on Essaence Foci–basically “Earthnodes” and “Leylines” often associated with Druidic tradition. While the Earthwardens esssentially disappeared during the Interregnum, it’s conceivable that their knowledge was passed down through a secret tradition and organization: The Druids.

So putting it all together we have an organization/profession that utilizes “proto-magic” and “Earthnodes” and is the repository of ancient traditions and wisdom. To me, that sounds a lot like what many people would think of for a fantasy Druid archetype. What types of spell powers are proto-magic? Luckily, I don’t have to write a bunch of new spells–just adopt the Arcane Magic lists as Druid base lists! In fact, Rolemaster Companion I has every thing we need: earthnodes, arcane magic and Druids! The base lists would be:

  1. Bladerunes. A great utility spell list that gives the Druid weapon enchanting ability and replaces the list “Druidstaff”.
  2. Earthbloods Ways. Obviously, this is easy to convert to Shadow World’s versions: Essence Flows and Essence Foci.
  3. Entity Mastery. I would make some changes and eliminate the homoculous spells, but I like the idea of a Druid commanding Golems and Elementals.
  4. Ethereal Mastery. Not sure about this one, but I like the concept of Astral Projection for Druids.
  5. Mana Fires. Feels very Allanon’ish and Druids should be “Wielders of the Secret Flame”.
  6. Shapechanging Ways. Gives the Druid the connection to Flora and Fauna.

The Arcane lists in RMC I are right on point for Druid spells and work well as inherited knowledge of the Earthwardens. With these lists, Druids tie into SW history and make a kick-ass profession with unique powers.

So what do you think? Druid/Astrologer or Druid/Arcane? I like them both, but Druid/Arcane fits my SW campaign. You can read my amended history of the Earthwardens in this file (inspired by page 5 of Rolemaster Companion I)

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Reading List and Dark Space

Over Christmas, I set myself three goals, one of which was to read the Call of Cthulhu rules. I had only ever played the game, never run it, so was familiar with the rule in practice but had never sat behind the keeper’s screen.

It is now the middle of Feb and I am still reading.

Alongside that, quite a while ago I borrowed Dark Space from one of the guys in my Rolemaster group and I have now bought the book from him as he has said that he will never run it.

This throws up the issue of insanity in Rolemaster. I have written an article about this in the latest Fanzine. The gist of the article is about how dodgy using something as glib as a low-level neurosis spell is on a player or a player who has never experienced mental health issues trying to play a neurosis for laughs could be if you have someone sat at your table that has been struggling with their own mental health.

I don’t think the argument that a group may have been playing together for years and none of you have mental health problems so this doesn’t apply to you doesn’t stack up. People can and do hide issues for years. I know that my long term GM suffered from Schizophrenia for decades before getting a diagnosis. It is also recognized that role-players as a group have higher instances of mental health issues than the population as a whole. Presumably, the possibility of living someone else’s life for a while has an appeal. I cannot find the research right now but I think it was based upon a sampling of US role players so that may not apply globally but I cannot see why it shouldn’t. People are people all over the world.

Since writing the article in the fanzine I have been thinking about this a bit more. Not from a mental health perspective but from a game mechanic point of view.

Dark Space has two options. The first is to use Stress and Depression criticals from RoCoIII, which I am really not that impressed with. The second option is to use a new Stat called Rationality (Ra). The Ra stat is a complete carbon copy of the CoC Sanity stat and you lose Ra points depending on what the character experienced and loss of Ra leads to temporary or long term insanities, which you roll on a table. This pretty much imports all of the potential problems with CoC into Rolemaster.

The Criticals solution is equally crass. It just tells the player to play their character as either depressed or suicidal with a percentage chance of suicide each week.

I am thinking about a solution that has more shades of grey to it. We already have Co drain from the undead, could we have mental [temp] stat drain from a variety of stats. So studying some material that makes you question your very understanding of how the universe works could give you a resistance roll with your Re bonus as an assist but failure leads to a reduction in your Re stat, x number of points for every 10 points of RR failure. But, here is the first of two clever bits, if the trauma were emotional you could use In as the pertinent stat and damage the In temp as a consequence.

We can import the idea of temporary mental health issues from CoC. If you lose 20% of your remaining temporary stat in a short period of time but rather than rolling on a table what we, as GMs, do is you talk to the player and discuss how their character should react to this to that trauma. This negotiated behavior means that two characters facing the same emotional hurt could react very differently. One player could choose to be callous and unfeeling, wall themselves off from others and emotional bonds. Another player may choose to make their character desperate for emotional support.

As GM you are there and agreed with how the player was going to play this personality change. That means that you can use it to reward good role-playing. You know the criteria so you can measure performance against expectations.

Now we have a system that allows you to model different types of stress and trauma, it gives the player an active role in portraying the effects and the character gets rewarded for the player playing their character well.

You could also introduce parapsychology and psychiatry as skills and use these to restore lost tempory stats. There has long been a lack of clarity in how undead Co drain was supposed to be recovered.

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New Druid Spell Lists (RMU, Houserules): Druidstaff; Insect Mastery; Stone Mastery

Catharsis, by Kevin Moran: https://www.artstation.com/artwork/P0Dzn

I’ve just adapted and reworked three of my favorite old RM2 Druid lists for RMU. You can download them in the Downloads>RMU section at the top of this website (just click on ‘downloads>RMU if you don’t get a dropdown menu). Let me know what you think!

This is of course part of our ‘Druid Week’. Peter and Brian and Mark have already weighed in on the Druid in their own blogs, so here is my take. I think we do have a split here between on the one hand Mark and Peter, who tend to prefer the RM2 Animist, and on the other hand myself and Brian, who generally feel that the Animist’s spells sucked. I personally play a combat-heavy game, which I imagine deeply affects my expectations, so keep that in mind: these lists are made to give the Druid some mojo.

Despite our different perspectives, I think we can all agree that the RM2 Druid’s spells had balance issues. I agree with Peter’s critique of the power level of several of the RM2 Druid’s spells and lists. However, I would also note that RMU has corrected most if not all of the general Druid issues (apart from the three specific lists I redid) of yesteryear:

–The Druid’s Peace list is unnecessary (and absent) now in RMU, since the Druid already can take spells to put animals to sleep (Druid Base: Animal Mastery) or calm other living targets (Closed Channeling: Calm Spirits).

–There is also no longer any Plantskin spell in RMU, and indeed the wider issue that made Plantskin so great in RM2 (namely, the wonky attack charts and the fact that armor types such as 1, 4 and 12 were ridiculously good) has been corrected across the board in RMU. RMU has also more appropriately balanced armor-granting spells.

–RMU has also tempered the effects of spells such as Spike Growth and Animate Stone, to make them more balanced. For example, instead of the Spike Stones giving 1d4 +100 dagger attacks, we now have Earthen Spikes which just gives a single A puncture critical.

So, RMU has pretty much fixed the general balance issues with the Druid. They have added one combat-oriented list, Nature’s Ire, true, but it is much more balanced than the old RM2 Druid lists. I think this will allow more people to accept a more combat-oriented Druid into your RMU game if you wish. And if you don’t wish, and instead prefer the original RM2 Animist to Druid, then you can just cut out the RMU Druid’s Nature’s Ire list, and you’ll have your Animist virtually intact from what he was in RM2. The spells will be almost exactly the same.  

But the old RM2 Druid spells were really great, and they have not survived into RMU. I still love the flavor and the feel of the old RM2 badass Druid, so I’ve tried to resolve the balance issues by reworking these three lists, to give the Druid more combat options while keeping the balance in-line with other casters.

–Druidstaff brings back the beloved (or behated!) list from the original RM2 Companion I. I’ve tried to solve the issues here by toning down bonuses across the board. I’ve also made the ability to throw the Druidstaff a separate spell that costs Powerpoints (rather than being an inherent quality of the staff). This list is especially good for a Druid who wants to use spells at a long distance and a staff up close/medium distance.

–Insect Mastery brings back a list that was first introduced as an extra Druid list in RM Companion V, and later copied in slightly modified form into the RMFRP Channeling Companion. I have modified it to fit the new RMU action economy. Since the original list often did not give very good guidance on specific spell effects (esp. attacks), I have also given specific statistics for the insects themselves in the notes at the end (basing them on the templates one finds in RMU Creature Law, which gives stats for Bee/Wasp, Giant Wasp, and Ant Colony). I’ve also given stats for the insects’ enlarged versions. I’ve also added a few new spells (Detect Insects and Speak With Insects) to fill a few gaps (thanks to JDale for some suggestions there!). This list is especially good for a Druid who wants to be more of a controller, harassing and poisoning enemies with swarms of insects.

–Stone Mastery rebalances one of the original RM2 Druid lists that was overpowered. I have tried to maintain the flavor and distinctiveness of this list, though, because it was one of the unique things about playing a Druid. I have toned down the most problematic spells in various ways: Magic Stone is now Bursting Stone, which is more in line with the general power level of other casters’ spells of that level (it just gives an A Krush critical). The list also provides variety insofar asa its attacks are not bolts or balls, but real physical items: Hurl Stones uses RMU’s Rock attack table, for example. Druids have been literally brought down to earth. This list is especially good for the Druid who wants to focus on medium- to long-range combat.

As with my other spell lists, these are drafts, and my main concern is balance. So do enjoy, but if you see something that you think is still to powerful, let me know!

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Rolemaster Profession Review: What’s up with the Druid?

Image result for elfstones of shannara druid
The Druid Allanon

I was busy writing a Spell Law related blog but we are powering along discussing professions so here we go with Druids!

First off, Peter covered all the bases with his overview of Druid spells in his last POST. I was going to go over the various RMC spells he discussed, but I’m sure I did it back in the day when working on BASiL and it sounds like he hit the nail on the head. For the most part, the first few RM Companions seemed like an attempt to power up various RM professions: Animists into Druids, Warrior Monks became High Warrior Monks, Mages became Archmages, semi spellusers expanded to include Beastmasters, Paladins and Warrior Mages etc.

Per recent blogs here on on the RM Forums, I think it’s clear that the real differentiation between professions is: the general classification of Non, Full or Semi; and the “base” lists of each class. There has been lots of debate and parsing of profession skill costs but in reality it doesn’t much matter after 6-8th level. By then, most core skills have peaked out their contribution bonus and stats, magic and professional level bonuses carry the weight. So let’s take each of these in turn:

General Classification of a Druid. One argument someone could make for a more martial animist is just to make the Druid a semi-spell user. That way you avoid the seeming duplication of the Animist-Druid dynamic and bestow better combat abilities on the Druid. By doing so you don’t have lean so heavily on overpowered/unbalanced combat spell lists to bridge the gap. Of course, this might depend on your vision of a Druid (we’ll get to that), and it steers very close to the Beastmaster and Ranger but it’s clear that much of the RM communities loves lots of Professions, no matter how similar they might be.

Base Lists of the Druid. Looking at the lists from the companions it’s hard to justify playing a regular animist! Peter has pointed out some problems with the Druid spells, and Hurin will be suggesting his own versions but for me the problem is not the lack of offensive/combat spells for the Animist–it’s that most Animist spells basically suck in general.

So what might a Druid look like? Perhaps the most well known fictional Druid from early RPG is Allanon from the Elf-Stones of Shannara. Allanon was a Druid more in the line of Gandalf, with wizardly power, understanding of Old Magic (technology) and Lore. If you compare Allanon to our western mythology, “Druid” is more of a title and not a class trope. Allanon is basically a Loremaster with lost knowledge and power.

Another concept for a Druid is a spellcaster that specializes in natural magic–this could also include elemental magic. So really there is no reason why a RM Magician can’t be called, or be part of organization, that calls themselves “Druids”. Magician spells of Wind and Water contain plenty of spells to affect weather or the natural world around them. From the outside, this could seem very “Druidic”. I see no issues with a Druid that is an Essence user.

A third way to look at the Druid is it’s professional realm designation. Druids are Channelers. By definition that implies that Druids powers come from or are granted by a God or pantheon. A Druid isn’t going to be granted offensive spells and combat acumen by a god that is a pacifist. If your vision of a Druid is a “combat nature priest” then their God should reflect that. Do you really need to parse out skill costs for all of these slightly different “Nature Channelers”: Clerics (of a nature god), Animist, Druid, Beastmaster, Ranger, Shaman and maybe even a Witch?

I take a diametric view of this situation–each profession isn’t a different set of skill costs and base lists; as Channelers, each represents a servant/priest of a specific God or type of God:

Cleric/Priest (nature aspected God). A general priest with a mixture of general Cleric lists and Animist/outdoor lists.

Animist: A Priest of a very nature oriented god or a local god. Spells focused on Flora And Fauna.

Druid: A Priest of a Elemental God or temperamental god of nature. Spells of Wind, Air, Weather and perhaps Earth.

Beastmaster: A Priest of a Animal God or Totem style god. Animal Control and Bonding.

Ranger: A “Holy Warrior” type of a nature god, or an outdoors man that has loyalty to a nature god. Survival and Weather spells.

Shaman/Witch: like Hedge Wizards they may serve a local god or ancient elemental god. Grab bag of spell lists.

I see variations of Druids that are Essence users, semi-spell users and even just “re-badged” Rangers! If a GM is willing to be flexible with spell lists, it’s easy to create a Druid that meets your concept or setting.

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Bad Boy Druids

When I think of druids, I think of human sacrifices, wicker man style burnings, and an extremely ‘zero tolerance’ regime ruling through fear.

This doesn’t really fit well with the Rolemaster’s vision of the druid. I cannot help but wonder if the druid is needed at all as a profession. Are they no just clerics or evil clerics from a Celtic culture?

I can see a lot of role-playing opportunities for playing a druid in a Celtic or Roman-inspired campaign but after that, the profession starts to hit problems.

In the RMC Companion One, the druid is an animist with alternative base lists. It is inevitable then that the discussions this week on druids are going to center on the spell lists.

Animal Mastery

I quite like this list. It provides a lot of utility in almost every adventuring situation from putting guard dogs to sleep to being able to use Blofeld’s cat to spy against him (Animal Tongues + Befriending). Animal summoning can be used to boost the combat abilities of a party, and a bit of animal healing in there as well. It is a good all-round list with lots of uses.

Druid’s Peace

This is the first of the overpowered spell lists, in my opinion. It looks to be a bit like Spirit Mastery on steroids. We said last week that one of the strengths of the Bard was that they could affect multiple targets. Well, the druid can do that with knobs on. The bard needs two lists one for the songs and one to enhance them. The druid can do both at once, with nice long durations, a minute per level without concentration.

The list has that same feel as the Warrior Mage’s attacking list, which is packed with a cherry-picked list of all the best bits of the magician’s base lists. This list has that feel.

Druid’s Staff

So this is the big one. The spell adding, bonus giving uber-weapon of the druid that keeps on giving. The list has no reason for its existence except to pile heavy duty warrior mage style combat abilities on to a druid. Unbelievably there is a pair of optional rules attached to this list, that if the thing isn’t game-breaking enough for you as it is, you can ramp up the power by increasing the bonuses and boosting the spell adder/multipliers benefits.

Natures Forms

This spell list looks normal. Maybe I am just becoming desensitized. There are spells on this list that are giving +50 to +75 to stalk and hide attempts. I am not sure if this is overpowered or not. My Lay Healer character is frequently boosting his perception rolls by +50 using vision and hearing enhancing spells. More of this later.

Stone Mastery

Stone Mastery, or thermo-nuclear war mastery, is another gonzo combat list. This spell list is on a par with being able to cast the best of the magicians base lists but doing the rounds of prep before the battle. Stone Throw gives you the basic directed spells attack, that just gets bigger and bigger as you level up. Magic Stone gives you a free secondary attack that makes the stone explode on contact. At 5th level you are throwing water bolts and by 9th they are Water Ball area of effect spells, in addition to the damage done by the stone. Don’t get me started on Animate Stone or Spike Stones.

Tree Mastery

I think this list is a bit of a trojan horse. I am sure that the entire list exists to be a container for the 6th level spell Plantskin. This gives you an AT4 which is a lot like full plate (AT20) but with no movement or ranged attack penalties.

7th Level God

If you drew a line across the druid lists at 7th level you have a character that can do everything. They don’t really need a party. They have incredibly armour, they can move about almost undetected, they can gather information using animals and plants as their sources. They have incredibly ranged and melee combat abilities and you cannot discount their access to closed channeling lists which give them healing power as well.

They don’t need to find or earn magic items as they can make their own, pretty much on demand.

A lot of GMs start you at above 1st level and others use accelerated development in the first few levels, either will get characters enough power points, hits, and OB to take on more challenging adventures. A druid in that environment could race up to this power watershed at around 7th level in next to no time.

I cannot say that I would allow a player to use this profession in my game. The animist fills the same niche. You have three options, play a cleric of a nature god, play an animist or play a ranger but the druid is way off the power level of all the core rule pure spell casters.

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