Inherent ability or skill: another look at Perception.

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

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

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

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

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

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HârnWorld

As I mentioned last week in my settings post  I have been given a selection of HârnWorld materials to look at by Columbia Games Inc.

As always I am a bit late to the party as it appears that most of you are already familiar to some extent with Hârn whereas I am rather new to it as a setting.

So Hârn is a long established, system neutral game setting that attempts to be realistically medieval in its approach. There is a lot of fantasy here as there is an ancient disappeared race of Ancients or Earthmasters. You get orcs, Gargun on Hârn, and 12′, two ton lizards where the female is definitely more deadlier than the male.

The gods of Hârn are presented but it is left to each GM to decide if the actual gods exist or not. There are definitely hints at wizards and magic but this is rarely mentioned. I think it was mentioned in that previous post how Hârn is a low magic setting.

From a physical point of view each Hârn book I have looked at has been 60 to 70 pages. So each is tightly focused on a specific region or place and there are a great many books. I think this is a great plus. The Shadow World master atlas  I have looked at is 358 pages and then you need the regional books and they run into another 200 to 300 pages each. I simply cannot assimilate a thousand pages of material before I even start play.  65 page booklet I can read in an evening.

Rather neatly when any Hârn book references another work it puts the reference in the margin. In the sample below there are references to the Kindom or Kaldor region book and individual cities. These add on modules can are priced from as little as $3.99 to up to $20 depending on how substantial a city it is. The biggest module I have seen so far is the City of Tashal at 70 pages including a lot of floor plans for $36.

The second big plus is the way that Columbia Games Inc. respects the GM. Every book is based on play starting at the beginning of the year 720. At no time will they publish beyond that date. Your adventures start here and the publisher will never contradict you. Bearing in mind that I play a lot in the Forgotten Realms; not having your campaign setting ripped to pieces just so they can sell a new version is a major plus to my mind!

So what are the negatives?

The one thing that really stands out is the quality of the art. Hârn was first published in 1983 and it looks like the art has not progressed much since that time. I fully accept that you do not buy a setting for its artwork, it is the content that counts but when you compare the presentation of the Hârn  materials to other system neutral settings and Hârn feels ‘old’ or should that be ‘old fashioned’.

Great art can make you go ‘Wow! I want to play in that world.’ The first impression created by the Hârn books I have seen do not have that wow factor.

Hârn Freebies!

You do not have to take my word for it. Columbia Games Inc have a section on RPGnow of promotional materials. These you can download for free to get a first hand experience of what the materials are like. You can get them here.

So how about Rolemaster in Hârn?

As someone pointed out, Rolemaster is not a low magic system. That is the only modification that would challenge a GM in my opinion. Someone last week said that some of the professions would need tweaking but you all know I am an advocate of the no profession set up anyway. If you are one of those people that imported all the companions pretty much wholesale then you could have a problem. I never saw the companions that way. The companions to me were books of suggestions to be considered and then used or put aside.

So could you run a high magic game in Hârn? Certainly! There is rumoured to be an entire Earthmaster city buried somewhere and who knows what mysteries it holds.

I like low magic so I don’t have a problem with this. I have more of a problem with the Rolemaster Monty Haul approach to spell lists and the deluge of spells available to each caster, but that is just me!

 

 

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Rebel Without a Chance

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

 

 

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Revenge is inevitable. The blowback of a murder hobo party.

 

Today I wanted to talk about unintended consequences of game play and connect two previous blog posts about “Newman Groups” and “Murder Hobos“.

Let’s be honest, PC’s in Rolemaster and other RPG’s kill a lot of people and creatures! Even if you focus on role-playing and noncombat situations, most game mechanics support adversarial and violent action. In our last session alone, the group killed (or incapacitated, maimed or left for dead) over 20 creatures–and that wasn’t a particular violent session. Not all of their opponents were purely evil or non-sentient; in fact, most were sentient humanoids or thinking creatures–they just happened to oppose the players or obstructed their goals. These opponents may have had family, friends or compatriots that would feel anger or loss, and probably want some sort of justice or revenge on the PC’s.

Now multiply that ten-fold or more. By the time a player is 20th level, they’ve probably killed THOUSANDS of people, creatures, monsters and animals.  In reality, the adventuring party is constantly creating new groups of enemies that might want to hunt them down.

I’m not making a moral point; Rolemaster is predicated on a detailed combat system with sometimes brutal or gruesome criticals. Killing is normal and common. But should there be consequences for years of endless murder and mayhem?

 

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For whom the setting tolls

One topic that we keep coming back to is RM’s setting. There is nothing inherently wrong with a generic fantasy set of rules but it does set any single game at a disadvantage in the gaming market place.

The reasons why generic is a disadvantage is twofold. Firstly, settings get people excited. Middle Earth = exciting and evocative, Game of Thrones = exciting and evocative, Generic = bland and boring.

Generic also equals work. If you have a setting you know and love, Middle Earth, Shadow World or the Forgotten Realms as examples you have to immediately do work to make the game rules fit the setting. I must have spent months recreating significant NPCs from D&D to RMC before starting my game. That is easy for me as I know RMC inside out but for a GM that has just bought a new game then it is a lot to ask.

Something that Terry does well is use vignettes at the head of a chapter to bring his setting material to life. Game mechanics on their own are actually pretty boring. The setting on the other hand can be compelling and surprising. In separating the rules from the setting you are not really helping anyone.

The counter argument is that RM is an advanced system that experienced GMs upgrade to and these are most likely to have their own home brew setting. So why spend all that time and effort creating a setting that no one is going to use?

I can sort of see the logic. Most of us are in our 40s and 50s and came to RM by upgrading from D&D. So if we all upgraded to RM then others are likely to as well.

The problem with that is, in my opinion, that the gaming world has changed a lot since the 1980s. You are no longer restricted to the games that your FLGS stocks. Sites like RPGnow and Drivethru have so many games that no one can every hope to play them all. The result of all that choice is that there is a game or set of rules out there that model whatever it is that you want to play almost perfectly, off the shelf and without the burden of bending a generic set of rules to fit.

Also, over the past 40 years all those traditional systems that we upgraded from have themselves updated and evolved. AD&D 1st edition was far from perfect, as Hurin said recently ‘Once you have seen 1d8 damage you have seen them all.’ but now critical systems are plentiful if you like your damage covered in blood.

Those systems we upgraded from have also mostly flourished and grown over the years and as a result every possible taste is catered for. Just look at the number of genre books available for GURPs as an example. GURPS is an example of a generic system that really identified the lack of setting as a weakness. To address that weakness they put the time and effort into fitting GURPS to each and every genre so the GM didn’t have to.

I am lucky enough to have been given some of the core Harn World books by the publisher. It is my task in the coming weeks to read through them. I will be blogging about them as well. Here we have a setting ready for any system. I know that Shadow World can be an acquired taste, the mix of fantasy and tech are not to everyone’s taste.

As we are not allowed to publish for Shadow World (thinking about our 50in50 adventure hooks) we could easily publish these and add in Harnic locations. These could be ‘box outs’ so the GM can use it or not at their discretion.

So how many of you have played RM or HARP in Harn? What did you think of the setting?

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The Knitting Circle of Whispering Valley

I did NOT write this one!

As a ‘drop in’ bit of added texture to a campaign the knitting circle are a great addition. Brian is certainly stronger in the locations and campaign centric 50in50 ideas.

The Knitting Circle is an organised group of women who operate behind the scenes in the communities of Whispering Valley. They are the true power in the region and have various magical powers, providing healing and defence of the locals. These are normal women, not a secretive coven of witches, but ones with magic who subtly affect the area.

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What is HARP?

As you’re here, I know you’re familiar with Rolemaster, and I’m here to tell you about HARP.  HARP stands for High Adventure Role Playing, and while it shares many things with RM it is its own game.

Currently, HARP has six books available: Fantasy, SF, SF Xtreme,  College of Magics, Martial Law, and Folkways. You can run fantasy games with just the core book if you want to, but for science fiction you really need both SF and  SF Xtreme.

HARP Similarities to RM

  • d100/percentile dice based with open ending
  • Modular: the mentioned expansion books for fantasy
  • Brutal and amusing critical hits and fumbles

HARP Differences from RM

  • Eight stats instead of ten.
  • Your attack roll is your critical roll, reducing dice rolling.
  • Critical tables are by damage type rather than by weapon, reducing the amount of time it takes to look up a critical result. They also top out at rolls of 120, instant death criticals, so it is much easier to top the charts.
  • Rather than learning a spell list associated with their profession, casters can alter their spells during casting.  This comes with an increased casting time, power point cost, and an increasing casting penalty the more  scaling options the caster wants to use. Each spell is learned as a skill that the caster must have enough ranks for number of power points used in the spell for all scaling options. Characters will have to take casting penalties into account to scale their spells to cast while wearing armor.
  • To create a mixed race/species or genetically adapted character, the player must purchase the Genetic Adaptation talent once or twice, one Greater Blood Talent, or exactly two Lesser Blood Talents.
  • Choosing a character’s culture gives adolescent skills and is a great starting point for character backgrounds.

Encouragement

If you’re a fan of RM and sometimes want something lighter, give HARP a spin. Or if you’re interested in RM but it seems too daunting, give HARP a go.

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Dividing loot. An early RPG mechanic.

For those taking note, my blog volume has decreased substantially over the last month or two. Luckily, we have new bloggers that can help fill the gaps as well as bring different perspectives to all things Rolemaster and RPG’s. Unfortunately, my schedule doesn’t free up for another month or two and I’m going to limit myself to shorter posts that are geared towards generating discussion rather than me presenting my own solutions.

Let’s talk about dividing loot. I was meandering through some old D&D material and realized that they actually developed some rules on how players should divide up treasure. I had never given it much thought and in all the years of playing, dividing treasure always seemed fairly simple and intuitive.

Here is the original text from the Players Handbook.

APPENDIX V
SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE

Agreements:
1. Equal shares (share and share alike) is a simple division by the total
number of characters involved.
2. Shares by level is a division whereby all* character levels of
experience are added and the total treasure divided by this sum.
One share of treasure is given for each experience level.
3. Equal shares plus bonus is a method to reward excellence and
leadership. Treasure is divided by the sum of all characters, plus
two or three. The outstanding character or characters, as
determined by vote, each gain one extra share.
*For multi-classed characters add one-half of the lesser class(es)
levels to the greater class levels to determine total experience
levels for the division of treasure. Characters with two classes
receive shares for the class levels they are permitted to employ (cf.
THE CHARACTER WITH TWO CLASSES).

Modifiers:
1. Non-player characters who are henchmen of a player character
count as one-half character or for one half of their levels and
cannot gain bonus shares.
2. A character incapacitated or killed (but subsequently brought back
to life) is eligible to share only in treasure gained prior to such
incapacity or death.
3. Characters who are uncooperative, who obstruct the party, attack
party members, or are the proximate cause of the incapacitation or
death of a party member shall forfeit from one-quarter to all of
their share(s) as penalty for their actions.

Magical Treasure:
While it is a simple matter to total coins and precious items which can be
sold for an established amount of money, the division of magic items is far
more difficult. It is therefore necessary for party members to determine
how magic will be divided. As the number of items which will be gained is
unknown, selection of a system of division is not possible until after the
adventure is concluded.
1. If but one or two items of magic are gained these can be grouped
singly or paired to equal  share of treasure. If one is of relatively
small worth, it can be grouped with money to equal one share.
2. Three or more magic items:
a) best item
b) next best item
c) third + fourth items
d) “x” amount of money as compensation for not getting any
magic items
3. Three or more magic items, alternate method:
a) best item
b) second item + “x” amount of money
c) fourth item + “3x” amount of money

Magic items thus parceled are then diced for, the character with the
highest roll selecting first, and then the second highest scoring character
choosing next, etc. It is suggested that each character be given a number
of rolls equal to his or her level of experience, the highest of these rolls
being the one retained. Non-player character henchmen are typically
allowed but a single roll.
Variations on the above systems are, of course, possible. Systems should
always be established prior to the inception of the adventure whenever
possible.

To me, these rules are a curiosity- a remnant of D&D’s wargaming roots. I wonder if any game since has actually created or quantified a similar system of loot division? A few thoughts I had:

  1. It seems impersonal in a game generally played by a group of friends in a cooperative group. For a convention game or playing in a group of strangers it might make sense?
  2. While it may seem impartial rules would reduce group conflict, shares by level or equal shares with a bonus are begging for player disagreement. The modifiers seem a bit qualitative as well.
  3. I like the fact that it’s mentioned that henchmen get a share as well. That reinforces the importance of henchmen and retainers in D&D that isn’t really found in Rolemaster.
  4. The “shares” reminds me of loot and spoil agreements used by pirates, freebooters and privateers.

I suppose in a game system that quantifies everything and uses 1gp = 1xp, having hard rules about dividing treasure makes sense. Is this a legacy of a simpler time in RPG’s or a needless complexity that has been ignored by most other game systems since? Did you ever use official loot splitting rules for your group? Do these rules foster teamwork and collaboration or create problems? In a game that is based on group problem solving, is it strange to lay out these rules? Maybe it’s just quaint but unnecessary now–like wearing hats in the old timey days.

What other original D&D rules are “outliers” or seem obsolete now?

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SL: One Mechanic To Rule Them All?

I was going to blog about something completely different today but as we seem to still be in dissecting rolemaster mode and Brian has the hood off of Spell Law I thought I would stick my oar in as well.

So as you all know I have been reading the 7th Sea rules. Looking at 7c2e magic at first glance you could so easily turn it into a spell list based system.

7c2e has different types of magic.

Porté allows the sorcerer to mark items, people and places with their own blood and then by creating a portal to either draw the item to them or travel to the person or place. As your skill in Porté increases you can maintain a bond with more items, people and places and take more people with you when traveling via these portals. So you could have a series of spells for Mark I, Mark II and so on that build up the number of marked items, Mark Person, Mark Place and so on that go up in stages and Create Portal spells. Between those you could easily build a list.

Sanderis is a form of magic where the character has a contract with a demon (to all intents and purposes). The spells on a Sanderis list would be in the form of ‘deals’ where the demon could be coerced into performing actions. Low level spells would do minor deals in exchange for minor gains and high level spells would force the demon to significant errands for the character.

Hexenwerk is a cross between alchemy and necromancy to create unguents.  Unguents are thick pastes or salves and come in minor and major variations. Here is an example, Ghost Eyes. Eyes carved from the recent dead, mixed with holy water and mandrake, and then smeared across the eyelids. Ghost Eyes allows you to see—for a single Scene—spirits, ghosts, and other such Monsters that would typically be invisible. One could easily build a list of unguent creation spells going from minor to major effects.

Those are just three of the six types of magic in 7c2e. Each is woven into the culture of the land where it originated and each has very distinct usage, effects and mechanics.

So, I could easily convert all of these to Rolemaster spell lists but in doing so something would be lost. With Sanderis the ‘caster’ can do any deal with their personal demon if they are prepared to pay the price. You do not need to be a particular skill level to get a particular effect. With Hexenwerk you can build a recipe book of different unguents as you learn the recipes. You do not need to work through them in a linear way.

So why do we need Channeling, Essence and Mentalism to work in exactly the same way? If a priest is getting his or her power directly from their deity why are they limited in what they can prey for? Rangers and Clerics are both channelers but their power source (nature vs gods directly?) are potentially very different yet treated as being one and the same.

Potentially you could easily abandon the realms model completely and built truly distinctive spell casters that are closely tied into their setting and characters culture as they are into their magical tradition. The only thing that makes one pure spell caster different from the next are their base lists. If a style of magic does not fit into a linear list style structure why not abandon the list and create a structure that does work?

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