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I missed my regular post last week as I was away on one of my gaming weekends. This time I got to play my 1st level Lay Healer as well as GM my Forgotten Realms game.

I have been accelerating my players progress so far and this time at the en dof th esession they finally broke 5th level. This is where I wanted them to be and now the game starts to get serious.

There were a few interesting things that came up over the weekend.

Firstly is the sequence of dice rolls in this posts title. I really, really try not to fudge dice rolls. roll in the open and my players know that.

Any weapon, in any combat those three numbers you really do not want to come up in that order. That was the one and only contribution to a combat by my Hobgoblin chieftain with his ‘trusty’ scimitar. You can work out for your self what happened to him.

I have been working on pushing the limits of how big a force you can throw against low level characters before the sheer number of random rolls will overwhelm them. If you have twenty archers then the odds are that one will get an open ended every single round (I haven’t done this, it is just an example).

The party were making their way up a single track goat trail into a mountain range. They were approaching the tree line when up ahead they could see a flock of monstrously large birds dive bombing something out of sight. The elves in the part could see the birds taking to the air again with dripping lumps of meat in their talons and eat rising bird was being mobbed by the other members of the flock. One character has no maths skill at all so for him there where ‘a great many’ birds. The other elf was better educated and put the number between 70 to 80 individuals.

The creatures were Gorcrows and I had used them to replace the Stirges specified in the original D&D module that was the backbone of the adventure. The birds were feeding on some horses that they had killed. The horses were an important clue for the players as they were looking for a lost patrol and these were their horses.

I wasn’t going to throw 75 beasties at the party in a single shot. I had a few Gorcrows spot the party and break away. This gave me 15 to play with against 5 characters. The birds circled a bit like your classic vulture and then first few peeled away to dive into the attack. These first few were dealt with using a sleep spell. This gave the party some confidence that they could tackle them. The next wave was 5 or 6 gorcrows and a combination of sleep spells and thrown weapons brought them crashing to the ground. Finally the third wave of 7 dived down to attack, too many to sleep even when fast casting without prep. A few got through the barrage of magic and thrown weapons but the birds didn’t stand a chance. A few hits of damage were done here and there a single A crit.

The fight and scent of fresh blood had attracted the attention of the main flock. As the party saw the cloud of birds turn into a stream angling towards them you have never seen players evaluate their options so quickly!

The used what cover they could find to hide them selves from the birds (who fell upon their fallen comrades) and made their way into the next valley where they had their first encounter with wild magic. This is not too dissimilar to an Essence storm.

Wild magic can produce a great number of different effects and have different manifestations. This particular one was very large and actually covered the entire area that the main adventure was going to take place in, several square miles of mountain range. At the first encounter all they got was tingling feelings and hairs standing up on their arms or the back of the neck but as they continued they saw the full scale of the anomaly. In game terms they started to recover power points almost by the minute. The further in they got the more power they regained. It was only when they tried to cast a spell that things were not so good. Every spell cost no power to cast but it did deliver a Stress critical equal to the spell level (1st = A, 5th = E and a 6th would have been an A + E critical).

As a GM my objective was to make the players seriously consider each and every spell they cast. It certainly did that.

The adventure I was basing the session on had two major features, the first was a terrible D&D style trap that had no connection the time or place that the adventure took place in and a collection of monsters.

The monsters were supposedly in a sealed tomb that had not been disturbed for 300 years before a landslide revealed the entrance. The doors were magically sealed so no monsters could wander in from outside.

I removed everything that should have starved to death. This left just one encounter that the players fully understood and chose not to engage in. As it was with magic doing as much harm to them as to anyone they were attacking that was probably the right answer.

I was worried that this would be an anti climax but actually the players enjoyed a relatively easy win for a change and a nice clean “we had a task and we completed it” session.

The next encounter was another mass battle. one thing had lead to another and the players know they have to meet someone in a monster infested forest. Everyone one knows this is a monster infested forest and the party are well armed and provisioned.

We had the players trying to ambush and war band of goblins and hobgoblins while they [the goblins] were trying to set up an ambush. The goblins spotted the party so decided to set an ambush. So the party were trying to sneak into position when the goblins got the drop on them.

I had about 30 goblins to play with but I decided the chief would not commit his entire force against just 5 travellers. So 12 of his toughest attacked the party. The party reverted to type again and sleep spells flew about willy nilly accounting for over half the attackers. Once melee was engaged the superior level of the party soon took its toll on the goblins.

I then allowed the party to turn the tables on goblins. The odds were 18 to 5 or more realistically 18 to 4 as one of the party is a non combatant. The result was again more goblin mince meat.

All of these mass battles were really won by the parties use of sleep. They have two casters who can cast up to Sleep VII. In addition the party are now feeling more confident in their own abilities and starting to work more effectively as a team.

The party are all now 5th level and I think at this point they are growing into their strengths, the sorcerer is starting to diverge from the warrior mage who is diverging from the elemental warrior and so on.

Next time though they will need to find a new tactic as the monsters will be getting significantly tougher!

 

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Seeing the Light—Religious conversions for Channelers in Rolemaster.

I write a lot about Clerics. One interesting phenomena, often featured in popular fantasy literature is the reluctant conversion or initiation of a character into an avatar or priest of a God. Perhaps the PC encounters the God during gameplay and creates an opportunity to pledge fealty. Maybe the God directly recruits the PC as his agent and follower or changes in the pantheons require the PC to choose a new God.

One of the limitations of RM is the inability to switch professions at later levels—precluding a PC from “converting” or choosing to enter a life of a Priest. Certainly a bit of hand-waving and rewarding the player with the appropriate Base List could work, but the PC would still have skill costs assigned by their original Profession choice. To me this is just another limitation of the Profession system; a system that was once advertised as having “no limitations”.

This also speaks to the awkwardness of emulating the Open/Closed/Base paradigm for the Channeling realm. Conceptually it doesn’t work well; was the reason I started my own re-write for Spell Law; and I suspect the need for the Channeling Companion. By its definition, Channeling ability must be given or granted by a God or God-like being. Rather than define Open/Closed/Base from an access viewpoint (a PC must spend DP’s to gain a spell list), it must be defined by a bestowed viewpoint (the God chooses which spell lists are granted–though the PC would still spend DP’s). In other words a God would likely provide Channeling spells to followers based on their need and their position in the church. So even low level admin or devout follower might have some lower level “Open” utility lists. This will just depend on the setting and as Peter pointed out, you could simplify all of this by just merging Channeling into Essence and Mentalism. My game allows for characters to access any or all of the “realms” so I end up with the same result using a different solution.

I like the idea and I like the dramatic potential of the ability to change religious loyalty and in the last few years have really embraced active gods in my Shadow World setting. As a Deux a Machina, I have more flexibility with a Lord of Orhan than a nosy Loremaster, and from a narrative standpoint I can provide unambiguous direction for the group when needed. Again, In my setting there is not difficulty in granting Channeling lists to a new convert—but how should that work in standard RM RAW?

Converting from one God to another is fairly straightforward: just replace current base lists with the lists of the new god. In regular RM this might not require any changes, as Clerics all receive the same Base spells. For people using Channeling Companion or have embraced the concept of God-aspected spell lists this would create a significant change in PC abilities. Can a PC willingly switch Gods—perhaps motivated by the powers/spells they might receive by changing allegiances? Fiction is ripe with stories about characters worshipping dark Gods for additional powers, but what about switching Gods within the same pantheon or “alignment”? Would the discarded God feel betrayed? Punish the PC? Would the new God require a Quest or some other token of loyalty before granting Aspected spells or even Power Points? I think this raises great adventure possibilities!

In the end, the narrative should drive the rules—right? But I would rather create flexibility rather than “one-off” rules to explain away system conflicts. Whether you use Professions or not, the Channeling Realm may benefit from some fluidity or tinkering in your game.

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Strengths and Weaknesses of Rolemaster – My View

Rolemaster in its various versions has a wide range of strengths (real and perceived) and weaknesses (again, real and perceived). Although people like to talk about the wide range of skills, attack tables, and various formulas that go into the game (in both positive and negative terms), for me those discussions miss the greatest strength of Rolemaster: flexibility. Looking at all the Companions published for RM2, it’s easy to overlook one point: all those rules (Professions, skill changes, new spell lists, and so on) are possible because Rolemaster is such a flexible system.
Although I’m not a fan of “levelless” gaming, the fact that RM can be modified to this style is a testament to its flexibility. I do a fair amount of modern setting gaming (espionage, Old West, and so on), and have modified the basic Rolemaster systems to work with those settings without missing a beat. Of course, you have to redo the weapon tables for firearms (most of the published Rolemaster modifications for firearms, in my opinion, don’t do the job) and make some modifications to ATs to bring them up to more modern armors, but it’s still possible. In fact, taking magic out of the game entirely helps you see how flexible and simple core Rolemaster really is.
Of course, there are weaknesses, too. For the type of gaming I often do, the RAW combat system is a major weakness. The round seems to be calibrated for spell casting, and taking spells out and adding in firearms means you have to cut the round down to about two or three seconds (at most) in order to model firearms correctly and maintain fun and balance. And I’ve never been a fan of the combination of abstract melee and specific missile combat in the same round. The flexibility of the skill system can lead to skill bloat if GMs aren’t careful about limiting them ahead of time (I play RM2, and we actually redid the skill lists to fit my campaign setting, shifting some skills from primary to secondary or secondary to primary and cutting out quite a few), but planning before playing makes this less of an issue.
I’ve always considered the magic system one of Rolemaster’s strengths, but I also modified most of the Channeling Professions to reflect the fact that a deity has direct control over a character’s access to spells. If you enforce the casting limitations in RAW RM2 you have a check to balance some of the more powerful spells and casters.
All this flexibility leads to (in my opinion) Rolemaster’s greatest weakness: you need a competent GM to run a proper campaign. With all the options and variables in the system, a GM needs to understand what she and her players want from a game, and be willing to say “no” almost as often as she says “yes” when it comes to rules. Just because a Profession is in a Companion doesn’t mean you have to allow it. The same goes for skills and spells. A rookie GM has a steep learning curve when it comes to any version of Rolemaster. That can make it difficult for newcomers to pick up the game, and it’s also not helpful when a veteran GM modifies Rolemaster beyond recognition and introduces concepts that may make perfect sense to veteran gamers but make no sense to someone new to the hobby.
Something to consider, at least. What do you readers think?

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Rolemaster Spell Law: Revisiting and rethinking Project BASiL.

Our rewrite of Spell Law was always going to be a work in progress: every new idea, every game session of playtesting or a random thought makes us rethink our basic assumptions. So a recent comment on the Rolemaster Forums  and various blogs on the RolemasterBlog has me thinking about “Realms” again.

Peter makes the argument against the Channeling Realm and his solution rolls various Channeling spells into either the Essence or Mentalism realms. I think my discussions of BASiL realms can be misleading—I don’t see “Realms” as separate properties of power; instead we see “Realms” as the separation of magical powers by casting mechanisms. In RMU this is the same distinction between generating magic effects via spells versus magical effects via rituals. We just take it one step further and further divide spell casting into more distinct mechanisms. This just happens to mirror the original Essence, Channeling, Mentalism to some degree, but we added 4-5 other “Realms” so the comparison starts to lessen. (I just haven’t gotten around to put up these other Realms yet). Peter refers to this as Schools of Magic which I think is a pretty good model to view it.

I think RMU and RM in general has it wrong to use the same spellcasting mechanism for all three realms (SCR, 1-3 round casting time .etc). Furthermore it’s clear that some spell lists just don’t fit the assigned realm or that casting process. We attempted to correct that in BASiL and just took the process where it led us. That meant that “Imbedding/Alchemist” magic needed a better casting and process methodology; “performance magic” (bard, dance, sing etc) needed a more unique process and “written” magic (runes/sigils/glyphs/symbols/circles) didn’t really fit into a 1-3 round casting time.

I’ve blogged about increasing distinctions between Realm powers, but in my thinking over these latest posts and blogs I think I made a mistake—one that I write about often. It’s difficult to completely remove all the tropes/memes and biases built up over a lifetime of gaming and I question my thinking all the time when writing new material, but I stuck to a trope I should have reconsidered. Why shouldn’t the Essence realm have healing spells?

In BASiL I made a clear distinction between Essence (manipulation of the physical world) and Channeling (miraculous and affecting spiritual issues): sort of Science versus Faith paradigm. So while it was clear to me that Spirit Mastery, Souls, etc were solidly in the realm of the metaphysical, I kept healing in the Channeling realm (and self-healing in the mentalism). I do remember questioning this during the Spell Law redesign but I kept healing in Channeling for “balance” purposes!!! My hypocrisy.

Spells that heal tissue, stop bleeding or knit tissue and muscle are very much a physical process and should be included in Essence. At the same time the healing spells in Channeling should be less technical and more miraculous—or just more effective—given their source to divinity. So it looks like I’m moving the Healing Law lists to Essence and writing new and improved healing spells for Channeling.

For more thoughts on the Spell Law rewrite:

Part 1

Part 2

Part 3

Part 4

 

 

 

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Advanced Technology in Shadow World

For those that want to utilize it, ancient advanced technology is a narrative aspect to the Shadow World setting. Advanced technology was not just achieved by the Althan/Ka’ta’viir civilization in the 1st Era, but also utilized by several other notable cultures during the Interregnum: Taranian, Jinteni & Worim.

When we think of technology in fantasy role playing we often visualize laser pistols, laser swords, shield devices, power armor—objects that are just more powerful version of standard fantasy weapons (crowsbows, swords, armor etc). I posted up an older file on using technology in SW here, but the convenient fact is that although it’s tech, it can be handled easily within the RM fantasy magic rules. Laser Guns cast “Firebolts”; Lightsabers inflict Electricity, Fire or Plasma Crits; Anti-grav belts cast “Levitation”, etc.

While there have been numerous ancient high-tech civilizations and contemporary cultures that use “science” (Krylites), none of them reached the advancements of the Althans or Ka’Ta’viir.(Tech Level 13+). Truly advanced technology can transcend common form factors and seem inscrutable to normal understanding. In other words, they will seem magical.

Here are a few advanced technologies that might be a good fit in your Shadow World game:

Post Physical Entities: This is a term often used to describe an “upload society” where consciousness can be transferred to a computer network, object or virtual emulator. Shadow World modules already features stored Ka’ta’viir intelligences (Cloudlords) and the Thalan are a good example of a post-physical entities (PPE’s). From a game standpoint, introducing an ancient Althan/Ka’ta’viir consciousness could be interesting. The entity would probably have their own agenda, limit information flow and perhaps “guide” the players to their own purpose. This could provide a useful guide for the GM to direct the PC’s through the adventure or tie multiple adventures into a greater campaign. Mechanically, PPE’s should be treated as an NPC, only limited by the ability to interact with the physical world. Additionally the PC’s may not even realize the “entity” is an uploaded consciousness or ancient being.

A.I.: Similar to Post Physical entities, A.I.’s are already featured in SW. Two prominent ones are the A.I. in Andraax’s tomb and Morik in Eidolan. Unlike PPE’s, A.I.’s are a technical/software artifact and may be limited by their learning ability, programming and information resources. Like PPE’s, A.I.’s should be treated as NPC’s.

Time Control: Ka’Ta’viir use a “Chronagenic” process to hibernate. Not to be confused with a cryogenic process; rather than freezing or preserving a person through physical or biological means the capsule seals the entity into a time singularity. It’s not clear whether the Althans had additional control over time (barring localized events). Jinteni also had some time dilation abilities (Emer III and Inn of the Green Gryphon). Time travel and control have always been tricky in RPG’s: a GM needs to decide the long term effects of causality and impact on the game narrative. There are three basic mechanisms for time manipulation: devices (machines & portals), spells (I’ve uploaded a Time Mastery spell list on the RM Forums  ) or Essaence effects (Essaence Storms and Foci). Time Travel introduces an introducing plot device to allow PC’s to explore other parts of the immense SW timeline. In fact, you could probably roll randomly for page, paragraph and line or 1-100,000 years to pick a date in the timeline to send the players. At the least, they could be spectators to interesting historical events and experience some of the intriguing past of Kulthea!

Matter/Energy Conversion: A truly advanced society will have mastered matter – energy conversion. This is more than simple fusion, it’s a two way process to generate power from any matter OR the ability to produce objects or material from energy. This probably has less game-world impact than other technologies but it does allow for devices to be powered indefinitely (by harvesting small amounts of matter for energy), self-repair of devices and vehicles or for generating objects “out of thin air” like a Wish spell.

Molecular Assembly: Before they have the ability of creating matter from energy, a post scarcity society will have obtained the ability to create any object from scratch using “feedstock” raw material. These Replicators or “Cornucopia Machines” are just highly advanced 3D printers. In Sci-fi and economic theory, such a machine would be a major societal disruptor allowing for the easy creation and accessibility of wealth. This technology was the basis for the post-scarcity society presented in Star Trek. In your SW game, this technology could be useful but not unbalancing on a limited basis—perhaps program/design access is prohibited except to authorized users (i.e. weapon mfg)

Mal-Metal: Malleable, changeable or programmable materials would be common in an advanced society. This allows for amorphous forms—wings that can change shape, weapons that can morph into others with a thought, adjustable cloaks, armor that can distribute impacts or force etc. This type of technology would be very useful to a PC and would be indistinguishable from common magic item tropes. Obvious examples would be morphing weapons (retain weight/mass but changes shape), fluid bracers that cover the arms as greaves at a thought etc. In SW, “Malloys” (malleable alloys) could combine advanced tech with materials like Keron, Eog or Ithloss.

Bionomics: A step past cyborg implants, Bionomics are organic based technological capabilities built into a person at the molecular and cellular level. These could be energy projections (disruptors, beams), shields (force fields or environmental shields), wetware computing power for advanced mental and calculative abilities. Unless they were born from a very specific parentage, installation of Bionomics would require substantial surgical procedures and DNA manipulation.  Bionomic abilities could be treated as innate spell abilities powered by a reservoir of cell energy (use CO. stat?).  In our campaign, Bionomic technology was a significant part of the Xiosian heritage.

Von Neumann Self Replicators: These machines combine the technologies of molecular assembly and matter/energy conversion to build copies of themselves. This is a powerful concept but might not have too much relevance in a gaming environment. However these could also work on a nano scale—“Nannite” clouds that replicate and perform programmed tasks (healing, buffs, metamorphis etc). Examples of “Nannites” might be found in upcoming SW material!

Solid State Technology: When we think of machines we often conflate it to devices with moving parts and collections of components. An advanced society will utilize microtization, exotic meta-materials and atomic level functionality to produce devices that work as machines but won’t have moving parts. To PC’s this will give machine or software functionality to solid objects–just like magic items.

Neural Control/Interface: The Ka’ta’viir were not only advanced technologically, they were able to utilize the Essaence AND access Psionic/Mind powers. At the height of their powers (Late Imperial Era) many devices were controlled through mere thought. In the game, neural interfaces should be treated as quasi-mentalism or accessed via “Attunement” skill (treat as Absurd or -150 due to the complexity of this technology or allow a PC to have some Althan heritage and reduce the penalty).

While primarily a fantasy setting, Shadow World also has elements of a post-apocalypse setting and a sci-fi setting. Maybe the PC’s will initially be unaware they are encountering technology and not magic but these elements could add flavor to your campaign!

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Don’t It Make My Brown Eyes Blue

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Imagine for a minute a player asks the perfectly reasonable question of “Can I remember what colour her eyes were?”

What I have always done in the past was ask for a skill check using the characters Memory stat bonus as the skill bonus.

When I moved from RM2 to RMC and the threshold for success went from 101+ to 111+ for most casual stat based tests success required an open ended roll. If that was reasonable 19 out of 20 trips to the shops for me would probably end in chaos and that could not be right. For me 1 in 10 trips to the shop ends up with me bringing home the right thing.

So I started thinking about these non-skill rolls. Not everything has a governing skill. Simple tests of memory, trying to catch a plate before it hits the floor or trying to lift a portcullis.

I have often thought that Stats in Rolemaster are largely irrelevant. Once you have rolled them you only ever use the Stat Bonus and never the stat. The exception is body development that uses 1/10th of the Con stat for base hits.

In eliminating the body development skill I have previously suggested using Con + 1/2 SD to find the Total Hits. That would give a starting character a typical 75 hits. That is more than the default starting hits under the RAW but that is not a bad thing. It gives starting characters a bit more longevity and is slightly more realistic than a starting character can take 18hits and a 10th level character can take 150hits. Why is the more experienced character so much more damage resistant?

I don’t use level so there will be no levelling up. I do use a RuneQuest style skill improvement. You roll higher than your current skill total and upon success you gain a skill rank.

I use a similar scheme for stat gains. During periods of rest & recovery you can roll against your stats. If you roll higher than your current stat then your stat increases by 1. You can only roll against stats that have been used. What that means in practice is if you used the Trickery skill you would put a small tick against the skill itself and against Pr and Qu. When it came to doing the tests for improvement then you could roll against those two stats and the one skill. This means that the skills you use tend to improve and the stats you are using tend to improve.

So going back to my simple memory test, to get a result of 111+ just to remember if your girlfriends eyes are Brown or Blue seems a bit of a tough call. That is a open ended roll for most people. If as a GM you wanted to put in a difficulty factor for recalling facts that character saw or heard weeks or months ago then the test becomes almost guaranteed failure pretty quickly.

What if we didn’t use the stat bonus but the actual stat? So Joe average has a memory of 50. What colour are his girlfriend’s eyes? Roll 111+  on 1d% OE +50. That pretty much gives a 60/40 chance of failure which in my experience seems pretty realistic, or is that just me?

So what about lifting a portcullis? Now with an average stat of 50 you, as GM, have scope to put a difficulty factor in there. Sheer Folly is a -50 so trying to lift a portcullis on your own would still require an open ended roll. That also seems realistic. If the character had the Athletic skill then by all means let him or her use it but you cannot make simple tests of strength dependent on such a skill. You cannot tell me that someone with a strength of 90 cannot lift something heavy without learning to play football first?

The final missing part of the puzzle is the racial differences. High Men are about the strongest commonly played race and they get a +10 strength bonus. Elves get a bonus to Memory. If you were to roll these Stat based tests as Stat + Racial Bonus then you would retain the flavour of the races.

Using this method what you get is more competent PCs, greater flexibility as a GM to challenge the characters and Stats gain greater importance beyond just a measure for finding the stat bonus.

 

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Nature vs. Nurture. The emphasis between Stats or Professions.

I really can’t get off my soap box regarding adopting a “No Profession” system. One of the arguments I often hear for professions and profession assigned skill costs is that early character development locks in affinities that define the characters learning patterns for life.

For me, this is a perfect example of the Nature vs Nurture paradigm. “Nature” being defined as a characters stats and stat bonuses (natural aptitudes) and “Nurture” being defined as early influential training. Rolemaster assumes the primacy of “Nurture”: early choice of a Profession sets skill costs that influence the characters progression and development. However the rules themselves allow that paradigm to be easily broken. For instance a player can choose “Fighter” as a profession but spend all his developments points on thieving skills. At what point or level does continuous training of thieving skills outweigh the early choice of the Fighter profession? Should that character even call themselves a fighter?

I am firmly in the camp of “Nature”—that learning is driven more by innate, natural abilities, but that intensive, immersive training can eventual overcome natural talent. Even a weak, clumsy person can become a competent fighter with enough training and dedication. So if innate ability (Nature) is more important, it argues for the elimination of profession based skill costs and thus professions in general.

Ideally, the best solution might be skill costs set by stats or stat bonuses. I.e. a character with high physical stats would have lower costs for physical skills etc. While this makes intuitive sense it would be cumbersome in practical application. However, if you like the “Nurture” argument, RM and RMU rules are already poised to model this reality with just a few tweaks.

We achieved this via the following:

  1. First there needs to be an increase in the influence of stat bonuses. In RM2, stat bonuses are really only influential at the first few levels and then begin to diminish quickly as the skill rank bonus increases. We adopted the RMU stat bonuses and 3 stat per skill calculation to increase the benefit of stats.
  2. We set all skills costs to 5*. That doesn’t mean that skills cost the same for everyone: the increase in stat bonuses means that the real measure is the acquisition cost/skill bonus ratio.
  3. We adjusted the skill rank bonus progression to 1, 2, 3, 4, 5….up to 10 and then it drops 1/rank back down to 1 again. This accomplishes several things—it increases the importance and influence of stat bonuses (by lowering skill bonuses) and reduces the benefit of picking up a handful of ranks in a skill to “max out” the rank bonus vs. acquisition cost. Plus, in general, this progression better models a natural learning curve.
  4. We introduced unlimited rank development. This allows a character to singularly focus on a skill to overcome innate limitations. But this comes at a high opportunity cost—each additional rank taken costs an additional 1DP/rank (this resets each level) so focusing on one or a handful of skills will allow a player to truly excel but at the cost of other skill development.

For our gaming group the application of three elements allows for fast character creation, flexible characters and a more intuitive modeling of character development in the Nature v. Nurture framework.

 

  1. Cultural Skill packages (Nurture) to reflect early development and culturally appropriate knowledge.  This is non-stat influenced as it is skill transmission driven by society and culture.
  2. Vocational Skill Package (Nurture) to reflect young adult vocation, job or trade. This is non-stat influenced as it represents an early “career” decision, availability of vocations in a specific culture or the imperative of cultural norms (ie everyone must join the military).
  3. (Nature) Uniform skill costs, influential stat bonuses and unlimited rank development to give players maximum flexibility and cost/benefit decision making. This is stat dependent as detailed above.

For those that like Professions, this still allows the creation of creative, emulative or societal driven Cultural or Vocational training packages. Our Shadow World campaign has over 40 Cultural Packages and 50 Vocational Packages that can be combined to make thousands of interesting characters without the arbitrary dictums of Professional names or concepts.

Just my two cents—what’s yours?

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More thoughts on “Level-less” Rolemaster.

Rolemaster is inherently a skill-based system but it has clung to some of the established level mechanisms of D&D by reverting them into skills. Peter had a great blog on making hit points independent of skill. I’m really embracing this idea now–and it gets rid of Body Development skill which is a plus in my endless efforts to reduce skill bloat. (We’ve shifted the other aspects of Body Development  into our meta-skill “Athletics”).

So I’m still struggling with disconnecting RR’s from character level. We use “Spell attack level = PP’s” which makes a lot of sense to me, but could be unbalancing if characters didn’t have a better chance of saving as they progress. Or is it unbalancing? Here are some scattered thoughts in no real order:

  1. Set all RR’s to a base of 50/50 success. The threshold is adjusted by the “attack level” of the spell/poison/disease/effect etc. So a PC resisting a 50th lvl spell would need to roll above 100—but would still have their stat bonus and any other spell buffs. A RR vs a 10th lvl poison would need to roll above a 60 etc.
  2. Magic is powerful and should be difficult to resist. However, using this system, a lower level caster who dedicates enough PP’s could affect a 50th lvl character. Is this unbalancing? Higher level characters should have substantially better protection in both items and spells.
  3. While this may increase the potency of spell casting, our own character law system results in casters having fewer, more individualized spells. Under normal RM rules this system might greatly enhance spell-casters.
  4. More buffs. I’ve always felt that the protection spells in RM were fairly weak, something we have tried to correct in our Spell Law re-write. If protection spells were increased in than this might offset the bump in potency in spell casting?
  5. I’m trying hard to get almost every action resolution into the standard RM 1-100 resolution process. The idea proposed in #1 above doesn’t quite work within that frame. RMU tries this with spellcasting by incorporating +100 into the SCR which I find cumbersome. Perhaps, like weapon attacks, I’ll have to let this be just slightly different.
  6. I’ve seen some proposals to get rid of levels to determine RR and to introduce “resistance skills”: skills that give bonuses against Essence, Channeling, Mentalism. That leads down a whole complicated path on spell mechanics, training etc–anybody try this?

Resistance Rolls seem like the last vestiges of a level based system; one that I would like to eliminate. Open to any ideas.

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Weekend Library

Greetings all and welcome to my new column: Weekend Library.  I read quite a bit so I thought I would offer up a list of books that might be a little obscure but worth checking out for great game or campaign ideas for your Rolemaster, Shadow World or fantasy setting.

The Mechanical (3 book series). Interesting take on Clockwork men and alchemy. I got some ideas to update my adventure “The Lair of Ozymandias”.

Six of Crows. A grittier version of “Lies of Locke Lamora”. Good characters and ideas for a urban “Sting/Heist” campaign.

The Face Fakers Game. The writing is a bit inconsistent, but an interesting system of magic that gave me a few ideas.

The Copper Promise. A throwback to the early D&D style adventures. Fun but a straight forward translation of game to store.

The Dungeonneers. Witty and fun quick read. However, it’s interesting because it acknowledges all the traditional dungeon tropes and tackles them head on via a group of Dwarven adventurers.

Free the Darkness. What type of game would you have with a character that was good at EVERYTHING?

Mountain of Daggers. Very old school (Howard or Leiber). Short stories of a famed thief.

Low Town. Great urban low-magic fantasy.

 

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