Revisiting Spell Law: Spell Casting Mechanics Pt. 1

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There has always been basic indications that the Rolemaster spell realms operate under different mechanics. Essence and Channeling are affected by armor, Mentalism by helms, verbal and hand gestures are necessary components of Essence but not so much Mentalism etc. At the same time, the general casting mechanics of 3 rounds for most spells were uniform across the three realms without any serious mechanical differences.

Most of these rules were more the result of built in game tropes, the need for “balance” and to facilitate gameplay (combat) than any rigorous attempt at realm differentiation. During our Spell Law rewrite (Project BASiL), we started from scratch—deconstructing the various spells, powers, categories and casting requirements and then rebuilding spells and realms in an intuitive and organic fashion.

A few questions, points & thoughts we had at the start:

  1. Should each realm have better differentiation in spell powers? All three realms share a number of common lists: spell defense, movement etc. Wouldn’t it be better to have more unique & separate abilities for each realm? Do realms need better guidelines for spell power assignment?
  2. Are Alchemist spells really “Essence” realm. The imbedding spells don’t really work as a typical Class I-III spells and imply a number of other factors (materials, crafting, time etc).
  3. Do Symbols, Runes, Signs, Glyphs etc require different casting requirements since their casting depends on writing/inscribing?
  4. Do Bard spells fit into Mentalism (or Essence) when their efficacy is based on a performance?
  5. Do Illusions depend on the casters memory to properly reconstruct an image? How does that work into the SCR?
  6. What is the verbal/hand component of spellcasting? Do spell books come in a variety of languages? Is the verbal component a native tongue or something else?
  7. Should casting times be broader than 1-3 rounds?
  8. Why can’t spell users learn spells from multiple realms? Does this really create a “balance” issue?
  9. Do PC’s really need a realm assignment? Do PP’s really come in 7 varieties? (essence, ment, chan, ess/chan, ess/ment, ment/chan, arcane). Does that make sense? Do PC’s need separate pools of spell casting power for each of those? Do PP multipliers need to be tuned to 6-7 different power flavors? How does that tie into magic item creation? Why?
  10. Why is Alchemy “Essence”? Channelers can’t make magic items? Should Mentalism powers be subject to imbedding?
  11. How much of Spell Law is setting specific? How much needs to be?

Some of these issues have been partially addressed in companions or touched upon in RMU but these are all add-on rules that created one-off situations rather than a cohesive foundation for the Spell system.

For us the solutions mostly presented themselves. Our first step was to reclassify spell “Realms” based on the casting mechanics and the boundaries and scope of the realms powers. This required re-defining and expanding on the 3 traditional “realms”.

Realm Scope of Power Casting Ancillary Skill
Essence (Conductive) Elemental, physics, physical manipulation Verbal, Gesture, sensitive to encumbrancde Magical Language
Channeling Miraculous, spiritual, spirit manipulation, lifeforce Verbal Plea Prayer
Mentalism Single target, mind related, self enchancement Concentration Mental Focus
Imbedding (Investiture) Imbedding magic into physical objects Repetition Power Points, maybe crafting
Written (Inscribed) Wards, protection, summoning, defense, triggered Quality, accuracy, durability of inscription, Rune Skill: runes, glyphs, symbols, circles, wards, signs, tattoos
Performance (Rendered) Mass effects, mood, behavior, control Verbal, visual, sound, perceptual Performance skill: music, instrument, singing, dance etc
Intrinsic (Natural Magic) Setting/Ecology At will, focus Depends/none
Incidental (Cantrips) Minor Focus None

 

Once we built this basic framework we could develop specific casting rules and create new spells that easily dropped into their appropriate “realm”. This also facilitates a scalable process of introducing new or unique lists, setting specific magic or even build new Realm categories as needed without trying to shoehorn into the limitations of the original Essence, Mentalism or Channeling paradigm.  Some examples are Moon Magic, Warrens(Malazan), Blood Magic, Arcane, Spirit/Totem etc).

In Part II we’ll start with Essence.

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Further musing on the skills system

I really like Brian’s take on skills where the number of ranks has an important role to play as well as the total bonus.

As I see it there are four types of skill roll in Rolemaster.

All or nothing.

This is the classic pass or fail test. You either heard the cocking of the crossbow or you didn’t. In RM2/RMC you need a total of 101+ to succeed in RMSS/RMFRP it is 111+ (which always struck me as a weird number if eleventy-one works for you then who am I to argue.)

Progress towards a goal

So you want to do something that is going to take time, you make your skill roll and depending on the roll and outside factors you get a result. That is how much of the task has been completed. if you get below 100 then you are part way through the task, over 100 and the task took less time than expected.

Opposing Skills

You are trying to hide and I am trying to spot you. Your hiding skill roll result would then be used as a penalty to my perception roll. The GM has to decide which way around to apply the rolls. Does my keen eyesight may your hiding more difficult or does your hiding position may my attempt to see you harder. I always go with the route of least rolls. If there is one hider and five seekers then I would have the hider’s one roll apply to the seekers five individual rolls.

Combat rolls

Here the result is not pass or fail, there is no straight hit or miss, and there is not really an opposing skill although the defender can use skills to make them harder to hit. You make your roll apply all the bonuses and penalties and look up the result on a table.

Now in most RPGs the combat rules take up a huge amount of space in the rule books even if combat doesn’t take up a huge amount of time at the table. Rolemaster in particular takes great pride in its combat system and we all love the critical tables and there blood splattered graphic descriptions. I am perfectly happy with my current version of the combat system and when I migrate to RMU I will junk the rules as written and insert my existing version. I have already rewritten all of the most commonly used critical tables so modifying the numbers of hits delivered and stretching them up to the new 175 cap will not be a massive endeavour.  Some people think that Rolemaster combat can be slow or overly complicated but it doesn’t have to be that way.

I am not so sure about the all or nothing skill roll. In the rules as written (RAW) all or nothing skills have a partial success result which allows a second roll at a penalty. If we were to abandon the whole all or nothing concept and make all rolls as static or moving maneuvers anything else than a 100% success would be a graduation of that partial success. Results at or below 0% would be failures.

In the example of the cocking of a crossbow if you rolled your perception and got less than 100% as a result then you could allow a second roll with whatever the shortfall was as a penalty. If of course there is actually anything there to hear after the event!

The question is would this simplify the game and speed up play?

 

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Rolemaster Skill Bonuses and Skill Ranks

In our attempt to reduce skills to the absolute minimum possible AND to create a unified action resolution for all actions we’ve come up with a hybrid system of ideas from RM and RMU.

The basic premise is that total skill bonus is used for action resolution (MM, SM, combat, SCR etc) and # of skill ranks are used for “proficiency issues”.  The following chart breaks down skills into 3 overall categories: Lores (knowledge), Vocations (job that represents a number of skills and disciplines) and General Skills (everything else).

Skill Ranks Lore Vocation General Skills
1-10 Grade to High School Apprentice Basic knowledge and abilities skill and simpler sub-skill.
11-20 College Journeymen Broad abilities of skill and sub-skills
21+ PhD/Post Grad Master Advanced skills and sub-abilities
50+ Erudite Master Guildmaster or similar Singular mastery of skill and inter-related disciplines

Some will argue for a more robust break down — but again, we are trying to keep things simple. The breakdown is driven by our own rules on learning skills. Knowledge can be learned via tutoring, research or reading; vocations must be learned by doing (you can’t  become a master sailor by being taught in a classroom or reading a tutorial) and the other skills are a combination of learning methods.

Now we have a visual relationship between rank/proficiency and the three overall skill types with qualitative labels for reference. Let’s use one of each for an example:

Lore. As cool as it is to provide obscure info to a player on Dragon mating habits, most GM’s are going to need to rely on skill checks rather than building a expansive wiki on their game world. Lores are simple–the # of skill ranks gives the player and GM a good idea of the players depth of knowledge and sets the boundaries for what the player could possibly know. A skill check using the skill bonus allows for success or failure.

Vocation. Most jobs utilize a number of skill sets–a sailor will have skills in sailing, weather, navigation, knots etc. The skill rank level is used to determine the players level of proficiency and determine if they have the right level of experience and training. A journeyman sailor won’t have star navigation but a Master or Guildmaster certainly would.

General Skills. Using my previous comment on the warrior with 20 ranks in longsword and a 130ob. The total skill bonus is used in combat and the 20 skill ranks is used as a modifier against various combat maneuvers (reverse strike, disarm etc). The shield skill: the skill bonus is used for shield attacks, the rank # is used for DB. Same as RMU.

We’ve folded many skills into “meta skills”. For instance Survival includes sub skills like tracking, traps, snares, weather watching etc. Acrobatics includes contortions, diving, tumbling etc.

There are still a few skills I’m tweaking but I like how its working so far.

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Is RMU missing an opportunity to fix the rules system?

Rolemaster Unified Character Law Cover

I have been doing a bit of homebrew rules writing this week and I have taken bits and bobs of other games and mashed them all together to get a set of rules that did a particular job. It isn’t rolemaster so doesn’t belong here but bits of rolemaster ended up in what I was doing.

Now if you take bits of different games you get different mechanics and different ways of doing the same thing. In rolemaster particularly RM2 if you look at how skills work you you get different ways of doing things in the same game!

Lets take buying skill ranks.

Some skills you can buy as many ranks as you like each level eg Armour, languages and spell lists.

Normally you can buy one or two ranks but occaisionally some professions can buy more etc Healers and First Aid.

Some skills have ranks that always give a +5 bonus eg Armour.

Most skills have deminishing returns eg +5, +2 +½.

Some skills each rank is only worth +1 eg Ambush and Stunned Maneuover

Some skills have multiple options so Stunned Maneuver could be +1/rank but could be +5, +2 +½.

Some skills can only cancel out penalties but not give a bonus such as Armour and Transcend Armour

Some skills cancel out penalties but can give a bonus on top such as Spacial Location Awareness.

Some skills have the same function or role as other skills but at different costs and use different stats such as tumble defence and adrenal defence, Iai Strike and adrenal quickdraw, spacial location awareness and blind fighting.

Going back to the costs some weapons and musical instruments use the same mechanic of the first you learn is the cheapest, the second the next cheapest and the more you learn the more expensive they get. Languages on the other hand all cost the same regardless of how many you learn. Martial arts has yet another mechanic for its costing with the prices remaining constant but prerequisites on what you can buy.

Some skills come with special rules attached such as iai strike that can have you throwing your own weapon away on a bad roll. Subduing is another

Is all of that really necessary? I can understand that some skills are moving maneuvers and some are static maneuvers and different rules apply but RM2 has reputedly 200 skills all told and apparently 200 rules for how to apply each one. I kid you not! You would have thought that sprinting would be a MM skill to be applied as a bonus to MM rolls when sprinting. Wrong! MM rolls normally give a result that can go over 100% to show greater that expected progress of faster completion times. It would make sense for sprinting to be a bonus and help get those over 100% results but instead sprinting has its own special table that limits the gains you can get.

Now that is only a tiny snapshot of the problems in RM2.

I don’t know RMSS/RMFRP but I do know the real sticking point for players of either RM2/RMC and RMSS/RMFRP is the skills system. RMSS has categories that you have to do something with before you can buy a specialism but it has everyman skills that operate a buy one get a dozen free or something. On top of that you then get training packages that I think give bulk discounts and talents that give bonuses or cancel penalties. I am possibly being unfair to RMSS but as you all know I love minimalism so it was never going to be the system for me. There is nothing wrong with it if it appeals to you.

So where does RMU come into this?

RMU has the opportunity to really sort out the mess of different mechanics for skills. Do skills cancel out penalties, the new Combat Expertise works that way but will any future flying skill or Spacial Location Awareness skill work that way? What will happen if you get an EO downward roll on a quickdraw/iai strike roll? Can you get a downward roll or will it be a fumble roll?

I am really looking forward to the final draft rules. I want to apply my classless levelless house rules to RMU and as such I really want them to sort out a long lasting structure that will prevent the balls up that was the RM2 skill system.

That turned into more of a rant than I intended. It was not supposed to be that way and RMC (derived from RM2) is my weapon of choice. The more I looked the more inconsistencies I found and the more of my own post-it notes I found in my old paper RM2 rule books.

I have only seen the Beta II rules and that does appear to be falling into the different rules for different skills trap with the Control Lycanthropy skill having its own rules as do Piloting, Jumping and Adrenal Focus. There are also different Knowledge tiers for lore skills that do not apply to more physical skills. I repeat though, these are Beta rules and not the final rules. I hope you can see the reason for my concern. if you start off setting a bad example it is very hard to fix it later.

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Shadow World Revisited: “Here be NO monsters”

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One of my favorite aspects of Shadow World is the general lack of fantasy “monsters”. Perhaps the early emphasis of the Fenlon Middle Earth campaign set the tone, but both Rolemaster and Shadow World were relatively light on the D&D style monster encounter.

As a younger player strange and unique monsters helped set the tone of wonder, mystery and even fear but as my players got older, introducing a never ending stream of monsters seemed to work the opposite by taking them out of the game.

Yes, the SW Master Atlas contains most of the entries found in C&T and some of the MA references giants, orcs, trolls, goblins but the predominance of core products (written by Terry) are humanoid centric: human and elves. This leaves encounters and combat focused on PC vs NPC and profession vs profession tactics and strategies.

The exceptions of course are the Dragons, Demons and fusion creatures. The fusion creatures: Shard, Xyr etc give SW it’s unique flavor and arguably add a horror element to the setting. These creatures seemed to have been adopted by the Numenera setting.

Compared to other traditional fantasy settings, SW seems very monster-lite. I call it the “Alien” or “Jaws” approach–having monsters that are few and far between leverage their impact on experienced players.

I like it–what are your thoughts?

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Is Rolemaster Rules Heavy?

Rolemaster Logo

I saw a survey today that listed Rolemaster as an example of a ‘Rules Heavy’ system. If you bought ALL of RMC that would be Character Law, Arms Law, Spell Law, Creatures & Treasures and Companion 1 you would have the entire published system and the entier page count runs to about 800 pages. That is roughly the size of just the three core DnD 5e PHB, DMG and Monster Manual.

Page count is not the best way of measuring the weight of the rules. If we were to look at spells every spell in Rolemaster works in one of just a few ways. Either you roll on an attack table (eg Fireball), the spell effect is dependent on the severity of the targets failed resistance roll (eg Sudden Light) or the spell is not variable and has a baked in effect (eg Projected Light). If we look at DnD you get every spell with its own bespoke rules and formulae such as Magic Missile that fires of a variable number of projectiles depending on the level of the caster but never misses. As a magic system Rolemaster is a lot lighter than DnD 5e. Incidentally DnD 5e was quoted as a medium weight system in the survey above!

Combat in DnD vs Rolemaster is a hard one to compare because I have never known anyone apply the rules correctly in either system. DnD is often protrayed as Roll to hit, roll your damage and move on. That sounds really easy and fast but then you add in initiative rolls, and weapon vs armour modifications and different ‘to hit’ tables for different professions/classes and a few hundred classes and things are not as simple if you apply the rules as written. In rolemaster the big bug bear is exhaustion points. I have never even read the rules in full, I have never played them and do not know anyone who has played them. If you ignore exhaustion then Rolemaster looks more complicated with books of tables, one page for each weapon and books worth of critical tables but it still comes down to roll to hit and roll damage (our beloved criticals). rolemaster has more pages but actually less rules. It does have a hell of a lot more flavour than DnD combat. It is aledgedly more dangerous but that is down to how many first level magic users you have tried to play in DnD I suppose.

The point I am trying to make I suppose is that what makes one system ‘rules light’, I think my RM variant is very rules light, one rules medium and another rules heavy is I think the eye of the beholder. the person who created the survey thinks or has heard that Rolemaster is rules heavy and therefore puts it as an example of a rules heavy system perpetuating the myth.

I think ICE need to address that perception and one way to do that is to adopt the Adventure Path methodology and literally put a ready to play pa together that new players can pick up and start playing in the same evening. Of course with a new generation of RM about to be released this is the perfect opportunity to do so.

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DO NOT TRUST HIM! Using “disturbing” NPC’s in your RPG game.

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I saw GAGS THE CLOWN and it made me wonder if any GM’s had used a truly “creepy” NPC in their game. Mysterious cloaked figures, black armored knights, damsels in distress are all standard tropes in fantasy RPG’s but who has created a really disturbing or uncomfortable character? Peter is running a haunted house adventure and that cries out for creepy NPC’s!

I’m not referring to terrifying in an alien/demonic/Agothu sense—more of an extreme Bill Ferny type. The character doesn’t have to be scary because of any intrinsic power or ability—it’s more a function of their behavior or appearance. I think jesters and clowns are creepy characters and the recent popularity of The Joker, and Harley Quinn makes them a good template for an interesting NPC. I always liked Korbal Broach from the Malazan series.

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I don’t think I’ve ever introduced such an NPC in my games, but I’m developing a character to be used in one of my module projects I’m working on.  It’s easier to write up: I think roleplaying this type of NPC would be hard. Purposefully acting unpleasant or disturbing doesn’t come easy to most people. Plus, my group would probably just try and kill anyone that creeped them out too much!

  • What about you—have you introduced an NPC like this in your game?
  • Have you played in a game where you encountered such a character?
  • Are there any Shadow World NPC’s that would come across as creepy?
  • What are other good examples in fiction or movies?

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Haunted House Time

In the next session I want to send my party to a haunted house. This is a really good opportunity to put into practice my resolution of piling on more atmospheric description (see last weeks post)

What I was hoping is that I could ask the readers here for more tips and your experiences of running a haunted house session. I am planning on the final showdown to be a zombies attacking from the grounds, breaking in through the doors, windows etc and slowly forcing the party up the stairs to the top of the house.

The lure to get them to the house will be to a meeting where they can learn something really important about one of the characters estrnged family.

Between the party arriving and the grand finale I want a skills based challenge for the party.So far I am thinking of having the house is a very poor state of repair so I can collapse the floor under someone (using moving maneuver skills), locked draws in a desk (subterfuge skills), Some kind of vault in the cellar (some kind of Lore based challenge maybe with runes that need interpretation).

I want to use the weather a lot with the wind ripping shutters open and banging them around, blowing curtains around etc. and flashes of lightning lighting up the scene in monochrome (probably revealing a zombie arching right over one of the party before the attack starts!)

Do you have any good advice? Is there anything you think I should avoid?

The party are all 3rd level but I feel they are punching above their weight (some good spell aquisition rolls have given them a rich set of spell lists along with the fact that ever character is a semi, hybrid or pure spell caster).

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