RMC House Rules – Character Creation #5 Profession

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One of the problems for D&D players coming to Rolemaster is that although ‘Profession’ appears to be pretty much the same as ‘Class’ they are definitely not the same thing!

There are significant flaws in Rolemaster professions.

  1. Once you choose a Profession in RM just about everything is set for life and is unchangeable. If your chosen profession virtually excludes magic then whatever happens in the future you will be forever pretty much excluded from magic.
  2. There are so damn many professions. Professions define the costs of your skills and the base spell lists that can be learned. The difference between a fighter and a barbarian is just the skill costs, the difference between a witch and an illusionist is skills and base lists. Choosing profession comes down to which profession has the best skill costs for the skills you want to buy and the closest fit for the spells you want cast. I have ended up viewing it as institutionalised min/maxing as when you get up to 70+ professions there has to be optimised to give the lowest price for exactly what you want.
  3. The professions are scattered though so many books that if every GM does not have all the same material then your particular profession simply may not exist.
  4. Not all professions are as equally balanced as others. There are some optional rules that when combined with some of the professions either makes them unplayable or unstopable. I have seen games where one single Directed Spells skill is used for ALL directed spell attacks. In the case of the Warrior Mage profession all of their attacking spells are on a single list so with a single skill they can attack with their full OB with every attacking spell. The magician who is meant to be the specialist with elemental attacks would have to spend 10 times the development points to be equally good AND could not even start to learn the skill in Lightning bolt until twelth level. The Warrior Mage could start learning it at 2nd level.

As you can see there are issues with professions as they stand. I propose using the No Profession as the basis for all characters.

The No Profession is a standard set of skill costs that are uniform to everyone.

Normally once you have chosen your profession you have to buy skills using your development points at least twice. The first time is your ‘apprenticeship’ level, essentially 0th level. The second time is your 1st level skills and then a third time to show what you are learning at the moment. As skills are spread thoughout most of the rolemaster companion and Law books it can be a challenge and very time consuming to evaluate all 200+ skills available to you. 200 skill costs for 92 professions makes over 18,000 different combinations.

In my version there is only the No Profession, only about 40 skills and you buy your skills only once. There will be more about skills later.

Professional Magical Realms

In addition to the skill costs your profession also gives you a Realm of magic, six base lists and a set of professional level bonuses.

The realm of magic remains the same as standard RM in that you get the choice of one realm from the three standard realms (channeling, mentalism or Essence). Technically I do not insist you choose your realm until you start to study some sort of magic. On the other hand though your power points will be based upon one of your stats. This means that if you envision casting spells then you will need to ensure you have some power points from your stats before you start.

If you have spell lists from just one realm then all your power points will come from the stat governing that realm (EM), (IN) or (PR). If you learn a list from a second realm then your power points will come from the average stat from the two realm stats. If you then learn magic from the third realm then all three stats will be averaged to find your power points.

You do not need to chose all your base lists right from day one. There are 10 lists in total that you can learn above 20th level and these will be the first 10 lists you learn above 20th level. As you can only learn spells but actually using them it is logical that your ‘speciality’ will be the magic you have proven best at.

Professional Bonuses

The professional bonuses or level bonuses will be the ones as described on pg 128 of the RMC Character Law. This uses the RMSS skill categories. The only variation here is that you may swap up to 2 of the bonus categories for example you may choose to move the +1 from Outdoor Skills to the Urban category and move the +1 from Athletic Skills to Directed Spells. This allows you to customise your professional bonuses a little so if you want to play a wizardly character you can shape him or her into a more academic type rather than the athletic type that the No Profession starts out as. Once you have moved a set of bonuses they cannot be changed later.

That is it. The No Profession is intended to be a bit of a blank canvas from which you start building your character.

RMC House Rules – Character Creation #4 – Cultural Background

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Cultural Background is another element of RMU that I really like. The mechanism is really simple. There are a number of predefined backgrounds such as urban, nomad, coastal and sylvan, plus 4 others in RMU, and there is a mix of skills that are typical for people growing up in that culture. So you choose your culture and you get free skill ranks to assign into skill categories defined by your culture.

This has two immediate effects. Firstly it replaces at least in part the adolesence level for buying skills. you are just given a few ranks in some or all skill categories and regardless of the cost you just pick the skills that you want. The second effect is to force every character to have a good balance of background skills.

Avoiding Meta-Gaming?

I have a player in my face to face game that has only spent development points on weapons, magic, body development and perception and a couple of other skills that I insisted on. For hobby skills I give away 13 ranks that you can assign to secondary skills and he always tries to assign some or all of them to combat and magical skills. Compared to all the other characters he has the most hits, the biggest OB and the most magic. On the other hand he gets very upset when the challenges facing the party require tracking, lore or any of the other useful skills he eskewed in favour of big weapons.

I will confess that every now and again I take great pleasure in seperating him from he rest of the party by a wall, pit, door or whatever and give him a really simple challenge that everyone on one side of the door could easily do and he is completely perplexed by.

It is also no surprise that this player is the biggest meta gamer in the party who most of the time is using his own knowledge to decide his characters actions rather than what the chracter knows.

How Cultural Backgrounds Work

Anyway back to cultural backgrounds! Each background in my variation comprises 35 ranks spread over 13 different skill categories. The average skill costs for a single rank is about 2DP so that equates to about 50DP as an apprentice level although the single biggest block goes to languages which are traditionally cheaper.

The point of these character cultural background ranks for me is two fold. It is both faster and easier to just pick skills from a list than to try and spend exactly a fixed number of DPs. We have all been in a situation where you have to trade off one skill against another to make everything fit into your budget. Secondly it will make a Barbarian from the Frozen North significantly different from a Warrior from Chult and that difference has an impact on those characters which will last a long time into the characters careers.

Actually implementing this I have skewed everything to fit my world setting of the Forgotten Realms. If you are from Thay then you will have a significantly different skill set than if you are from Chult. On the other hand I have not really split it alone national lines. Both Waterdeep and Thay are magically very rich places and the citizens will both have a great amount of day to day experience of magic.

Cultural Background Skills Table

Cosmopolitan

(Waterdeep)

Coastal

(Sword Coast)

Harsh/
Tundra/
Waste

(Frozen North)
Highland Nomad Rural

(Dales)

Sylvan

(Chult)

Underground

(Underdark)

Urban
Athletic 1 3 2 2 1 1 1 1 1
Awareness 1 2 3 2 2 1 2 1 1
Body Development 1 1 2 2 1 1 1 1 1
Combat Maneuvers 1 1
Communcations 13 10 6 8 10 8 10 10 12
Crafts 5 6 4 5 5 7 5 6 7
Influence 2 1 1 1 1 1 1 2
Lore 4 4 5 4 4 4 4 4 4
Martial Arts 1 1 2 1 1 1 1 1 1
Outdoor 3 2 5 3 2 1
Scientific Analytic 1 1 1
Subterfuge 1 1 1 2
Technical/Trade 7 6 6 6 5 8 7 5 6

When assigning these ranks the same rule applies as with buying skills. You cannot buy ore than 2 ranks in a single skills unless the skill is listed as 1*, 2* etc., such as languages. This forces players with say 7 ranks in Technical/Trade skills to buy a range of skills.

You will notice that there are no weapon skills or armour skills in here. That means that all of your OB has to come from your 1st level development points.

RMC House Rules – Character Creation #3 – Rolemaster Races

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I am not suggesting many changes to the Rolemaster races in my RMC variant but first a bit of background on the long running ‘issue’ of Elves and Self Discipline.

Elves and Self Discipline

Most elves in Rolemaster based games get a -20 on the Self Discipline (SD) stat. SD happens to be one of the stats used to determine your Stalk & Hide skill and Meditation skill.

When most people see that -20 they assume that elves have no self control or discipline which is not the way Tolkien’s elves are generally portrayed. Rolemaster elves are the direct decendants of Tolkien’s elves as the roots of Rolemaster are set in the world of the MERP (Middle Earth Role Playing) franchise.

Furthermore when you notice that when you read about the stalk and hide skill the elves -20 should be treated as +20 and that elves get a natural +20 to meditation. It strikes me that if you are having to ‘fix’ the figures because of something you did earlier then the initial thing was wrong.

Elves are not irrational and impulsive and clumsy. You firstly have to remember that all stat bonuses are relative and not absolute. Originally the common man had no penalties or bonuses at all and that all the tables were constructed as the common man being the absolute norm. From that point races are describe relative to a common man so if a typical dwarf is stronger than a common man then it gets a strength bonus. In this way elves are seen as being less disciplined than a man. Not bad at discipline, just less discplined than our common man. This idea was prompted by the idea that elves being immortal have all the time in the world to complete tasks and most problems tend to resolve themselves if given a few centuries to bed in. Your common man with a short and often hard life has to act now. An elf could spend several thousand years building an empire, a man probably has no more than 30 years if he wants to have any time to actually enjoy it!

I have no problem with this concept of ‘relative’ stats. I do have a problem with the elves -20 because obviously this is the wrong implementation if the rule has to be applied only some of the time or additional fixes have to be put in place to fix the problems that the rule introduces.

I would argue that although elves may not be as hasty as humans to interfere in affairs their long view almost breeds more self discipline in that they are inherently patient and this builds tolerance. If you have to cancel out the penalties for mediation and stalking then why not just forget the whole thing?

In my rules there is no SD penalty for any elves including half elves.

Base Hits

There is a table known as “04-01 RACE ABILITIES”, on that table it tells you the hit dice used for each race. Common men get a d8 as do some elves and halflings. Other races get d10. Why? Rolemaster is a d10 based game. The only places where you get all the other polygon dice used is in the variable amounts of healing from some herbs.

My first reaction was to say everyone gets a d10 hits but then I decided to go in a completely different direction.

The way hits are calculated in RMC is your Con stat/10 plus the accumilated dice rolls plus your Con stat bonus as a percentage. Almost every race gets a con bonus so most people get a few extra hits from this. So if you have a Con of 76 and a total of +10 Con stat bonus and you bought 4 ranks in Body development as an High Elf you would have 8 hits from your Con (76÷10) plus 4x1d10, lets say that comes to 28 plus 10% of the total from your con bonus. So 8+28=36 plus 10% = 40 hits.

Some GMs I have played with say re-roll hit points if you get a 1-3 on the dice and others have given out maximum hitpoints at first level. Letting the characters have a decent number of hit points gives the GM more freedom in what he or she can throw at the party.

With that in mind I am going to give a little, take a little and simplify things a little.

In my rules you always get maximum hits, so 8 for a human, 10 for an high elf and so on but you no longer get the con bonus percentage. So under my rule the above character would get 48 hits being (76÷10)+4×10=48. So we now have diceless body development. In fact as you will see all of character creation is now diceless.

Background Options

In table “06-01 RACE BACKGROUND OPTION TABLE” each Rolemaster race has a number of background options ranging from 2 to 6. I personally feel the options in Character Law were a bit limited and those in Companion One were too powerful. I like the HARP and RMU talents and I nearly included them but at the end of it they just seemed a bit ‘wrong’ to me. Instead I am going to steal another RMU feature and that is Knacks. In the RMU beta rules all characters get to pick to specific skills that get a +5 bomus. this makes a character just a little bit better than their peers in that particular skill. It is a one time only bonus and is always fixed at +5 and cannot be doubled up. I am going to replace the background options with knacks but each character will get between 2 and 6 knacks depending on race.

Race Background Options
Common Men 6
Dwarves 5
Halflings 5
Orcs 5
High Men 4
Half-elves 4
Wood-elves 4
Greater Orcs 4
Trolls 4
High-elves 3
Fair-elves 2

This does reduce the impact of background options but then I never liked the way that some good rolls could turn a character into an almost superman and likewise a bad roll could cripple them or destroy the players concept of the character they wanted to play. This solution puts the player in charge, is non-random and always give the character a slight advantage without making a massive impact. They are far easier to administer than Talents and Flaws.

RMC House Rules – Character Creation #1 Stats

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Brih has been posting some of his groups house rules or hacks. This has inspired me to put forward some of my proposed house rules for an up coming game.  I have alluded to many of these in the past but I have never listed them explictily. So there is Part I of character creation namely generating some stats.

My favourist game ever for character creation was Champions (or Hero System as it is now). That gave you complete freedom of all of time and space to drw your inspiration from and all the characters were equally balanced. Hero System was a point buy system and so that is where I intend to go with character crreation.

I went through the Rolemaster RM2 companions over the weekend and none of them had a point buy system for RM2 or RMC. If there was one for RMSS/RMFRP I don’t know it as I don’t have any of those books. I have drawn my inspiration from some of the RMU beta rules.

There seem to be three philosophies with RM point buy systems. Firstly you have a big pool of points and all your stats start at 0. Second, you stats all start at 50 and you have a small pool of points and finally all stats start at 50 but you buy stat bonuses not the stats themselves. The first option is the one that my PBP Spacemaster GM has employed. There we rolled 10D10 and added that to a base 700 points to give our point total to spend. The third option is the one used by RMU. You get 10 points to spend on your stat bonuses. you can get more points by taking minuses on other stats.

I am going to use the middle option of all stats start at 50 and you get 250 points to spend on your stats. You can lower a stat to get more points somewhere else if you want.

The flaw in my system would be that in standard RM stats anything between 26 and 75 give you no bonus or penalty there is no reason why not to reduce any stats you do now explicitly need down to 26 and spend those points boosting other more important stats.

To counter this I am going to use a smoothed stat bonus table. While I am talking about stat bonuses I am also going to adopt the RMU standard of smaller stat bonuses that get added together for skills rather than the averaged method used in RMC/RM2. So what does this stat table look like?

The Stat Bonus Table from RMU Beta 2
The Stat Bonus Table from RMU Beta 2

This table discourages ‘buying down’ stats as the penalties for low stats start at just 47.

The only complications come from ‘single stat’ rolls. As an example if a player asked “Can my character remember reading anything about this legend as a student?” I would normally ask the player to roll a Memory (OE D100 roll with their Memory stat bonus as a modifier) roll to which I would add or subtract a difficulty factor depending on how well known the legends are. A character with a Me stat of 90 in RMC would have a +10 stat bonus. In this stystem that is just a +8. Your DB is normally equal to your Qu stat bonus but that too is reduced.

To address this all single stat checks will be made with the stat bonus doubled. This now makes DBs slightly higher for lightly or unarmoured characters and stat checks slightly easier. Especially as you will get a small bonus from a stat as low as just 54.

Looking at the bandings in the table here you will see the labels Deficient to Exeptional. These are used for the costings. Each +1 or -1 in the average band costs or gives 1 point. So it costs 9 points to go from the statng 50 up to 59. The Above Average band all cost 2 points so it costs an additional 46 points to get the same stat up to 83. It costs 3 points for the Superior band and 4 points in the exceptional so to get a stat up to 90 costs (9+46+21) 76 points in total.

Reducing stats works the same way.

Stats do not give any development points and I have kept all 10 stats. I was tempted to go with the HARP 8 stat version but that would lock me into the HARP skills system.

The 200 point pool means that a typical character can have two stats up at about 90 and all their other stats at around 54-55 easily within their budget.

Potentials are all 100 right across the board but I will cover potential stats next time as well as stat gains.