Spell Law Deconstruction: Base Lists

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

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

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

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

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

I think there are many reasons for this:

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

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

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