Is RMU missing an opportunity to fix the rules system?

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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.

Is Rolemaster Rules Heavy?

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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.

RMC House Rules – My Experience System #3 Spell Lists

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There are really three parts to this, improving the spell lists you know, learning entirely new lists and improving your power points. I will take each in turn.

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Improving the Spell Lists you know

This is the easiest bit. If you cast a spell off a list in a meaningful situation (not just rattling off a few spells at the end of the day just to tick the box) then you can mark the list as used. When you are in a situation where you can study, reflect and improve then you can roll to improve the spell list. For every rank you have it counts as 5. Roll a D100 OE and if you roll over the current total you gain a rank. So if you know Fire Law to Rank 5 (5th Level) you would need to roll 26+ to learn the 6th level spell. Progress through ranks 1-10 is pretty quick but then slows down. Once you get to rank 19 you need an open ended to improve.

Learning entirely new Spell Lists

You need to study to learn new lists. I use the same rules as are given for researching new spells for studying new lists. Essence lists require books and a teacher, mentalism require meditation and channelling, prayer. Hybrid lists need to meet all the requirements. If there is no first level spell then the time required would be to research the first available spell and at that point yu would have the number of ranks required to cast that spell.

Improving your Power Points

This is based upon improving your Power Point Development Skill. If power points are used in earnest (just as with casting spells that count for experience above) then when you get a chance to rest and improve then you can roll to improve your PPD skill.

This means that starting characters get more power points quite quickly but it then levels off, just like learning spells. That really is the intention of the entire experience system. Everyone should improve quite rapidly in the skills, stats and spells they are really using. Once they are competent then that progress slows but it never stops. Unless you are a real one trick pony each time when experience would have been dished out you will probably improve in something, a little here a little there. Having characters pay for training brings real benefits at that time, not six months later when they finally level up.

Finally, this system works really well with the new RMU spell law. The diference is that every level in RMU has a spell associated with it. RMU kind of expects characters to be higher level when they start so having characters improve quickly fits in well with that expectation. In RMC, my preferred system the gaps in the spell lists does add a bit of extra excitement when a character gets a new spell as often the rank will improve but this does not bring any new abilities. It is rather swings and roundabouts as to which you prefer.

RMC House Rules – Character Creation #7 Spell Lists

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There are two significant bit so to learning spell lists for my house rules.

Firstly I will be using pretty much the Spells as Skills rules. You only need to learn the 1st level spell to enable you to start progressing up the spell list. This means that for the most part you will only need to spend 5 -15 development points to get the full list at first level.

Beyond first level it will typically take a week of study from a suitable source to gain the first rank in a spell list. That is taken from the spell research rules. That would give you the first level spell and from there you need to use the list to progress in it. If we take a list like lofty movement then that has no 1st to 3rd level spells so it will require 4 weeks of study or 20DP as a first level character to learn.

The second part is the way that spell effects are based upon level. There are spells that have a duration based upon level and these are the easiest to adapt. Here you read ranks in the spell list as the level with that spell. This means that you may have a duration of 3 minutes with one spell and only 10 seconds with another but then if you rarely use the second spell you are likely to be less good at it!

The second reference to level are spells like Sleep V that effects 5 levels of target. For this I will use 2 ranks in Body Development equates to 1 old style level. So Sleep V now effects upto 10 ranks in body development.

That seems balanced to me. Of all the changes to make to Rolemaster these changes to Spell Law are the simplest but also have the greatest effect on balance and game play.

Spending just 5DP (out of 50 at 1st level) to get a spell list means that anyone wanting to play a Mage like character can easily afford possibly 5 or 6 lists and still have a range of other skills.

All the rules for learning portions of lists are now gone.

Everyone is always 1st level so resistance rolls will work the same. If you are casting a (Base) spell then the rank in the spell will be the attack level.

That all seems to work. I suspect that in play spell users will end up with more spells sooner but the self regulating nature of the experience system means that this will soon level off. As it is at the higher levels that Rolemaster seems to breakdown that point should be almost pushed back to the points where it doesn’t happen any more.

Interestingly This house ruled version should work brilliantly with the RMU spell law when the final version is released as every list in that has all slots filled. That would standardise the cost of all the lists and give beginning characters a nice range of spells.

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 #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.

Where Next in 2016?

The problem I have is this. I want to write about Rolemaster in general, the games I am running (Rolemaster Classic), the new Rolemaster (Rolemaster Unified), the Forgotten Realms, the new world of Aioskoru and I want to produce more actually playable adventures. I try and publish two posts a week and right now I am even failing to write that much. There is such a thing as being stead too thin and that is me right now.

I have recently bought both HARP Fantasy and HARP SF and I would like to get into those as well. I also have a face to face game weekend come up.

I think I am going to slow down a little and commit to producing one post a week but try and make it more substantial. The RMU side of things should go quiet for the time being as they are producing the final draft. That alone make all the current discussions in the Beta forums irrelevant as they are now discussing rules that will not exist.

The game I am running (Rolemaster Classic) and the Forgotten Realms side of things are pretty much one and the same for me and Aioskoru is game independent as it is purely a setting.

The single most useful thing I can do is produce the playable content. All memebers of the Rolemaster community can use that and there is very little of it out their on the web. If I make it fit in nicely with the Aoiskoru region I am working on I can tick more than one box at once with that.

I think you can also expect a bit more of a nautical theme going on as I am quite interested in seabourne adventures. So that is it. 2016 is going to bring more adventures. Next time (I am already working on this) I will share a ship with deck plans that will become the basis for a series of adventures. So until then have fun!

All of my Aioskoru content is made available under the Open Gaming License.

An exciting New Year for Rolemaster

I just read Nicholas Caldwell’s directors briefing January 2016. Is really exciting to see that RMU won’t be going to a third beta but rather straight to a draft edition of the final rules. The draft edition should be there just for us to catch any missing tables spelling mistakes typos that sort of thing. It will be cool to see how the final rules I’m sure they will not have satisfied all of the people who are not happy with how the rules frankly I don’t think that was possible anyway, we have all modified our own versions rolemaster and no new edition that ever satisfy everybody.

I am interested to see how RNU stacks up against HARP. I’ve been really impressed with HARP so far as the criticism of the entire system is that the critical tables a little thin, the same critical, again and again. But it is not difficult just to create your own alternative criticals..

I normally try to play with rules as written but with a completely new set of what none of my players have played this would be really good time to try a customised game. I have always been tempted to play again based on a mix of rolemaster hero system and runequest to create a level-less experience-less classless system. I think the way that RMU does the character skills is perfect for what I have in mind.

I think I need to buy a couple more HARP rulebooks and build some of the key NPC’s first and then try and recreate the using the RMU rules when they are available. Hopefully the comparison will tell me if my hybrid idea will work. If it turns out I wanted to it should look and feel exactly like rolemaster but with a damn sight less hunting through pages of books to find 1,000,001 obscure tables.
RMU-vs-HARP-GoogleBattle
This is one of those things that HARP does so well with the entire core system coming in at well under 250 pages. I’ll be amazed if RMU comes in under 2 1/2 thousand pages just for the core books. Admittedly they are different beasts but at the end of the day they are both only frameworks but all GM’s can use to create their own worlds, adventures and tell the story.

What I do need to do first of all is buy HARP SF.

I cannot help but be impressed by the RMU Dev Team

Rolemaster Unified Character Law Cover

Firstly I do not envy the dev team on bit. If you have a hard core player community that have ben playing the same game pretty much for 30 years or more and then you wan tto come along and ‘improve’ it then you are on a hiding to nothing in my opinion.

Now I think I am a pretty reasonable guy, I know and love RM2 (which is obviously and clearly the best version of Rolemaster every written and I am not in the slightest bit biased at all) but I have bought and embraced RMC and I can see it is an improvement. I have bought HARP and I can see good things in that as well. Rolemaster Unified on the other handis a pretty big departure from what has gone before.

The public beta testing is mostly been carried out by that hardcore community which I am not sure is a good thing. We are all too opinionated if you aks me. If you follow the discussions they are 1% reported issue and 99% suggested fixes with two or more arm chair designers expounding on their own vision of how the game should be played.

What has impressed me though is the number of, and the speed with which it seems to happen, changes the dev team are prepared to make.  One would have thought that even prior to play test the devs would have had a fairly well developed concept of what the game should lok and play like. To accept the level of change they have speaks very highly of them I think. I know damn well they will not please all of the members of the community ut that was never going to be possible and I am pretty sure they knew that. There were two bits of RMU I didn’t like and one has been changed and the other is pretty minor and I will either learn to live with it or ignore it.

The best thing from my personal point of view is that without RMU I would never have discovered HARP. I knew it existed of course but I would never have bought into the rules. I want to buy myself HARP SF next but that is another story.

New World – Aioskoru

I wanted to raise a bit of awareness of Aioskoru. This is an Open Game Content project currently being developed on the ICE Forums. As you may or may not know RMU is a worldless system that you can adapt to fit most game worlds. What you get is a highly flexible system of races, character creation, creatures & monsters, treasure, combat and magic but all of it adaptable to any setting. What you don’t get is a default setting. That is where Aioskoru comes in.

The project has been started on the ICE forums and anyone can join in. Right now the solar system and planet is being detailed out and so are the natural resources. If you are in any way interested in RMU or Rolemaster then now is a chance to contribute something to a new game setting that could become the planet of choice for RMU.

The first Aioskoru world map
The first Aioskoru world map

Personally I have not contributed much. I am not good with planet sized projects. Give me a town or a vollage and I can design away to my hearts content but planets are just a bit too big to swallow. That is why I think massively collaborative projects work so well.

If you do only one thing Rolemasterish this week why not make a small contribution Aioskoru project?

There will be no blog post on Friday I suspect. I am travelling most of the morning and gaming most of the afternoon and evening and the entire weekend. There is a fair chance there will be nothing on Monday either if I am sleeping!

All of my Aioskoru content is made available under the Open Gaming License.