Gunpowder in Shadow World

It’s no secret that Shadow Worlds history encompasses a vast range of civilizations with “technological levels” ranging from Stone Age tribes to advanced post-physical societies. Terry often stressed that magic and high technology could often be indistinguishable and most of his SW books contain high tech items. In between those two extremes are a spectrum of technological advancements that are found scattered throughout Kulthea: the lightning guns used by the Krylites, the airships and barges designed by the Elves of Namar-tol and even bicycles that are appearing around Eidolon.

But one tech period is rarely found on Shadow World: civilizations and tech based on chemical reactions and the use of fossil fuels. More specifically, gunpowder and the advent of explosives and guns.

The fusion of guns and magic have become a popular theme in fiction, but Shadow World has some built in roadblocks that seem to prevent widespread use. In the Master Atlas we find this:

Gunpowder: The secret of this potentially devastating
tool is far from being unlocked, by even
the most advanced cultures on the Shadow World.
The power of magic has stagnated any desire for a
chemical explosive, and the mysteriously fluctuating
effects of the Essænce can have a transmuting
effect on chemical reactions
.

I expanded on this a bit more in my own SW campaign:

The “Viir” seems to fundamentally change both ionic and covalent bonding for molecular and macromolecular structures.  In practice this energy field is distorting chemical interactions and material structures most acutely—

In short, the Essaence is disruptive to chemical reactions and/or Magic itself precludes the need for such technology. Why invent a grenade when many people can cast a Fireball or Firebolt?

Personally I like the mix of tech and possible settings that can be found in SW, and introducing guns and related tech can add a new element to gameplay. So how can explosives be introduced to Kulthea:

  1. Outsiders. Kulthea has been explored by off-planet visitors. Some have arrived in spacefaring vehicles while others via “portals”. If they have explosives or munitions they might be reliable–for some period of time. Either you could argue that their chemical properties are stable due to their production off-world, or that it takes time for the Essaence fields to corrupt their potential.
  2. Demons. The Fifth Pale is a nightmarish place of industrial technology gone mad. Smokestacks and gigantic refinery-like superstructures fill this world, which is constantly enveloped in a luminous steam. The rhythmic wheezing of bellows mixes with the clatter of gears and the roar of engines. Foul pools of chemicals, theiroil-slicked surfaces aflame, illuminate open-scaffold elevators, steel mesh platforms, and large, baroque machines of incomprehensible function. It’s seem common sensical that Demons from this realm could have guns, explosives and munitions.
  3. Tinkerers & Alchemy. Expanded alchemy rules and perhaps a tech based profession (not using spells) can provide an avenue for guns, explosives and other violent delights. Of course, Kulthea based chemistry should not be reliable, but really, isn’t that half the fun?

4. Those damn Elves! Of course the Elves in Namar-tol are experimenting with chemical based combustion, explosives and projectiles. Here we have it, the beginning of it all:

5•45: Emer: The Lankan Empire sends a small
fleet across the Circular Sea from their port of
Kûru-kal, with the goal of seizing the northwestern
Loari isle of Surt Naduum. The first warboat
barely reaches shore before airborne Loari
battleships appear and drop exploding canisters—“
bombs”—on Lankan ships. This marks
the first known use of chemical explosives since
the Interregnum.
The Lankan ships are destroyed
and the few Lankani who reach shore
are captured. Námar-Tol sends a warning to the
Lankani that any further aggression will be met
by overwhelming force.

I’d be interested in your take on guns, gunpowder and explosives in your own SW game!

Squishing Levels

A topic came up on the ICE Discord server recently that I feel deserves some discussion: The leveling curve in Rolemaster.

As a frame of reference, the initial commentary was that a 2nd level HARP character was equal to a 9th level character in the RM framework. Without having a real knowledge of HARP, this got me thinking about other systems and the relative curve of power as characters level. Consider that D&D has historically had a system based on levels 1-18, or more recently levels 1-20. By comparison, RM has a highly bloated (at least at first glance) system of leveling from 1-50.

Before we delve further, let’s look at the advantages of such a spread out system of leveling. Bear in mind that these are generalizations:

🔸 Levels 1-10 seem to be where the most progress is made, with characters mastering their core skills. Consider that during these levels, the character is maximizing the 5/3/2/1 rank progression, and by roughly 10th level is starting to see diminishing returns on these skills.

🔸 Levels 11-20 are where we see some real diversification of skills. At this point a fighter may have some decent bonuses in skills like fighting styles and periphery combat talents (disarm, protect, etc). Spellcasters have some talents in extraneous skills like Spell Mastery, applicable lores, maybe some rituals. Semis at this point now have a chance to spread out some development since they are typically DP-starved at lower levels. Characters in general have more DP available to sink into skills like lores, trades, leadership, and the things that make them unique.

🔸 Levels 20+ is a bit of an enigma. Rank progression at this point slows to a halt in all core skills, so this really becomes the point in the game where class lines begins to blur the most. Looking at old MERP supplements, Aragorn is depicted as Level 27 at the outset of the War of the Ring, and 36 at the end. So rangers can pick up some magical expertise and leadership skills to become party leaders, mages like Gandalf develop some skill at arms, other classes distinctions are blurred since most people inclined to learn magic have picked up many of the same spell lists, and so on and so on. At the same time, this is where classes gain some of their biggest power boosts and distinctions as spells 20th level and above are typically game-changing. While a Bard may be able to cast some elemental attacks at this high a level, the mage reigns supreme with Triad Bolts and the like.

More nutrition, in a smaller package?

This notion that level 20+ is where characters can break out of their class-limitations is not a bad thing. At this level of play, characters are supposed to be special and transcend some of these limitations. However, I wonder if this is actually conducive in the long run to a good gaming system. With RMU on the horizon (somewhere… we hope…) the idea of selling this system is limited by a few of the disadvantages:

🔻So many other systems have a faster, smoother inherent progression. While GMs can certainly increase XP awards to compensate, the fact that HARP seems to scale better, and that D&D has more delineated thresholds makes these systems seem to have more tangible rewards.

🔻A slow climb seems to be the accepted fate in Rolemaster in general. A number of articles have been written here, on the forums, and in Discord about the perils of low-level gaming in RM and the grind to survivability. Consider that the RAW in RMU suggest starting characters at 3rd level or above simply so they have enough skills to make gaming fun. I don’t think this is a design flaw, so much as a design choice that I don’t necessarily agree with, but it’s an issue that many have been vocal about in discussions.

🔻High-level gaming seems like the crawl is even more profound. When a character is only learning new spells every 5th level, that has a profound effect on player investment, as does reduced rank progression.

I know that a lot of what I’ve said here has multiple perspectives, and I’m not trying to be overly critical of a system that I see as a truly enjoyable one, but perhaps there’s some ways to make RM a bit more… fluid? I have two starting suggestions:

🔹Squish levels 20 through 50 so that there isn’t a 30-level gap in power development. By retooling some of the 20+ level spells and making them available at lower levels (even if the new level “cap” was 30th) that might create a smoother progression overall. Drop some of the repetition on lower level spells and move the higher level ones down so they are available from around level 15 onward.

🔹Retool magic at the starting levels so that it functions more like cantrips. One contributor on Discord suggested making all spells from 1st-5th level cantrips that can be cast at will (with normal restrictions, just no PPs). Even if you took only 2-3 spells per list and made them cantrips, and then scaled all of the other spells down accordingly, this would make early levels more palatable, especially for magic users. I see it as giving Semis a boost since they struggle to find a role early on in the game.

Any thoughts from the elders on these concepts? The goal is not to make RM more like D&D or even HARP, but to create a system that sees a more linear progression rather than an asymptotic one. Admittedly, these are just quick thoughts about some very large, complex concepts and I’m not suggesting a full-scale redesign, but this seems like a project that might be on the horizon.

Assassins as PCs.

Image result for d&d assassin players handbook 1ed artwork

Based on the recent discussions about Mystics here on the Rolemasterblog and the RM Forums, I think one interpretation is that the Mystic could serve as a proto-type “Assassin” profession in lieu of companion classes like the Nightblade.

That got me to thinking about Assassins as a rpg profession in general–and perhaps the first iteration in the 1975 Blackmoor supplement by Dave Arneson. Most of the Assassin material was wholly transplanted to the 1st Ed. Players Handbook (p.27). The Assassin is a subclass of the Thief, and generally gains the same abilities with a few Assassin specific skills:

  1. Assassination. With a successful backstab attack the Assassin can use the Assassination table to determine if their is a kill strike.
  2. Language. Assassins can learn other alignment tongues. (recently discussed HERE.)
  3. Disguise.

Of course, all three are cool abilities, but how does an Assassin fit into an adventure group? It’s implied that Assassins can pose as a Thief or perhaps another class or person (using another alignment tongue and disguise) but would that last long in a cohesive group?

I’ve read a bit about Gygax and the early development of D&D and an Assassin class just seems incongruous to the core idea of a “balanced group” and spirit of play. Rolemaster has Professions similar to an Assassin; the Nightblade could be seen more as a Ninja style character, but nothing like the D&D version which is described thusly: “The primary function of assassins is killing.”. That’s pretty straight forward, but how does “assassinations” fit into a traditional fantasy game? What about poisons? I’ve seen quite a bit of comments/feedback from people who dislike the idea of poisons in gameplay.

Has anyone played an Assassin in D&D or similar in Rolemaster? If you GM, would you allow an assassin in your group?

Novel Weapons in Shadow World & Rolemaster

The Katar…is that a lizard man motif?

Every now and then I stumble upon another blog or reference to odd or unusual real life weapons. Some seem very impractical, but they still fuel the imagination. (Beside, impracticality is of little importance in a fantasy setting!)

Rolemaster has some “fantasy weapons” that are really Shadow World specific available HERE, and I’ve posted a couple of blogs about some alternate and odd weapons:

Helmet in the shape of a conch shell
Conch Helmet

I’ve also had the opportunity to see some fantastic collections of armor and weapons at the Army Museum in Paris, and the Higgins Armory Museum that was relocated to the Met in New York.

Since I had already written about the Urumi, I was delighted to stumble across THIS BLOG‘s post on eastern blades. Of particular interest, besides the Urumi, is this:

Assamese Dao

Like the Adya Katti, the Assamese Dao lacks a guard and gets broader towards the tip, but there the resemblances end. This is a straight sword rather than the curved one, and though it seems somewhat simple, the unusual shape of the blade adds enough character.

In my Priest-King module, I have a similar weapon that is basically a battle machete. These weapons were designed to be used by the Kinn Rangers to hunt Quarnaks–thus the lack of a hilt that is necessary against other bladed weapons. the Assamese Dao provides a good model for that weapon.

The blog post describes several other cool looking weapons that would add flavor to a fantasy setting. Do you have any unique or strange weapons in your game?

Spell Law Deconstruction: Building Spell Lists to 50th lvl.

Image result for spell law

Now that I’m posting up some more spell lists–Mentalism primarily, I’m tracking comments and feedback on the forums and here at RMBlog. The number one issue I see is the desire for spell list reductionism, maybe build 10 spells per “list” and allow for creative scalability similar to or identical to HARP.

That is a compelling thought, but after writing a ton of spell lists I wanted to put my own thoughts in order.

  1. Distillation. Rebuilding classic RM spell lists typically requires some trimming. Many spells within a list are redundant: not just the spells that progress as I, II, III etc, but different named spells that do similar things. Distilling the essence of a list can really reduce the total number of spells which makes a scalable spell system very appealing!
  2. Spell scope. I’m not a fan of kitchen sink style spell lists, but do see a fundamental difference between the realms. Essence should be very tightly focused around a key aspect, Channeling should allow for much more variability based on the particular god and I see Mentalism lists following a shared mental mechanism. Using these basic rules provides different ways to build lists in different realms.
  3. Compatibility. A major motivation to maintain the 1-50th spell lists is basic compatibility with RM and Shadow World.
  4. Built in scalability. Many of my lists are built around 3-6 spells, that progress from I-V and maybe include a mass effect. If each spell repeats every 5 levels that takes up a chunk of the list, but also gives a repetitive appearance that seem suitable for scaling. However, the spell versions don’t just scale progressively, but change in target size, AoE, Range and other aspects that provide “more bang for the buck”. General scaling assumes increased power point cost/expansion of range, area, damage etc. So from an efficiency standpoint, higher versions of the spells in BASiL provide a better impact/PP than just linear scaling. “Spell II” isn’t just 2x better than “Spell I”, it can be 3x better or have expanded efficacy or powers as well.
  5. Opportunity and tactical cost. By having built in scaling, players can use higher or lower level spells based on the target, PP consumption and risk/reward calculations. Of course, that’s also one argument for Scaling spells, but the PP usage will be much different per #4 above.
  6. Level assignment. One of the more difficult aspects of designing a spell list is deciding what level to make a spell. Part of me wants to calculate an estimated “power cost”, while other times I’m thinking of utility and game balance. For instance, the big three: Charm, Fly and Invisibility can be very unbalancing to the game, but perhaps shouldn’t be based on “power needed” or some other arbitrary assessment. Some lists just can’t be distilled into 10 spells with scaling options. Some spells need to be higher level to reflect their real power and also make them unavailable to lower level players.
  7. Vertical versus horizontal acquisition. RM (and probably RMU) is build around horizontal model of spell acquisition. Generally players will know more spell lists than overall spell levels. For instance, a 5th lvl caster may have access to 5-10 lists but can only effectively cast to 5th level without risk of failure. In BASiL, it’s the opposite. I use a levelless system so players generally know a few spell lists to higher level. That gives them more powerful, niche abilities. It’s just the way I like my game to run–hard specialization versus the generalization of RAW.
  8. Keystone spells. I still like cool spells that can be found at 10th, 20th and certainly 50th level. I try to add something unique or interesting at these levels for players to look forward too, or to give the list a “bump”!

I guess sticking with RM I wanted to improve on the originally 35+ year old Spell Law and incorporate spell ideas and powers introduced since then. But if I were to start over, I would take a hard look at a HARP scalable system. Or maybe just use HARP rules?

Many of you also build your own spell lists. Do you have build guidelines, mechanistic philosophies or other design criteria that help you in the process?

Rolemaster Profession Review: What’s up with the Druid?

Image result for elfstones of shannara druid
The Druid Allanon

I was busy writing a Spell Law related blog but we are powering along discussing professions so here we go with Druids!

First off, Peter covered all the bases with his overview of Druid spells in his last POST. I was going to go over the various RMC spells he discussed, but I’m sure I did it back in the day when working on BASiL and it sounds like he hit the nail on the head. For the most part, the first few RM Companions seemed like an attempt to power up various RM professions: Animists into Druids, Warrior Monks became High Warrior Monks, Mages became Archmages, semi spellusers expanded to include Beastmasters, Paladins and Warrior Mages etc.

Per recent blogs here on on the RM Forums, I think it’s clear that the real differentiation between professions is: the general classification of Non, Full or Semi; and the “base” lists of each class. There has been lots of debate and parsing of profession skill costs but in reality it doesn’t much matter after 6-8th level. By then, most core skills have peaked out their contribution bonus and stats, magic and professional level bonuses carry the weight. So let’s take each of these in turn:

General Classification of a Druid. One argument someone could make for a more martial animist is just to make the Druid a semi-spell user. That way you avoid the seeming duplication of the Animist-Druid dynamic and bestow better combat abilities on the Druid. By doing so you don’t have lean so heavily on overpowered/unbalanced combat spell lists to bridge the gap. Of course, this might depend on your vision of a Druid (we’ll get to that), and it steers very close to the Beastmaster and Ranger but it’s clear that much of the RM communities loves lots of Professions, no matter how similar they might be.

Base Lists of the Druid. Looking at the lists from the companions it’s hard to justify playing a regular animist! Peter has pointed out some problems with the Druid spells, and Hurin will be suggesting his own versions but for me the problem is not the lack of offensive/combat spells for the Animist–it’s that most Animist spells basically suck in general.

So what might a Druid look like? Perhaps the most well known fictional Druid from early RPG is Allanon from the Elf-Stones of Shannara. Allanon was a Druid more in the line of Gandalf, with wizardly power, understanding of Old Magic (technology) and Lore. If you compare Allanon to our western mythology, “Druid” is more of a title and not a class trope. Allanon is basically a Loremaster with lost knowledge and power.

Another concept for a Druid is a spellcaster that specializes in natural magic–this could also include elemental magic. So really there is no reason why a RM Magician can’t be called, or be part of organization, that calls themselves “Druids”. Magician spells of Wind and Water contain plenty of spells to affect weather or the natural world around them. From the outside, this could seem very “Druidic”. I see no issues with a Druid that is an Essence user.

A third way to look at the Druid is it’s professional realm designation. Druids are Channelers. By definition that implies that Druids powers come from or are granted by a God or pantheon. A Druid isn’t going to be granted offensive spells and combat acumen by a god that is a pacifist. If your vision of a Druid is a “combat nature priest” then their God should reflect that. Do you really need to parse out skill costs for all of these slightly different “Nature Channelers”: Clerics (of a nature god), Animist, Druid, Beastmaster, Ranger, Shaman and maybe even a Witch?

I take a diametric view of this situation–each profession isn’t a different set of skill costs and base lists; as Channelers, each represents a servant/priest of a specific God or type of God:

Cleric/Priest (nature aspected God). A general priest with a mixture of general Cleric lists and Animist/outdoor lists.

Animist: A Priest of a very nature oriented god or a local god. Spells focused on Flora And Fauna.

Druid: A Priest of a Elemental God or temperamental god of nature. Spells of Wind, Air, Weather and perhaps Earth.

Beastmaster: A Priest of a Animal God or Totem style god. Animal Control and Bonding.

Ranger: A “Holy Warrior” type of a nature god, or an outdoors man that has loyalty to a nature god. Survival and Weather spells.

Shaman/Witch: like Hedge Wizards they may serve a local god or ancient elemental god. Grab bag of spell lists.

I see variations of Druids that are Essence users, semi-spell users and even just “re-badged” Rangers! If a GM is willing to be flexible with spell lists, it’s easy to create a Druid that meets your concept or setting.

ROLEMASTER PROFESSION REVIEW: TAKING ANOTHER LOOK AT THE BARD.

Before I get into my thoughts on the Bard, it’s probably important to look into the past. The rpg Bard profession was introduced in the 1st edition AD&D Players Handbook, wayyyy in the back on page 117 as optional material. What does Gary say regarding the bard:

As this character class subsumes the functions of two other classes, fighters and thieves, and tops them off with magical abilities, it is often not allowed by Dungeon Masters. Even though this presentation is greatly modified from the original bard character class, it is offered as supplemental to the system, and your DM will be the final arbiter as to the inclusion of bards in your campaign.

AD&D not only required the Bard to have fairly incredible stat scores to qualify, but they needed to attain at least 5th lvl fighter, than switch to thief, then attain at least 5th level and then start tutelage as a Druid!!! That’s a pretty steep climb for any character class. What was it about the Bard that required multi-classing and high attributes?

That wasn’t the final word on the Bard. New material for the Bard was presented in Dragon Magazine #56 of December 1981. Both the original Players Handbook and Dragon Magazine article are worth a read just to understand the origins and ideas around the Bard class. The Dragon article, in particular really delves into the western cultural history of bards.

Obviously, the RM Bard profession was included to match up with the AD&D rules, but where does a Bard really fit into a gaming group in Rolemaster? Like any semi-spell user, they are weak by nature of the balance between spell acquisition and martial skills. Song spells require them to perform at the cost of all other actions, and their lore and knowledge skills are only important if the game requires it–the RM “Attunement” skill takes over a lot of magical item analysis.

Several original RM professions seemed more geared towards being NPC’s than PC’s: Healers, Astrologers, Alchemists, Seers certainly, and Bards might be just a toss-up? So what might a player character Bard bring to the table?

  1. A “Jack of All Trades” role for the group.
  2. Knowledge/Lore.
  3. Language Skills.
  4. Social Skills.
  5. AoE Spells. (with major limitations)

That’s a great list if you are playing AD&D that has strict profession requirements and limitations, but how does that work with Rolemaster?

  1. Jack of All Trades. Rolemaster already allows any profession to access all available skills. You can be a “Jack of All Trades” with virtually any profession.
  2. Knowledge/Lore. Meta-gaming aside, this will really be dependent on the GM and the game. Rolemaster has the Attunement skill and there are various spells to assess items so a specialist Bard might not be critical.
  3. Language Skills. Language should be important but can often be a plot obstruction. However there are Channeling and Mentalism spells that allow for communication.
  4. Social Skills. For many games, social interactions are just roleplayed. I think social skills can add depth to a game, but does a GM want to develop greetings, insults, eating graces and social norms for every culture, civilization or group the game meets? In social situations–which could be virtually every encounter that isn’t met with immediate violence, the Bard could be a lifesaver. Literally.
  5. AoE spells. The one standard thread of Bard’s abilities is the power of music and song. This allows a Bard to cast “buffs” on the group and possibly neutralize adverse affects like “Fear”, “Loss of Morale”, “Sonic attacks” etc.

So, looking over this list, there are 2 items that stand out as Bard specific: Social skills and AoE spells. Do these two abilities justify the Bard profession? Does it only come down to a handful of constructed spell lists to make a Bard? If so, do normal skills and skill costs matter if virtually all of the Bard’s abilities are derived from their Base lists?

Putting aside the D&D versions of the Bard, what works of fiction depict Bards? My earliest idea of a Bard came from the Black Cauldron series: Fflewddur Fflam. Later, there were traces of “bardic” DNA in Tolkien: poems, epic stories, songs and even slight ditties were sprinkled throughout the story. Obviously, there was “Bard” in the Hobbit: a descendant from the men of might, who slew Smaug and became the lord of Dale. Of course, his name evoked an image of “Bard” but not necessarily “a Bard” profession. In more recent works, we have Kvothe, from the Kingkiller trilogy. Kvothe is a man of many talents, a “Jack of All Trades” who has spellbound people with the power of his music. But he is also a “Wind Mage”, “Alchemist” and “Martial Artist”. Is Kvothe a “Bard” drawing from fantasy inspirations, or simply drawing from the “Philosopher King” mythos? It’s apparent that in myth and literature, Bards are truly unique individuals; AD&D reinforces this principle with the stat requirements and lengthy development process. But every PC cannot be king or group leader by mere fact of their profession. How do Bards fit into a fantasy RPG group?

Whether you base it on Welsh, English, Western or Eastern lore, Bards can be defined by their titles: Minstrel, Troubadour, Jester, Actor, Diplomat, Tinkerer, Jongleur, Poet, Musician or even Balladeer. Some seem noble, others tricksters. Some are repositories of truth while others spread fantastical tales for fame or fortune. These wide ranging and varied definitions are no different than any other RM profession. But the single factor that defines a Bard over another class is the use of music and song. Otherwise, the tertiary skills of Bards are purely cultural and are driven by the fantasy world it occupies.

So where might that fit into Rolemaster? I’m going to revert to an earlier blog format I’ve used previously: ROLEMASTER PROFESSION REVIEW: TAKING ANOTHER LOOK AT THE SHAMAN. In this blog, we’ll be looking at a few variations of Bards that could work in Shadow World.

Bard Loremaster.

A Loremaster advising a young ruler.

Bard Type: Diplomat, Mentor, Tutor, Advisor, Historian

Prominent Skills/Training: Lore, Social Skills, Language, Etiquette, History, Diplomacy, Debate, Philosophy, Influence, Perception, Memory.

Spell Lists: Base Loremaster Lists “Living Lore”, “Lost Lore”, “Word Lore”, “Lore Mastery”; Base Bard “Controlling Songs”; Essence Lists “Spirit Mastery”, “Detecting Ways”, “Essence Perception”,

Tasks/Jobs/Roles: Bard Loremasters serve as advisors, observors, tutors and diplomats to governments, leaders, and rulers.

While a Loremaster is not an official RM Profession, they hold a quasi professional status in Terry’s world. They have Base Lists, organization etc but under RM rules still have to be proscribed a traditional RM class rather. (It would be easier just to create a quick skill cost list and designate the Loremaster as a SW specific profession!) When looking at the roles and skills of Loremasters: historians, mentors, advisors and teachers, the Bard class seems well suited for this job! Loremasters will often appear to be powerful NPC’s that can guide the players, but Loremasters have to be low level to start! Making your Bard PC a journeymen Loremaster is a great solution for the class. They can provide campaign guidance to the group, become a vector for new adventure paths, access information and help when needed and not necessary imbalance the game. A low level initiate in the Loremaster organization and being in an adventure group are not exclusive!

Bard Cleric of Kieron.

Bard Type: Leader, Fellowship, Goodwill

Prominent Skills/Training: Song, Dance, Instruments, Oration, Acting, Social, Mediation,

Spell Lists: Base Bard Lists “Inspiring Songs”, “Sound Control”, “Entertaining Ways”, “Controlling Songs”, Kieron Base List.

Tasks/Jobs/Roles: Cleric Bards serve as Masters of Ceremonies, lead Holiday and Festival events, entertain, spread cheer and goodwill and impartial but fair judges.

If you drop the mental models around classes and realms it’s easy to see that a Bard could easily be a “Cleric” of Kieron. Sure, you might need to change the spell Realm to Channeling, but so what! Kieron is the God of Festivals, and he would definitely want a Bard type to be his emissary on Kulthea. This really doesn’t change the nature of the Bard and probably makes more sense from a learning and institutional process.

Legacy Bard.

Bard Type: Secretive, Warrior, Purposeful, Hidden Knowledge

Prominent Skills: Combat, Stalk & Hide, Perception, Lore, Languages, Survival.

Spell Lists: Bard Base “Controlling Songs”, Mentalist “Mind Merge” and “Mind Speech”, Druid Base “Natures Lore”

Tasks/Jobs/Roles: Keep hidden or lost knowledge alive. Search/find/protect bloodlines of past empires. Recover knowledge and artifacts of past eras.

There are 2 major empires that might have a “legacy organization”–a small group of survivors that retain the knowledge of a past era. If we focus only on Jaiman and Emer that would be the combined crown Kingdoms of Jaiman in the early part of the third Era and the Emerian Empire of the 2nd Era. Imagine a hidden group of loosely organized Bards. Who better to retain and disseminate the knowledge of these past empires and work to return the world to it’s old glory. Emerian Bards might be secretly fighting the new Orders that have been subverted while the Jaimani Bards work to re-unite the splintered realms.

Travelling Bard.

Bard Type: Jack of All Trades, Tinkerer, Minstrel, Troubador, Adventurer

Prominent Skills: Perception, Disarm Traps, Survival, Trickery, Animal Handling, Ambush, Music, Song, Social, Influence, Crafts, Gadgetry, Item Lore, Thieving Skills

Spell Lists: Bard Base, Mystic Base “Confusing Ways”, various Open and Closed up to 5th lvl. Minor Illusions.

Like a “Hedge Wizard” a Travelling Bard is more akin to a Tinkerer, an informally trained “Jack of All Trades”. These Bards wander and survive on their wits and skills. They have spells, but they are generally lower level and represent a broad hodge-podge of spell powers. These Bards still play instruments and perhaps sing, but not with a great deal of skill. Travelling Bards are great random NPC’s or can be a fun addition to the group by straddling the role of Thief, Negotiator and Comic Relief!

So that’s my thoughts on 4 types of Bards that can be great in Shadow World or Bard archetypes to be used in any setting. Really, there is a Bard for every occasion!!!

Three Tales of Ranger Magic.

Several days ago, Peter blogged about the Ranger and then Hurin responded with his own blog post and thoughts on the Ranger. Since they both weighed in, how I could resist not adding my own ideas on the Ranger! Since there have been two previous posts, why not “Three Tales of the Ranger”? ( a subtle reference to the writings of Elor Once Dark and the three tales of Tor’lan p. 26)?

Peter. First let me tackle a few items from their posts. Peter, while you titled it regarding RMU, you also needed to drag in a 20 year old spell list from RM Companion to flesh out the Ranger. Fair enough, but that allows me to utilize other non-RMU spell lists for my own Ranger build! Yes?

Hurin. Welcome to the club! While you fully didn’t embrace “no-profession” in your post, you clearly embraced the spirit of flexible chargen. Your story about your Thief character that had convincingly played as a “Scout”, “Ranger” and even a “Paladin” is great anecdotal evidence that skills define the character and not an arbitrary profession designation! If your Thief was spending DP’s on spells, transcend armor and other non-core skills is he really a Thief? I also appreciate your eagerness to adopt Mentalism or Essence realms to build your ideal character. With some type of no-profession philosophy you can build whatever type of PC you want; and call him whatever you want. You didn’t transcend armor, you transcended class tropes! Congrats!

While I don’t use standard professions and build off a profession DP template, it’s easy to build a “Ranger” in my ruleset. Not only build a “Ranger”, but virtually any type of Ranger or subclass concept the player wants. However, I’m not going to dive into skill minutia, but instead define a Ranger via spell lists as Peter and Hurin have done. Luckily, I have a whole slew of non-ICE spells to choose from, that were designed for exactly this type of flexibility: BASiL Channeling! And guess what–they are non system, general d100 spells that could be PUBLISHED shortly for any d100 system.

But wait, doesn’t that conflict with some game company IP? NO.

RMU RANGER LISTS.

First, I wanted to address my personal issues with RMU Spell Law/Ranger lists. These are my opinions, not mean to be criticism since RMU was meant to be the gentle arbiter of all RM and ICE conflict.

Beastly Ways. Generally I think this is a great list and improvement from RM Spell Law. First, I’m not sure it’s “Ranger” spell list as I conceptualize the profession. Druid? Sure. Beastmaster? Absolutely. Shaman. Of course. I think it needs some tinkering and I would use SW specific names (rather than Terran animals). Definitely could be treated as a Mentalism or Essence list as well.

Inner Walls. Another improved list and a good generalist list for any spell caster. I think there are some small logic errors and OOP spells: Sterilization which affects other than the caster, and Martial Wall should have some logical mechanism for it’s implementation.

Moving Ways. Great spell list and probably what I would consider the “Core” list of the Ranger concept: it has to do with travel, movement and traversal. I would tinker with it and the 50th lvl spell “Submarine Ways” is a horrible 50th level spell. (allows a 50th lvl caster to swim 50 miles w/o fatigue!!!! WOW!!!!). That should be a 10th lvl or under spell. The 35th lvl spell Distance Running should be a 5th lvl spell–especially with groups that don’t focus on fatigue mechanisms.

Nature’s Guises. Good conceptually, but really just a grab bag of ideas. Not sure what 3rd lvl “Freeze” is doing in this list (should be in a “Nature’s Manipulation” list, and “Animal Thought” is a bit of an oddity as well-That should be in “Natures Communing”). Pruned and tightened up a bit and it’s a great spell list that would work for a Ranger, Shaman, Druid or Animist–if you even think there is a needed mechanistic difference between those classes!

Pathmastery. This is another list that seems tailor made for a type of Ranger. Again, there are some outlier spells that don’t fit thematically in the list: Nature’s Tongue comes to mind. I’m also not a fan of bonus to skill spells. It just feels lazy and it undermines the value of the underlying skill itself. At third level a +50 bonus to Tracking? Why would the player even bother with taking more than a handful of tracking skill ranks at lower levels?

Survival’s Way. This is a solid spell list with some problems. Again, bonus to skill spells like the 3rd lvl Wound Tending I find problematic. How does that work? Does it bestow knowledge to the caster? Better coordination? A steady hand? Divine intervention? Also the 35th lvl Adaption should be moved to the “Inner Walls” spell list.

To be clear, these RMU Beta lists seem like a solid improvement over past Spell Law iterations. If there is a requirement for 6 base lists it will suffice. However I feel that a this archetype needs around 2-3 lists: some type of Moving Ways, Pathmaster and Survial Ways. All three RMU lists above need tweeking but certainly act as a foundation for the character trope. Looking at the remaining lists, I would combine some of the spells in Survival’s Way into Pathmastery and Inner Walls, move the Change spells into Natures Guises and Beastly Ways and maybe make a new list Natures Commune for plant/animal speech, thoughts, control and mastery.

BASiL “Ranger” Lists.

So writing this blog to the “Ranger Series” of blog posts, I hadn’t reviewed my BASiL channeling in several years (working on Mentalism final revisions). Luckily, these changes were prior to RMU Beta spell lists. I’m going back to review and revise, but this was a great opportunity to analyze them after several years!

While I purposefully didn’t organize BASiL to track with Open, Closed or Base–it’s fairly evident that it can easily follow along with this process. So for a “Ranger”, “Druid”, “Animist”, “Beastmaster”, “Pathfinder”, “Scout”, “Warden”, “Hunt Master”, “Shaman”, “Witch”, “Forest Wizard”, “Path Blazer”, “Elf”, “Liberal”, “Eco-Terrorist” or any similar ridiculous class or profession name, these are the following BASiL core spells:

Natures Guises. This is a cleaned up version we discussed above. Discarded nonconforming spells, adjusted powers to level and attempted to increase utility of ALL spells in the list (rather than meaningless placeholders.) All these spells are about concealment, disguise, misdirection etc.

Natures Lore. This spell list consolidates “Divination” style spells for the Ranger or similar class. Spells are entirely informational or predictive.

Natures Defenses. This spell is purely self-reliant, with all spells about personal survival and protection vs. disease, poison, tainted food and water or extremes of temperature or elements.

I think these are CORE spells for any “Nature” style character. However, if I wanted to add some more specific powers that seem Ranger specific:

Natures Movements. This is a cleaned up and focused “movement list” for a Ranger. It covers different terrains: water, ground, air (not just a forest ranger from Tolkien!)

Locating Ways. This is meant to be the core locating power of a Ranger, Bounty Hunter (fantasy Mandalorian!), Beastmaster, Detective etc. There is a light overlap with Nature’s Lore, but far less than the overlap and redundancy of RM spell lists. None of these spells devalue, replace or simply add a bonus to RM skills.

Finally: though not really “Ranger”. Weather Mastery. This is more a Druid/Animist or Nature Cleric style spell, but depending on the campaign or setting could be used by a Ranger type for some weather and elemental control.

So this is just a classic Ranger build. If you want more Tolkien I would add a lesser healing spell list, lower level weapon rune spell list or even a lesser fire law list! (all can be found on BASiL spell lists btw). If you want a more martial Ranger, I would replace a few lists with some Mentalism lists for Warriors, Monks, Disciplars, Weapon Masters, Erudites etc :

So, lots of options, cleaned up spell lists, flexibility to build YOUR idea of a Ranger AND a real functional Ranger. Whatever that means to you! That is my Third Tale of the Ranger for the Rolemasterblog.com!

RMU Combat and My House Rules

So this time I am really wide open to suggestions!

What I have done in the past and certainly want to keep is the 2 second combat round. I use this in RMC and it works perfectly.

I have eliminated all notion of flurry of blows. Every attack is discrete. Short combat rounds have a few knock on effects.

Movement

Obviously in 2 seconds you can move 20% of what you could move in a 10 second round or now 40% of what you would move in an RMU round. I have never like the notion of the detailed 1AP count down in RMU but I think this is because my 2 second rounds provide almost exactly the same granularity but with out flurry of blows you don’t have to start an attack 5 seconds before you even see your target.

Shorter rounds make things naturally more tactical as it is entirely possible to get peppered by bullets/arrows/spears if you try and cross an open space without covering fire.

Spell Casting

RMC doesn’t have the fast and penalty free casting of RMU but 2 second rounds comes close to emulating that. If your mage is being charged down then because movement is 20% as fast they have more time to prep and cast. So I kept the requirement for 2 rnds prep, cast on the 3rd round despite the rounds being shorter, so 3 x 2 second rounds not 30 seconds.

This has produced some fun situations where one member of a charging party chose to accelerate faster to get to a spell caster that was prepping a spell hoping to get there before the spell was cast. The fact that the players’ plan was kind of dependent on the entire party arriving simultaneously went completely out the window. 

Spell Effects

I do not adjust the spell effects to take into account the shorter round. This does change things. Spells that last hours, minutes or seconds are potentially more powerful especially ones that have a combat usefulness.

Spells that last for rounds/level or rounds/ 5 or 10 RR failure are possibly weaker. If you wanted to blind an opposing magician while you all charge then the charge will take more rounds making Sudden Light less useful in that situation.

On the other hand shorter rounds make ranged spells more powerful as it is harder to get out of range or you need to spend more rounds in range if you are trying to close distance.

I have been playing these rules under RM2/RMC for something like 7 years and this has never been a problem, but it does have an impact of spell selection sometimes.

The impact under RMU should be half that as it was under RM2/RMC as the spells are all set up for 5 second round and not 10 seconds. I don’t think this is going to be an issue.

Bleeding

I do have a house rule that bleeding 1 hit per round will stop on its own after 50 rounds of inactivity. the reason I have this is because I spent a few years when I only had one player and multiple times they were knocked unconscious and bleeding 1hit/round. There was no chance of me being able to justify bringing in an unexpected NPC so they should have bled out. This happened just too often for my liking so once the character is unconscious, and therefore not moving, if there is no one around to save you or finish you off that 1 hit of bleeding will stop.

I mention all of that as bleeding is more dangerous with shorter rounds. I don’t want to halve the bleeding in all the criticals but there is another solution.

The first is the natural clotting I mentioned above and the second is staunching the flow.

Staunching the flow takes 1 hand to do and basically means the character is applying pressure to stem the flow of blood. No First Aid or medical skill roll is required. The character can choose on a round by round basis if they want to apply the pressure. The down side is that you cannot use that hand for anything else while staunching the flow of blood. So no shield or just shield by no attacks.

The effect of staunching the flow is to half the blood loss for that round. I tend to round down so staunching 5hits/round will result in bleeding 2/rnd.

This gives characters a way of mitigating the more dangerous effects bleeding in the 2 second rounds without having to make changes to every critical table. It also makes another tactical choice available for characters.

Action Points

I have never used an Action Point system. I am a big fan of the RMC percentage action system. I have just viewed AP as blocks of 25% activity.

If you eliminate the AP by AP tactical round then lots of the problems with the Action Point system disappear.

I know Hurin has suggested in the past adopting a D&D 5e approach to what can be done in a round but I don’t know much about what that entails now. The last time I played D&D it was in about 1993 and it was 2nd Ed. I think.

So what is the best solution to stay as compatible as possible to RMU but using a 2 second round?