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

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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?

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”.

Druids in Shadow World.

The recent discussions on Druids here on the blog seemed a relatively easy assignment. I hadn’t given a lot of thought to Druids and generally argued for a more distinctive Druid by making them either a semi-spell user or even an Essence based profession. For me the Druid was just a new name on a predictable template already covered by Clerics, Animists and Rangers.

However, several comments and some googling made me start thinking about Druids quite a lot…

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An arch-druid in his judicial habit.

Who were the Druids?

There is not a lot of first-hand knowledge of the Druids, but it’s generally believed they were: “philosophers, teachers, judges, the repository of communal wisdoms about the natural world and the traditions of the people, and the mediators between humans and the gods.” So, in some respects this sounds a lot like a Cleric or Priest, and in RM terms, a Channeler. But there are other descriptions of Druids that evoke a more mysterious and perhaps even sinister aspect. Then, while reading this description,

Druids, like numerous cultures both prehistoric and modern, were fascinated by the movements of stars and other celestial bodies. This implies that they were still using Neolithic monuments such as Stonehenge to track different astronomical alignments.

I was struck by a thought. While the Druid profession was missing in the original RM, the Astrologer was not. The Astrologer is an odd profession–I certainly thought it was cool when I first was introduced to RM, but the concept seems curiously unfinished. First, I think star-based spell lists are a very setting specific idea and the the lists themselves were incomplete with very few actual spells on each list. Assuming some fixes to the Astrologer lists, a great Druid concept would consolidate the Druid base with the Astrologer base lists. That would make the Druid interesting and unique while still retaining some the cool factor that the Astrologer promised. In this scenario I see possible Druid Base Lists as:

  1. “Far Voice” But a rewritten combination of Astrologer “Far Voice”, “Way of the Voice” & “Starsense”
  2. “Visions” A combination of Astrologers “Time Bridge” and “Holy Visions”
  3. “Starlight”. Original Astrologer but needs some fixing.
  4. “Druidstaff”. Either the original RMC I version, Hurin’s version or my BASiL list “Talisman”.
  5. “Natures Forms”. Original Druid list.
  6. “Stone Mastery”. Original Druid list.
  7. “Weather Mastery” type list as an alternate.

These six Base lists make a Druid very distinct from other Professions, especially the Animist and Ranger, by dropping the Animal and Plant control spells. To me this still feels like a “naturalist” spell user but in a more raw and visceral way. There is a nature and elemental angle to the class with “Starlight” and “Stone Mastery” and a touch of a Seer with “Visions”. Plus the elemental spells and the Druidstaff gives the Druid combat and offensive ability. “Far Voice” allows the individual Druids to communicate across vast spaces with each other–providing them a network of information.

I was pretty satisfied with this new Druid concept and would have left it alone…but I kept thinking about Druids and Shadow World. Shadow World has an organization that aligns quite well with a Druidic concept: The Earthwardens. In SW canon, the Earthwardens helped heal and rebuild the shattered planet. They built great earthworks, megalithic constructions, circles, henges, and passages, while nurturing civilization back from the brink. This is a familiar tale–not unlike legendary figures in our own history: Hermes, Thoth, Quetzalcóatl, and other “bringers of civilization” that were steeped in hermetic traditions.

While it’s not implicitly stated or clarified, the Earthwardens were using “proto-magic”; early Essaence before it was divided into the individual realms. The Earthwardens built structures on Essaence Foci–basically “Earthnodes” and “Leylines” often associated with Druidic tradition. While the Earthwardens esssentially disappeared during the Interregnum, it’s conceivable that their knowledge was passed down through a secret tradition and organization: The Druids.

So putting it all together we have an organization/profession that utilizes “proto-magic” and “Earthnodes” and is the repository of ancient traditions and wisdom. To me, that sounds a lot like what many people would think of for a fantasy Druid archetype. What types of spell powers are proto-magic? Luckily, I don’t have to write a bunch of new spells–just adopt the Arcane Magic lists as Druid base lists! In fact, Rolemaster Companion I has every thing we need: earthnodes, arcane magic and Druids! The base lists would be:

  1. Bladerunes. A great utility spell list that gives the Druid weapon enchanting ability and replaces the list “Druidstaff”.
  2. Earthbloods Ways. Obviously, this is easy to convert to Shadow World’s versions: Essence Flows and Essence Foci.
  3. Entity Mastery. I would make some changes and eliminate the homoculous spells, but I like the idea of a Druid commanding Golems and Elementals.
  4. Ethereal Mastery. Not sure about this one, but I like the concept of Astral Projection for Druids.
  5. Mana Fires. Feels very Allanon’ish and Druids should be “Wielders of the Secret Flame”.
  6. Shapechanging Ways. Gives the Druid the connection to Flora and Fauna.

The Arcane lists in RMC I are right on point for Druid spells and work well as inherited knowledge of the Earthwardens. With these lists, Druids tie into SW history and make a kick-ass profession with unique powers.

So what do you think? Druid/Astrologer or Druid/Arcane? I like them both, but Druid/Arcane fits my SW campaign. You can read my amended history of the Earthwardens in this file (inspired by page 5 of Rolemaster Companion I)

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

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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!

Star Wars RPG?

Image result for mandalorian

Back in July of 2016 I went a bit off topic to blog about a new TV series I saw: Stranger Things. What a difference a few years make, as the show went on to become a cultural sensation and further promoted the D&D legacy into our culture.

Recently I had the opportunity to watch a new show, The Mandalorian, that has quickly become the new “It Show”. Much of that is due to the popularity of Star Wars for over 40 years, and some of it to the quality of the show.

I’m not going to review the show or risk spoilers, but just in case—spoiler alert! What struck me the most about the show was how closely it adhered to classic RPG beats. It was similar to reading a RPGLit book—the dice rolls, traditions and tropes were all right there on the screen. Some may argue that these are devices more similar to video games; that may be true but video games themselves drew from tabletop traditions. I find this revealing: for decades Star Wars was defined as following ancient mythical storylines: The Heroes Journey and classic fairy tales wrapped in a fantasy/scifi setting. But throughout the Star Wars trilogy there hasn’t really been traditional gaming mechanics. Yes, characters develop some abilities—mostly the young Jedi protagonists—but this was done through plot advancement and some handwaving. (Lukes Jedi training might only have lasted in days or weeks, and yet was the sum of his formal education in the movies).

The Mandalorian is a completely different beast. There is a serial adventure nature to the show. “Mando” finishes adventures with special alloy treasure that he brings to the “Armorer” to have forged into upgraded equipment. There are side adventures. There is new, cool equipment that gives added abilities and firepower. The Mando takes real damage, needs healing and is restrained by ammo and weapon limitations. You have temporary NPC’s (who mostly die and thus don’t have a lengthy plotline) that aid the Mandalorian for that particular adventure. I think it’s incredible that popular culture is embracing (perhaps unknowingly) a clear gaming format into a high-profile serialized event.

I’m not sure I’ve seen another high budget show that adheres to gaming mechanics in such a clear way. Thoughts?

Vocations and Skills in Against the Darkmaster

Now, in this ongoing series exploring the QuickStart rules for Against the Darkmaster (VsD), we cover Vocations and Skills.

The QS is but a portion of everything the designers have written for the game, and often the tables in the QS give some hint of what else is out there, since, I suspect, to avoid having to make all new tables specific to the playtest, the QS charts have been repurposed from master documents. The Vocation Development Points and Vocational Bonuses table contains listings for Warrior, Rogue, Strider, Wizard, Animist and Dabbler. These essentially are the six Professions from Middle-Earth Role Playing with a difference: recently the designers decided to axe the Strider from their game. Their reasons why are long and interesting, and I agree with them, but I won’t give them here. Also, though everything needed to play a Dabbler (MERP’s Bard) is on the table, the QS gives no deeper description of the Vocation, and it becomes uncertain what boundaries—if any—there are to a Dabbler’s access to Spell Lores (Spell Lists). And again we see an unstated assumption that gamers will playtest certain characters.

Moreover, as a reflection of the total game, in this case the Vocation options on the table are misleading for a reason besides the recent deletion of the Strider: I hear there are other Vocations in development, and one of them is something called the Champion. Anyway, this table, as expected, provides per-Level Development Points (DPs) to be spent on Skill Ranks. As the title of the table indicates, this chart also identifies one-time Vocation bonuses that players add to Skills at Level 1. The DPs specified are distributed at every Level. There are eight categories of Skills for which various Vocations receive DPs. Four of these categories—Combat, Adventuring, Roguery and Lore—neatly contain five Skills each.

Converting DPs into Ranks is fairly simple. It costs 1 DP to raise a Skill by 1 Rank (in its appropriate category). No one Skill can be raised by more than 2 Ranks by this method every Level. DPs may be transferred from one category to another with a cost of 2:1. While I’m on the topic of transferring DPs, an additional Magic Point (the table provides Vocational Magic Points per Level) can be purchased at a cost of 3:1 once per Level.

There are some observations about this table that should be of interest to Rolemaster gamers. Armor is a single Skill category and consists of a single Skill, Armor. The same is to be said for Body and (to a degree) Spell Lores. Basically the Armor Skill is used to erode any Armor penalties. The penalty for any Armor never can become positive from 0, so I imagine that those Vocations comfortable with lighter Armors will be looking at transferring these DPs at later levels. Only Wizards and Animists don’t receive DPs in this category. The Body Skill results in 5 HPs per Rank (added to a Kin’s starting HP and possibly bolstered by a character’s Fortitude Stat). But as one of the designers, ToM, recently shared with me in a comment last post, the Body Skill sometimes has applications outside of calculating HPs and, yes, if a character’s Body ever is reduced to 0, then that character dies instantly. Wizards and Animists (unlike the way in which they are treated in the rules for MERP) are not awarded any DPs in the Body category. After a first read, this concerned me. I asked the designers if they had not created a “tax” on magic-users because I couldn’t imagine any player being comfortable with not increasing HPs at every Level. The developers disagreed. They said that, in their play experiences, magic-users tended to be comfortable with their starting HPs. I have yet to see if magic-users will be similarly comfortable with this arrangement in my own games.

Spell Lores, technically its own Skill category, I’m discussing separately from the above, and the way Spell Lores are handled in VsD I think should have a similar application to the Cultures Skill, which is contained within the Lore category of Skills.

To begin with Spell Lores, these are developed in a manner that BriH has told me is how the BASiL spell system works. In VsD, DPs buy Ranks in particular Spell Lores. These lists follow MERP in going as high as ten (though, considering all I’ve been learning recently about the “full game,” I would not be surprised if in manuscript form they reach higher than this). For example, a character with 4 Ranks in a Spell Lore would be able to cast spells up to Level 4. At the same time, the total bonus resulting from Ranks and other considerations in the Spell Lore would be applied to the Spell Roll. Each Spell Lore is attributed to a variable Stat—sometimes a different Stat even within a specific “realm of magic.” For example, in the Wizard Lores, the Stat associated with Eldritch Fire is Wits, whereas with Detections it is Wisdom.

Since the QS is a “living document,” in one area the Skill Cultures is erroneously identified as Languages, and this suggested to me that the Cultures Skill should be handled similarly to Spell Lores. Also, here is the Cultures Skill description:

This skill represent the general knowledge that the character has of a specific culture. This skill can be also used to try to establish communication with another culture by using specific knowledge of that culture which includes spoken, written or signed language.

p. 26

Cognitive dissonance here results from two uses of the word “specific” for a Skill which appears to be generalizable. Even though such a discussion isn’t in the QS, we all can assume that (to continue with my favorite example) our Deep Dwarf understands his Dwarven language and everything but, perhaps, the most particular specifics of his Culture (in my own American culture we might not all understand the lore behind certain Christmas traditions). Now the Deep Dwarf encounters a Fey Halfling (that’s a startling combination of Kin and Culture!). The Deep Dwarf has 4 Ranks and +5 in Wits. The player rolls and succeeds with, let’s say, a 125 for her Dwarf to understand this puckish little creature’s chirps and whistles. What now? Are we to believe that the Dwarf simply understands the Fey Halfling? Can that make sense? And what’s to be done going forward? Does this Dwarf now permanently understand the Fey Halfling language? Should the player write this down on his sheet? What strange, good luck!

Instead I propose that (borrowing from MERP) some Kin and all Cultures should begin play with Ranks in specific Cultures. The player can develop these Skills and others through the expense of DPs. In a manner similar to how Spell Lores operate, Ranks in a Culture should give a measure both of how well the character speaks that Culture’s primary language and a bonus on any Skill attempts to understand/remember something specific about that Culture’s heritage. To hew close to the Spell Lores precedent, 10 Ranks should be absolute fluency in a language.

To get back to the Skills as written, every Skill, of course, is associated with a Stat, but some—if not all—can be associated with more than one. I know that this isn’t a problem unique to VsD, so at my table I prefer for my players to keep Stat bonuses out of their total Skill calculations. Instead we add them at the time the Skill is being used, and the Stat used is determined through how or with what application the Skill is being employed. In tactical combat, of course, this allows Swiftness, rather than the default Brawn, to be applied to small, fast weapons. The designers have said that the possibilities for this kind of play shall be made explicit in the full rules.

In the Skills section is a table with a short list of Secondary Skills. These are given without elaboration, and descriptions for these are highly desirable, particularly for such Skills as Battle Frenzy—how does that work?

Finally, the section on Vocations states that Vocations enjoy special abilities specific to the Vocations. Unless these are the one-time bonuses on Skills, though, these are not described in the QS.

I had more to say about Vocations and Skills than I thought I would! Next up: Backgrounds, Passions and Drive.

The Stats, Kin and Cultures of Against the Darkmaster

For this article, part of an ongoing series, we begin to examine Against the Darkmaster’s (VsD’s) Character Creation as detailed in its QuickStart rules.

VsD uses the six Stats associated with Middle-Earth Role Playing (six Stats, that is, as long as we ignore the always-fun Appearance) and most d20 systems. Honestly, I prefer this to the ten associated with Rolemaster. I recognize the RM impulse towards specificity, but, when gamers find themselves with the trouble of applying multiple Stats towards individual Skill bonuses, then you know you have more tools than you need. VsD’s Stats depart from Rolemaster in another way: they are not rolled (so it’s a “point-buy” system), and they are not percentages. Players are given bonuses totaling 50, to be divided among the six Stats VsD terms Brawn, Swiftness, Fortitude, Wits, Wisdom and Bearing. The points must be divided into increments of 5. No starting value may be lower than 0 or greater than 25.

I think getting right to the bonuses makes a lot of sense.* What is lost is the mini-game, the random rolls that can represent the fickle nature of genetic influence and predisposition. But player freedom to rearrange these rolls moderates this simulation, anyway, and many gamers (as suggested above) might prefer a point-buy system. Something else that is potentially lost is a GM tool: I haven’t known anyone to do this, but the percentile stats can function as a neat assessment of how likely a character is to succeed at a test using the raw attribute alone. The only true mechanical process perhaps problematically missing, now, is a convenient measure of when, actually, a character should die through loss of hit points. The QS places this at a standard -50 Fortitude, which I don’t feel recognizes the variation that should result from characters with more or less Fortitude.** Of course, the GM can adjust the point of death up or down this measure, depending on a character’s Fortitude score, so problem solved!

Another possible problem for the RM gamer who (for whatever reason) is running VsD and not RM are the absence of Stat potentials, but again this is a problem that can be solved through the players making rolls either on a pre-existing table or one of the GM’s own devising to see if a character might qualify for a Stat increase at character creation or later (which in this case would be a straight bonus, probably—unless the gamer was getting really creative!—in an increment of 5).

Next the player chooses his or her Kin, and this decision, unsurprisingly, might alter the value of some of the Stats and now might result in some of them dipping below 0 or breaking 25. I already have said, in previous correspondence, that my familiarity with Rolemaster ends with its second edition, but I see consonance between at least some of the ideas in the latest iteration of RM still in playtest and VsD. Nevertheless, I will confine the following observations to VsD alone.

The player’s chosen Kin provides, in addition to Stat alterations, starting figures for Hit Points, the Max Hit Points the Kin is allowed, bonus Magic Points (if any—and Magic Points are RM Power Points), bonuses to Toughness Save Rolls and Willpower Save Rolls, available Background Points and starting Wealth. These last two values will be discussed with some detail in later articles. The starting HP values based on Kin range from 20 (Halflings and some Elves) to 75 (Dark Troll). A Man starts with 30. RM gamers might recognize that VsD uses just two types of Save Rolls (known in RM as Resistance Rolls). In addition to these modifications, various Kin enjoy certain abilities and/or bonuses to specific Skills and/or Saves. No surprises here.

Paired with every character’s Kin is a Culture. Again the latest, nascent RM might come to mind. Though many Kin have Cultures recommended—such as the ever-classic Dwarf from a Deep culture—the player, in most cases and without GM interference—is free to select the character’s Culture. This Culture serves in three ways: it provides “free Ranks” in certain Skills much in the manner of MERP’s Adolescence Skill Table; it provides a menu of “starting gear” from which the player selects; and it potentially increases the character’s starting Wealth score (the greater detail of which I’m still saving for later). Any Ranks given for Spell Lores have to be spent in Lores (RM Lists) specific to the Culture. The only Cultures listed with Ranks in Spell Lores are Fey and Noble.

Although the QS contains a chart giving Stat modifications for fourteen Kins and Skill Ranks and Wealth and Outfit Tables for thirteen Cultures, it provides deeper explanatory text for merely five Kins and six Cultures. This indicates the fractal nature of the playtest and suggests either that gamers are expected to experiment, at this time, with only these options or that these choices are the most common or the most likely to appeal to players.

There are two more aspects regarding Kins that I’m tempted to ignore completely. In fact, in my games so far, I have ignored them. But to give a fair read-through of the VsD experience as it is intended, I’ll wrestle with them here. In the QS, the deeper descriptions of the five Kins contain guides for character Passions and Worldview. Both of these features are tied to mechanics to be discussed later, but, at this time, something can be said about their problematic natures. Here is the QS:

Each Culture description will also include some of the beliefs, opinions and prejudices commonly held by members of that Culture, as well as some suggestions on how they could influence a character’s Passions. Obviously, these guidelines are only general assumptions made to help players bring their characters to life, and are in no way prescriptive. Players are free to interpret their characters as they wish, either playing along with these concepts or creating an atypical member of their character’s Culture.

p. 14

Okay, so these are stereotypes or archetypes, and the gamer can play to these if she or he wishes or… not. I’m going to try not to dismiss these out of hand. I know that not all gamers are creative enough to come up with even a modicum of a character background, and something—anything—to work with can be of value. So let’s see what the first Culture, Deep, has to offer here:

A player wishing to underline their character’s Culture could write a Motivation about protecting their home or clan from the forces of the Darkmaster. Alternatively, they could link their Nature to a code of honor, or maybe to their character’s lust for gold and precious stones. Finally, they could write about their unlikely or unstable Allegiance with one of their companions from another Culture.

p. 15

I recognize two things here. First, the three specifics Motivation, Nature and Allegiance appear, which demonstrate how difficult it is to discretely and systematically present a rpg rules system which is, because of its nature, interconnected. These three aspects of character creation, tied to a mechanic, come up later in the QS and therefore later in this series. Second, it’s not clear why these descriptions are specific to a Deep Culture. These features might describe anyone, anywhere. This remains helpful for the player who is devoid of ideas… sort of. But so might the descriptions of any other Culture. In fact, I’m guessing that the descriptions of all of the Cultures might be interchangeable.

What might be more useful for the gamer short on imagination are tables providing one hundred possibilities for each of these three features. But perhaps something even larger is going on here.

VsD does not intend to have an official setting. I think this is fine, probably my preference. But it therefore becomes difficult, not knowing what any particular game world might look and feel like, to design mechanics dependent on setting. Much might be assumed about the generic high fantasy milieu, but, as I believe I have demonstrated here, such generalizations might apply to anything. It is preferable, perhaps, to direct these discussions towards individual GMs, even better, as is my first inclination, to provide random Motivation, Nature and Allegiance tables to inspire collaboration between the GM and his or her players.

Our characters aren’t done yet! We still have to develop Vocations and Backgrounds. We also have to return to Passions. But we’ll cover these next time.

*This article is going to assume a shared knowledge concerning the major features of the Rolemaster game system.

**Elsewhere in the QuickStart, in a description of the “Body” Skill, the designers state, “If the Body value is reduced to 0, the character dies instantly.” This, to me, is evidence of how this work is a “living document.”

RPGaDay2018 Day 24: Which RPG do you think deserves greater recognition?

There only can be one answer to this and it is of course Rolemaster. The great injustice is of course the name calling, chartmaster, rulemaster and so on. The total failure of the greater RPG community to differentiate between all the optional rules that are available and the actual rules one needs to play.

And lets face it, compared to Pathfinder Rolemaster is positively lightweight. 

Rolemaster always said it considered itself an ‘advanced’ system. You shouldn’t grab the Advanced books if you want something simple. I know I did but I was hooked on RM and then wanted something simple. It is just a testament to the adaptability of Rolemaster that actually I could carve out my simplified, rules light Rolemaster and have it work seamlessly with all the standard monster stats and the few RM native adventures I have.

Customisation does not have to mean complexity. The core RM structure is so robust that you can hack it any way you want and it remains recognisably Rolemaster.

What Rolemaster needs is for the community to honestly hold up Pathfinder or D&D (in any of its recent incarnations) in one hand and Rolemaster in the other give them a fair comparison. Drop the prejudices formed 40 years ago and look with fresh and more mature eyes.

Rolemaster is not FATE and it never will be. If you lean that way then RM is not for you but RM is, in my opinion, more robust than D&D 5e and more than capable of  being tailored to your style of play whatever that style of play is. What ever you want to do with it, there will be an option for it. Just pick the options that you need and no more.