Is Rolemaster Rules Heavy?

Rolemaster Logo

I saw a survey today that listed Rolemaster as an example of a ‘Rules Heavy’ system. If you bought ALL of RMC that would be Character Law, Arms Law, Spell Law, Creatures & Treasures and Companion 1 you would have the entire published system and the entier page count runs to about 800 pages. That is roughly the size of just the three core DnD 5e PHB, DMG and Monster Manual.

Page count is not the best way of measuring the weight of the rules. If we were to look at spells every spell in Rolemaster works in one of just a few ways. Either you roll on an attack table (eg Fireball), the spell effect is dependent on the severity of the targets failed resistance roll (eg Sudden Light) or the spell is not variable and has a baked in effect (eg Projected Light). If we look at DnD you get every spell with its own bespoke rules and formulae such as Magic Missile that fires of a variable number of projectiles depending on the level of the caster but never misses. As a magic system Rolemaster is a lot lighter than DnD 5e. Incidentally DnD 5e was quoted as a medium weight system in the survey above!

Combat in DnD vs Rolemaster is a hard one to compare because I have never known anyone apply the rules correctly in either system. DnD is often protrayed as Roll to hit, roll your damage and move on. That sounds really easy and fast but then you add in initiative rolls, and weapon vs armour modifications and different ‘to hit’ tables for different professions/classes and a few hundred classes and things are not as simple if you apply the rules as written. In rolemaster the big bug bear is exhaustion points. I have never even read the rules in full, I have never played them and do not know anyone who has played them. If you ignore exhaustion then Rolemaster looks more complicated with books of tables, one page for each weapon and books worth of critical tables but it still comes down to roll to hit and roll damage (our beloved criticals). rolemaster has more pages but actually less rules. It does have a hell of a lot more flavour than DnD combat. It is aledgedly more dangerous but that is down to how many first level magic users you have tried to play in DnD I suppose.

The point I am trying to make I suppose is that what makes one system ‘rules light’, I think my RM variant is very rules light, one rules medium and another rules heavy is I think the eye of the beholder. the person who created the survey thinks or has heard that Rolemaster is rules heavy and therefore puts it as an example of a rules heavy system perpetuating the myth.

I think ICE need to address that perception and one way to do that is to adopt the Adventure Path methodology and literally put a ready to play pa together that new players can pick up and start playing in the same evening. Of course with a new generation of RM about to be released this is the perfect opportunity to do so.

Haunted House Time

In the next session I want to send my party to a haunted house. This is a really good opportunity to put into practice my resolution of piling on more atmospheric description (see last weeks post)

What I was hoping is that I could ask the readers here for more tips and your experiences of running a haunted house session. I am planning on the final showdown to be a zombies attacking from the grounds, breaking in through the doors, windows etc and slowly forcing the party up the stairs to the top of the house.

The lure to get them to the house will be to a meeting where they can learn something really important about one of the characters estrnged family.

Between the party arriving and the grand finale I want a skills based challenge for the party.So far I am thinking of having the house is a very poor state of repair so I can collapse the floor under someone (using moving maneuver skills), locked draws in a desk (subterfuge skills), Some kind of vault in the cellar (some kind of Lore based challenge maybe with runes that need interpretation).

I want to use the weather a lot with the wind ripping shutters open and banging them around, blowing curtains around etc. and flashes of lightning lighting up the scene in monochrome (probably revealing a zombie arching right over one of the party before the attack starts!)

Do you have any good advice? Is there anything you think I should avoid?

The party are all 3rd level but I feel they are punching above their weight (some good spell aquisition rolls have given them a rich set of spell lists along with the fact that ever character is a semi, hybrid or pure spell caster).

Engaging the senses

Rolemaster Logo

I have been through the adventure notes today adding post-it notes to scenes and locations with little added comments about sounds, smells and little visual ‘clips’ such as dust swirling in a vortex as a door slams shut.

These serve no purpose at all except to remind me to be more descriptive, not great long tracts of prose to be read out just little details to drop into the scene. I am hoping to bring scenes to life a little more, to make the sessions are little more atmospheric and engage more of the characters senses through the players’ imagination.

I am not sure why I have this love affair with post-it notes, I think it could be the immediacy they lend to editing. They are also great for moving anot NPC or monster around a location.

I read a post the other day about turning off your electronic devices while you are playing so you can focus on the game. I think that although I love having PDF rulebooks and my PDF GMs quick reference if I had to choose between post-its and and my tablet I would choose the sticky notes every time.

The motivation for the senses notes is two fold. Firstly I think it will make for a better game experience. Secondly I have an ulterior motive. I need to do to things in the next session. I want to try and make my players characters bond more. This may require more role play and less killing things so engaging the players in the world may help. I also want to ‘teach one of my players a lesson’. That sounds harsh but the way he has built his character is to pile all his DPs into weapons, body development, Spells and perception. The only other skills he has are things I gave away free or skills I pretty much insisted he buy. That is OK if you want to play a completely uneducated oaf but on the contrary, he keeps insisting that his character would know this or that because of his background.

In the next session I am going to make the challenges more skills based. Normally he is the überman of the party, the highest OB, the most spells, he sees danger coming and is normally the last man standing. I want to put him in a difficult situation where his sword is not going to help him.

Indirectly my sensory notes will feed into the slight change of tack. I don’t want to make him feel victimised, more like I want to demonstrate the value of being a more rounded character.

I also know now what I am going to do with the party. I think a haunted house is in order. I cannot remember ever doing a haunted house scene with these players and I have been GMing them on and off since 1985. I thing it must be a bit over due.

Rolemaster Weekend Roundup July 23rd 2016

imgres

Welcome to RolemasterBlog’s first “Weekend Roundup”. Here we will feature interesting links, stories or news items that might be of interest to RPG’ers or curious minds!

The price of fashion. Getting around in ARMOR.

What a bunch of NERDS!

Celebrities aren’t the only ones PLAYING D&D.

What every growing boy needs…the CRATE OF DOOM!

Cryptonomicon…I don’t think so. Try the CODEX SERAPHINIANUS.

Interesting article on PROTO LANGUAGES.

The Gods of Death in Shadow World. RESURRECTION discussion.

You call that a KNIFE?

Till next time!

RMC House Rules – My Experience System #3 Spell Lists

Rolemaster Logo

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

woman-1072572_640

Improving the Spell Lists you know

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

Learning entirely new Spell Lists

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

Improving your Power Points

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

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

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

RMC House Rules – My Experience System #1 Skills

Rolemaster Logo

This is how I want to work the experience system. I am going to treat Skills, Stats and Magic in three different posts, not because there are different rules but because the way I envision them being handled is slightly different.

As characters get there cultural background ranks and their 1st level development points to spend. The standard rule is still in place saying you cannot buy more than 2 ranks in a skill unless it is starred like a language skill or moving in armour. So a first level character entering play will have no more than 2 ranks in their primary weapon. Their total skill will be made up of Skill + Stat Bonus + Professional Bonus.

In my variant Stat Bonuses, being additive rather than averaged will be higher and I have scrapped the Self Discipline penalty for the elves. so I accept that the characters stat bonus will be higher.

A starting character should typically have a starting OB of about 40-ish but a skill bonus of only +10 from the two ranks.

Depending on when and how you choose to give our experience, I know this varies from GM to GM, you ask the player to roll a d100 OE against every skill they have actually used or explicitly practiced (more on practicing later). If the player rolls greater than their current skill they gain a rank in that skill.

So in our starting out player example a roll of 11+ would give a free rank with that weapon.

If the player simply puts a small tick against each skill that they use and get at least a partial success in those are the skills they get to roll against.

In this way the allocating of experience take only a couple of minutes. There is no allocating of development points and trying to balance your budget. There are also no sudden leaps forward in power.

What also happens with this system is that the higher someones skill the harder it is to roll above that number so their progression slows. I am retaining the deminishing returns so the first 10 ranks give a +5 and then the nesst +2 and so on but the system is naturally balancing so that the higher your skill the harder it is to learn and improve.

On the other hand under standard rolemaster you could buy a single rank in a skill use it every day, ten times a day and never improve if the player doesn’t devote DPs to improving it. With my system every skill you use gets that chance to improve.

What you lose is rapid skill development but you gain more rounded characters. If you allow characters to roll this skill rolls more often than you dished out experience points then the speed of progression is about the same.

The only skill that does not get rolled this way is body development as that is covered in my next post, Stat Gains.

 

 

RMC House Rules – Character Creation #7 Spell Lists

Rolemaster Logo

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

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

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

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

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

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

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

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

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

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

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

RMC House Rules – Character Creation #6 Skills

Rolemaster Logo

I like few skills and broadly interpreted.

What I mean is, take the Athletic Games skill as an example.

Athletic Games: (Ag/Qu or Ag/St) Bonus for playing any one game
primarily involving agility, coordination, and motor skills.

You see I don’t agree with that in a fantasy setting. In the modern world you will get footballers, basketball players, rugby players and so on and they are all specialists and have coaches to work on sport specific skills. At the end of the day though they are all about core strength and hand-eye coordination, balance and spacial awareness.

In a fantasy world you just don’t normally get professional footballers. As far as I am concerned if you have that mix of strength, balance, coordination and awareness then you could, with a little time and practice play any sport. Here is an example from our real world. My horseback archery coach decided that we (I) were going to work on core strength and balance for a session so he produced a balance ball (a big round soft ball) that I had to kneel up on and shoot arrows at the target. At first I could barely get upright before keeling over sideways in slow motion. After 5 minutes though I was kneeling up and shooting a couple of arrows. I practiced each day and at the end of the week I could shoot an entire quiver of arrows. So with less than 2hrs practice I got to grips with an entirely new way of balancing and coordinating my actions.

This is me and my first time shooting from kneeling on an excercise ball.

So I don’t beleive that characters have to buy one copy of this skill for every sport. What I say is one skill for all athletic sports but if you have never done it before then he firs time it is sheer folly as a difficulty and as you get more familiar with the sport then the the difficulty factor comes down.

All the musicians I know can play multiple instruments and they teach themselves new instruments to a passable standard in a matter of hours and certainly no more than a weekend. So I apply the same method to Music and playing instruments. The Music Instrument skill encompasses the understanding of music but the individual instruments are simply a matter of time to practice and playing well get easier over time.

This is my approach to skills. I would rather use this broad strokes approach to skills, have less skills and each one enables the character to do more then the 200 skills that give Rolemaster some of its bloat reputation.

Some skills such read tracks I don’t use at all. As far as I am concerned  if you want to know more about the person you are tracking, make a harder tracking roll.

Really this  is my attitude to skills. Avoid the bloat and make every skill work for its place in the game.

For my game I have cut the lost of skills down to just 43 skills.

RMC House Rules – Character Creation #5 Profession

Rolemaster Logo

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

There are significant flaws in Rolemaster professions.

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

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

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

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

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

Professional Magical Realms

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

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

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

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

Professional Bonuses

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

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