Is a Kenku a race or a monster?

I came across the Kenku last week and I really like them. The basic idea is that these are humanoid avians. They are great mimics, infact they have not language of their own but rather string learned phrases together from what they have heard but all in perfectly mimicked form of the original voice. They are also natural thieves.

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I am debating as to whether they should be a monster or a race when converting them over to Rolemaster. As a monster they are rather weak but as a race they require a lot more effort from the GM to prepare them before time.

A basic Kenku, as per the D&D to Rolemaster conversion rules is a rather weak creature.

5th level, 55 hits, AT1 DB10 34OB (short sword)/49OB (short bow). They should have a decent Stalk and Hide Skill of at least +25 as well as a +30 Trickery. There is something of the magpie about them and their desire to steal as much as their carrion crow like behaviour. I first encountered the Kenku in a grave robbing encounter so that may have coloured my perception of them. Their big feature is their mimicry. They communicate via mimicked phrases joined together to get the message across. They can also use it to confuse and lure people into traps.

There is great roleplaying protential here with hidden Kenku masquerading as members of the party and giving conflicting orders. They also gather in social groups called flocks, naturally, so you can use any number of these guys. They cannot fly but going by their D&D stats they should have at least a +15 Agility bonus. Play them as fast, stealthy assassin types when defending their territory and there is a great adventure in here. I just want to use them to steal something from the party.

With mimicry there is a lovely opportunity to have witnesses swear under oath that they heard the party talking at the scene of the robbery and with the best megic in the world the witness would be shown to be telling the truth. How were they to know they were hearing a perfect reproduction?

I now have a urge to put a gang of Kenku into my world, set them up near the players and just see what happens. Is there an opportunity for the Kenku to over hear the parties plans? Would the Kenku be interested in stealing what ever it is the party are trying to find or steal? Who will get there first?

I will see if I can work these guys into my game some time soon. If I manage it I will let you rknow how it goes.

 

Does Low Fantasy Gaming work with Rolemaster?

I have stolen this idea from Brian’s weekend round up. I think the answer is an emphatic yes to Low Fantasy; especially RM2/RMC when played with the core rules and no options.

Why core only? The first one is magic. The actual base ruling on spell list acquisition is in RM2 and RMC is D100 + ranks in the list. Roll 101+and you learn the list. You can learn only one list at a time unless you buy 20 ranks in the first list and then start to learn a second. If you fail to learn a list you can carry those ranks over to the next level and continue learning that list or you can lose all those ranks and try and learn a different list. You will note that there are no bonuses to that spell list acquisition roll, no level bonuses, no stat bonuses.

Building a character that way you tend to end up with maybe 4 spell lists every 5 levels, sometimes slightly less. As most essence spell casters want to be able to fly and go invisible and cast sleep this means that a magician may have just one of their base lists by 5th level, maybe two by 10th level.

The problem with learning lots of Magician base lists is that you need to learn lots of Directed Spells skills to make use of the bolts and the natural development point economy means that you simply cannot afford to diversify like that.

If Low Fantasy is meant to be scarce then making spell lists hard to learn makes spell casters less attractive to the players. If there is a very real chance that your first level character is going to start the game with just 1 first level spell you are going to make the average RM player uncomfortable.

With just the core rules there is no undercasting and no overcasting so they are really stuck with just that one spell.

So pure Rolemaster played RAW (rules as written) fits the magic specification for Low Fantasy.

Fast and Engaging Combat

There is no more engaging combat system than Rolemaster with its descriptive criticals and deadly edge. I personally prefer the Combat Companion version but I have said this is core RM only. Without all the bells and whistles bolted on to combat by many of the companion books rolemaster combat is pretty fast. When I used to use Arms Law I would print the page from the PDF of the weapon used by an NPC and of the PCs and put them in a folder with the most common critical chart facing it. In essence what I had was just the pages of Arms Law I needed for that session. It cut down the rules look ups and page turning.

Rules Light

Without all the companions Rolemaster is not that rules heavy. It has a reputation for being a mammoth but it is really undeserved.

Once you simply know that a skill roll total of 101+ (plus any difficulty mod) equals success you can play for hours without having to look at a single rulebook. Without the companions there are are only something like 50 secondary skills. That is enough to differentiate the characters without bogging the game down.

I have condensed the entire rules down to just 12 pages for running a weekend of gaming.

A Realistic World

Rolemaster does realistic mediaval worlds very well. If anything it is less monster driven than many RPGs including D&D and Pathfinder. If you want to poison someone in RM you do get to choose what type of poison and that describes the effect. This is not a game of make your saving throw or take x points of damage. Poisons are very realistically handled for a game.

Falls are not 1d6 per 10′ fallen. We have an attack table that takes into account velocity and criticals that are in tune with having fallen. This does not add to complexity as it is still jsut roll a d100 + the distance fallen in feet and look up the result but it is a lot more realistic than 1d6 per 10′.

The list can go on. Almost every natural hazard has been given a realistic work over in Rolemaster. So this is another tick in the RM box regarding Low Fantasy.

Rolemaster is also setting neutral

The Low Fantasy that the article points to says it is setting independent. Rolemaster is also setting neutral. Shadow World is the offical world setting but there are no setting specific rules in the rulebooks tying it that setting. It actually works the other way around with the Shadow World books referring to Rolemaster materials not the Rolemaster books referring to Shadow World.

So yes RM is most definitely capable of Low Fantasy judging by the definition above. Just leave all your companions and add on Laws at home.

Melos, A contribution to Aioskoru

Quite a while ago now I produced half a dozen blog posts in support of Ken Wickham’s Aioskoru world setting. Things than kind of went off the boil a bit and I didn’t do much more beyond describe NPCs, three settlements and some adventures based around a ship full of orcs.

So recently Ken emailed me and said that he had bundled up a lot of his Aioskoru material from his blog and posted it on RPGnow. He had kept the format simple so that it was easy for him to update but he was putting it our there. He has had over 200 downloads of the material he has produced which hopefully means that the setting may get more supporters and continue to grow and develop.

I am always willing to lend a hand so I bundled up my old blog posts, re-edited them to turn them into a coherent supplement and submitted them to RPGnow. They have only been up for a few days but they have already had about 50 downloads. You can download them yourself for free at the link below. (click the cover image)

Melos, A contribution to Aioskoru

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The ship on the cover refers to the sloop full of orcs in the featured adventure material.

If you want to download it and you like anything in it then let me know whar you think!

Is Rolemaster Rules Heavy?

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

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

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

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

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

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

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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

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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

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

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Improving the Spell Lists you know

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

Learning entirely new Spell Lists

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

Improving your Power Points

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

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

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

RMC House Rules – My Experience System #1 Skills

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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.