I am avoiding RMU! (and the missing subterfuge skills!)

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You may have noticed that I have not mentioned that much about RMU. The truth is that I have had a collegue on annual leave, I have had to go on 6 sessions of full day training, I have been away my self (a paintballing weekend) and various other demands on my time (blame the Greeks). I simply have not had time to read the books in the detail they deserve and conversely there is a really detailed discussion going on on the ICE forums that is far better than anything I could write with the added advantage of feedback from the actual authors.

If you want to know more about RMU then head over here http://www.ironcrown.com/ICEforums/. I will deal with each book in turn when I have the time to do it justice.

RM2 vs My brand of RMC

One of my PBP players today asked me where have all the subterfuge skills gone. RM2 players are used to having dozens of skills detailing the minituae of every aspect of life it seems. For example they have Build Trap, Set Trap, Detect Trap and Disarm Trap in addition you can learn Trap Lore to give you a knowledge base to work from.

In my world I still have Trap Lore but the only skill for traps is Disarm Trap. As I explained to the player if you are looking for traps and it is a trip wire or pressure plate sort of affair then Perception is the skill to use. Just tell me what you are looking for and roll the dice. If it is a complex lock mechanism that you are studying in detail and you want to know if it has an embedded trap then the Disarm Trap skill is suitable.

What about the building and setting of traps? As I see it if you are relying on a trip wire or noose then I would use rope mastery, if it is a snare to all intents and purposes then why not use a foraging roll? If it is none of those but you can explain to me how you want it to work and how to set it up then I am good wth that. Not everything has to have a roll but if there is a chance of failure then we have 10 stats we can use. I am inclined to use a different mix of stat bonuses from case to case depending on the design of the trap. Some will require a more reasoned approach others nimble fingers and a steady hand. Trap Lore would come into this as well. If the principles are well know and obvious then a knowledge of Trap Lore will warn you of some of the common reasons for failure and tips to aid success.

So is this Build Trap, Set Trap or Foraging?

So the most important thing is what are you trying to catch? If the answer is a rabbit then using the trap above is without a doubt foraging. If you want to catch an Orc then under RM2 you would need two completely different skills (Build and Set). Why is that?

Why Remove Skills from the Game?

I am not on a mission to remove skills from the game. What I noticed was that with every companion there were new skills being added. This puts pressure on the GM to give more Development Points each level, makes leveling up slower, makes each RM2 Character incompatible with any other game that didn’t use the same mix of companions and as almost every skills is coloured by how much scope each GM gives it makes playing the game under two different GMs potentially confusing.

Thieves are one of the nicest ‘skills based’ professions there is. They have good combat skills and their skill costs are pretty cheap normaly 1/3 for most subterfuge skills. RM2 then breaks this by adding so many skills that just to build and then set a trap requires two skills (effectively make a cost of 2/6) and two chances of fumbling (a net 10% chance or two attempts at not rolling 1-5 of an OE down roll).

It is not just thieves and subterfuge skills. Spell casters have Spell Mastery but also Spell Trickery. Why? I have rolled both these into one skill. We have different difficulty penalty gradings from Routine to Absurd for a reason. There is no reason as far as I am concerned to constantly break everything down and down into ever more granular skills.

There was a debate on the ICE forums about how many development points (DPs) do GMs give. Up until this current game I have always stuck to the original core rule for development points but I did used to give six free ranks as ‘hobby’ skills. This time I have tried using 25% of the characters normal DPs as hobby skills instead. Chances are I suspect that it will even out as pretty much the same but I would not be surprised if the the characters end up more limited by this method. I am thinking that if a character has just DPs to spend they are more likely to buy skills that are cheap for their profession. With a flat 6 ranks to allocate then you can pick from across the board of secondary skills irrespective of cost.

Rolemaster Lore

Rolemaster has ample scope for individualising a characters knowledge and learning from any possible background or upbringing. You can have as many Lore skills as you like and as many Craft skills as you like. This I do not have a problem with. I think it is one of the great things about rolemaster that every character cn be so unique AND true to the players vision. What I do not see is a cnstant need to add ever more skills or bloat to the a game system that already allowed heroes to be exactly what the players controling them envisioned.

How loud is your campsite?

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I was thinking about your typical party campsite the other day. We assume both as players and as GMs that a lot is happening during those hours camping that we do not normally play through. The fighters are practicing, repairing bits of armour, food is prepared and pots washed and so on.

It is easy for a typical PC to be ‘learning’ 15 to 20 skills each level and all of these will require a certain amount of practice time. I used to work in adult education and we would allocate about 20hrs for a student to grasp a basic skill. It is also generally bandied about that it takes 10,000 hours to master a skill.

I imagine some campsites get quite tense with the characters trying to learn academic skills getting really hacked off with the fighters shouting, grunting and clashing weapons all evening. Combat practice is really hard to do quietly. I was at a fencing competition on Friday and there you have steel weapons but cloth armour or polycarbonate breastplates. The sound of the combat carried maybe 300meters or more. Imagine steel weapons against iron bound shields and steel breast plates. The typical ‘off guard’ or off duty party could probably be heard half a mile away on a still evening and that is without the swearing when the character fumbles a smithing roll whilst hammering out dents in his armour.

If your party, as I often do when playing, says they are going to make camp away from the road so they are not obvious you are in reality talking a very long way if they are going to carry  on the normal business of maintaining their skills and equipment. This doesn’t even take into account particularly keen ears of non-human races.

I think this is one of those things I have just taken for granted ever since I have been roleplaying back when I was 14 or so and that has just always been the way parties camp. In future I think unless other precautions are being taken you will be looking at an active zone nearly a mile in diameter when a full on PC party makes camp. No wonder orcs, trolls and goblins wander into camp so often!

RMU Creature Law First Impressions

Copyright; 2002-2014 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission.

RMU-Creature-Law
The new public playtest editions of RMU are monsters. Creature Law weighs in at 898 pages (Spell Law is now 475 pages) and to do them any justice is going to require time to really read them. That said I thought I would share some first impressions and first up is Creature Law.

I am really pleased to see the inclusion of the genric NPC tables. In old versions of Character Law there was always a table that gave you each profession and typical stats and skills at 1st, 3rd, 5th level and so on so if you needed a quick NPC you could just lift one off the page. Well this is now back and it is better than ever before. They are now called Archetypes and they have been developed for every level from 1st to 50th. Rather than having a list of Magicians from 1st to 50th and then Thieves 1st to 50th now you have generic descriptions such as Offensive, Defensive, Skilled, Semi Spell User and so on. The advantage to this method seems to be that however many new professions* the powers that be decide to add to the game these tables should continue to hold true.

Staying with the Archetype tables this gives me something else that is valuable. When you are creating new PCs for the first time with a new ruleset, having a benchmark you can measure your creation against is a useful tool.

You are not going to buy Creature Law just for a list of generic NPCs. You want monsters and lots of them. This leads me on to a negative point. Creature Law does not look or feel like a second beta version. What if feel like is something any one of us would cobble together in word if you were making a load of new monsters for a particular game. The tables of stats are all over the place. It just feels like a mess. Worst of all the terrible terse enviornmental codes still exist. I do not know anyone who likes these and these days they serve no purpose except to make the book hard to read, understand and use.

All in all I would say I am disappointed at first glance. This book simply is not of the same quality as the other RMU works to date and feels like someone was ruhing to get their homework in on time.

To sum up, great ideas but terrible execution.

* I get the impression that the intention is after the initial release of RMU core rules is to release companion after companion. I understand that the percieved wisdom is that every company has a need to continue to generate new sales but the main criticisms of Rolemaster has been that it is too complicated, has too many optional rules and too many charts and tables. Following the same route again that taking a new set of rules and then adding in more and more options, complications and charts just seems to be repeating the mistakes of the past.

Spears, The Ultimate Weapon

There are often discussions on which is the best or most powerful profession, bsst or most powerful spell or spell list and so on. I am going to share my thoughts on Spears.

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A great many professions can only realistically expected to develop one weapon skill. This is especially true of the pure and hybrid spell casters whose points cost are normally along the lines of 9, 20, 20 , 20 and so on. If your concept of the spell caster was layed down in your formative years playing D&D then it is almost instictive to think dagger or staff for your weapon. The lord of the rings movies atleast give Gandalf a sword. I think spears should be the ‘go to’ weapon of choice.

Here is my reasoning.

  1. Most spears are wooden and contain very little metal. This is a good thing for all spell casters excepting the Mentalists for whom it is a non-issue.
  2. As a spell caster you are unlikely to be in the front line during combat but the reach of the spear allows you to take part but at a safe distance, preferable from behind a big burly fighter. (or evenmore prefferably behind a Amazonian warrior princess in little more than a chain mail bikini, or is that just me?)
  3. Talking of the reach of a spear, they get a nice healthy initiative bonus on the first round of combat. If you really need all the bonuses going your way then going first in a fight is no bad thing.
  4. Still talking about the reach of a spear, no one seems to carry 10′ poles any more but a spear is the next best thing.
  5. At least once you will give in to the urge to use your pole vault skill using your spear. I know this isn’t just me as there is an illusionist in Heroes and Rogues (Ryssa Tyrpal) who does exactly that!
  6. If your version of Arms Law allows it then you can use your spear with your shield (-10OB for one handed in the RMC Arms Law).
  7. The spear is a sort of cross over weapon. If you look at the similar weapons table  assuming your GM allows you to throw your spear at half skill then it is worth carrying some javelins (or Pilum) as these are similar. Your one weapon skill now allows you both a melee and ranged weapon.
  8. Spears are similar to quarter staff or the wizards friend as I like to call it. Everyone knows that the most powerful daily items seem to be either rings or staves so if you are lucky enough to get a magic staff at least you can fight with it! If you are dumped in the middle of nowhere with no kit then you can probably find a big stick you can use as a staff (or failing that as a club as a spear is also similar to cudgel)
  9. Spears are similar to lances! Oh yes, if the party is going in a mounted charge against that knot of orcs then you can join in the fun. You can take this even further, a bit of displacement here, blade turn there, a shield spell and an illusionary (for the non-mentalists) set of plate and you can even go jousting.
  10. In total a spear is ‘similar’ to 10 different weapons from pilums to pole arms but importantly none of them are swords. Every Tom, Dick and Harry carrys a sword so when it comes to dividing up the treasure they all fight over the swords and bows but your spear skill gives you a massive selection most of which no one else can use.
  11. For Mentalists, of all sorts, spear, shield plus chain or plate armour and you can go carousing with the fighters and no one bats and eyelid. Try that in wizards robes and it is a real conversation killer. The wizard failing to chat up the barmaid is frankly embarrassing, a fighter failing to chat up the barmaid is par for the course and no one will give it a second thought.

This was going to be ten good reasons for carrying a spear but as you can see the spear gets 11 or 10. What more can I say?

You’re far too keen on where and how, but not so hot on why

Spell Law has an advice section on how to handle different spells and their effects such as invisibility, illusions and how spell effects can interfere with each other such as Aura and Blur counteracting each other. What it doesn’t handle is the future.

There are two ways of seeing into your characters future, divination and magic. The first is a mundane skill, anyone can learn it and it involves using tarot cards, runes, tea leaves and crystal balls etc. to get a glimpse of the future. The skill is a RM2 skill and appears in Companion II along with a neat little table of modifiers and difficulties. It is great for predicting the very near future in vague terms with limited accuracy. I have a Seer in my world who keeps telling party members that ‘there will be a death in the next two minutes’. As a GM I can be fairly certain that if the party is about to sneak around the corner into a Drow partrol then that prediction is likely to come true but also dividination is vague. Yes the death card comes up but you never know whos death. The seer casts rune stones for her divining and that is not something that you can do in the pitch black while everyone is trying to be quiet. Divination I think works well. The other option is harder to handle.

There is the sort of thing I mean. this is the first level spell from the Seer base lists.

FUTURE VISIONS
1. Intuitions I – Caster gets a vision of what will happen in the next minute if they take a specified action.

So the party are about to burst through the door and confront the bad guys body guard. Does the vision include the death of one of the party? What if it doesn’t but as it turns out it should have done?

As a GM you should have a reasonable idea of relative difficulty of each encounter but there is always the chance of a freak accident or the dice gremlins prevent the main fighter in the group from rolling anything about a 06.

You could argue that the simple act of knowing the future changes the future and what the seer saw was one possible and the most probable future at that moment if the seer had not cast the spell and the party forewarned. The spell above is the first level spell but at fifth level the Seer can see five minutes into the future and at 15th they can see one minute for every level so that could easily extend into the half hours.

Imagine the Seer casts Intuitions I while the party are preparing to kick in the door. He or she sees that the guards are caught entirely by surprise and a fight ensues with the party winning at the time the vision ends. The Seer does not tell anyone what he saw. The door flies open, the magic user casts fireball, fumbles and the attack goes off at ground zero blowing up the party. Surely the Seer would have seen that? The arguemets over the Seer changing the future do not really hold up as the plan was formulated before the spell was cast and not changed as a result, it is not even a case of the plan being delayed even by 10 seconds. Everything should have been as the vision showed.

I don’t know the right solution to this but this is what I am doing currently.

For the duration of the spell if there is a game changing dice roll I pick a number from a random number chart and use that instead. So if the player fumbles his fireball I change the dice roll. The players all know that once magic has been invoked then their fate is already ‘written’. As soon as the sixth round is over then all dice rolls stand.


The table above is an axample of a random number table. You just start at row one column one and if it is a d100 you want just take two columns. There is even a nice 00 at row 14 column 7/8!

This has worked well so far as the players know I am not ‘fudging’ dice rolls or fixing things. It is literally just the few rounds and the few critical freak rolls that get changed.

I also use this table for subtle perception rolls. If the party all walk past a secret door but no one is explicitly looking for it I will just pick their dice roll from the table. I think my players are paranoid, as soon as the GM picks up his dice the pary draw their swords.

It is easy enough to create something like this is a spreadsheet but I find I barely use a single row in a weekend and at three weekends gaming a year a single page will last me 10 years.

does anyone else have any ideas on how to handle a player knowing the future?

p.s. I am on holiday/vacation next week. I will still see, read and approve all your comments but there may be a bit of delay. I don’t spend my entire holiday glued to my phone.

Roleplaying Games Do Not Exist

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Roleplayers as people exist and roleplayers as gamers exist but roleplaying games do not really exist. What is in the rule books is a framework from which the Game Master can create a vision of his world, or bring another world to life.

There was a thread onthe ICE Forums this week about how many development points you as a GM give your players. Some gave more, some gave less and it really sort of stacked up along ruleset lines. RMSS/RMFRP generally gave more as that game has many more skills that the characters are expected to have. RM2 has many skills and so the GMs generally gave more and RMC GMs seemed to give the least but the game has the least skills. No shocks there really but what was interesting was that nearly every GM clearly had a difference of opinion of that was requird or what was the ‘norm’ and even what was possible but we were all broadly meant to be playing the same game and even if you split us into ruleset camps we still did not generally agree.

Another reason only see the rules as a framework is that I have spent nearly 6 months now working with another GM in trying to decide exactly what rules we want to apply from all the rulebooks and companions. We mostly agree but there are red lines that we have drawn because to cross them would break our personal world view(s). We are nearly half a year in to this and less than half way through the companions. We have been playing together since about 1984, you would not think that two people playing the same game would be so far apart.

All versions of Rolemaster that I have seen (I have never played or even read the rulebooks for RMSS/RMFRP or Rolemaster Express) have been very modular and very consistent in their approach to describing the characters world. This means that it is very easy to slot in an optional rule and have it work seamlessly with all the other rules. The companions have optional rules and options for the optional rules. Some options have four or more solutions to the proposed problem, all of them viable but some impact on complexity others on the power level of the game.

This modular approach lends itself to house rules because you know that the rules will work if you follow the style of the rules as written. I am not a fan of house rules and generally do not use them, I don’t see the need and in my opinion most cause more problems that they solve because they are normally one persons opinion and completely or relatively untested.

When I played DnD I can remember discounting great swathes of the rules (the table of all the different weapons vs armour classes and all the plusses and minuses never got used) and almost every month when we bought White Dwarf or Dragon magazine we would add in more spells, character classes or alternative rules. House ruling is not a Rolemaster problem is a natural occurance when you have highly creative and imaginative people trying to create worlds.

I would say there are as many versions of every roleplaying game as there are GMs running those games. All variations are valid and of equal worth and all are unique. DnD does not exist but there are a great many DnD derived games just as there are a great many Rolemaster variations out there.

Ironically I would have said that there are as many versions of the Fearun as there are GMs/DMs running that setting too. As GMs I don’t really think we can leave anything alone can we?

My Take On Spell Lists and Spell Casters

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I don’t watch much TV but one of the programmes I do like is The Good Wife. There is an episode called Goliath and David which centres around copyright and derivative works. Bear with, I going somewhere with this. In the TV programme one group of musicians had covered another artists song with permission, so that was fine but they had changed it considerable musically, the melody etc. A third group, a major TV station had then taken the derived work and used it in a TV show and then released it on iTunes and made $2.3Million dollars.

The TV lawyers argue back and forth with the defence for the TV network being that their song writer was inspired by the same original song and arrived at the same melody just by chance. The Judge at that point cannot possibly rule as to who was inspired by what and the story moves on.

Now does it not strike you as strange that four magicians, all of who have an interest in fire leave the guild/academy/their master with exactly the same spell, being Boil Water. To make it worse these four magicians come from very different places, races, cultures. One comes from Middle Earth, one from Shadow World, one from Shadowdale in Fearun and one from the world of Greyhawk but they still all only know the one boil water spell. If a similar melody in two different cover versions of a song is suspicious then what is going on here?

Anyone who wants to play a spell caster in either my face to face game or my pbp game is going to discover that learning magic is hard. I do not allow you to add any stat or level bonus to spell gain rolls. I do not allow more than one list to be learned at the same time (unless you buy 20 ranks in the first list of course) and I do not use the ‘magic as a skill’ rules. You will probably get one list per level with a some people investing a lot in spell lists getting a slim chance of learning a second list (spend 21DP on magic gives you one automatic list and 5% chance of a second list). Typically PCs get 35-40DPs a level so 21 is a huge investment at the cost of everything else.

You would think that if a first level spell caster only has the two lists (one at apprenticeship and one at first level) then they are even more likely to be exactly the same.

That isn’t true. In another game I am just creating a character for magic is more common and my first level character has 5 lists, two learned at apprenticeship and three at first level. I will be starting with almost all of the professions base lists. Any other person under the same rules and the same profession would be severely tempted to learn all of the base lists as well.

This does of course change with the profession. All the healers would be silly to not buy all their base lists. Who wants a healer who looks at the main fighter in the group and then tuts and says “Sorry mate, I don’t do bones.” Illusionists are the same, you cannot use your Major Illusion base list unless you already know all the seperate ‘mirage’ spells so they must learn all bar one of their base lists.

Magicians are different. Every base list basically has a mix of offensive and defensive spells. Shockbolt is the lowest level directed spell but you have to wait until much later to get lightning bolt, the most powerful directed spell. Firebolt comes much later than Shockbolt but you then get Fireball soon after. Wall of Fire doesn’t offer any protection but does hurt your opponent, Wall of Water adds 80 to your DB. They are a group of comparable spell lists rather than complimentary spell lists. If you had five lists at first level then maybe two of your base lists are worth having but also start to learn the invisibility list, the flying list and the detection spell list.

Now this is where my rules start to create more variety. Rather than everyone knowing all their base lists by second level, you have to start to make those choices. What is important to YOUR character? You can meet two different first level magicians and have them know different spells and that will change their approach to all the problems faced by the party. The magician with detection and scrying magic is just as important as the Fireball thrower.

Restricting lists is only part of it. On its own it could be seen as taking some of the fun away from playing a low level spell caster. Afterall, two spells and you are probably done for the day.

I actively encourage  and almost insist on spell research. I imagine it as the spell casters right of passage from apprentice to being their own man/woman. Now you may have only two lists but you should be on the way to learning a new, unique to you, first level spell. This spell gives you (at first level) as many spells as someone with three lists and if you learn more first level spells then the same as four lists or five lists. There is no reason not to have three first level spells on each list if you have the inspiration.

A DnD first level magic users has the choice of charm person, magic missile, burning hands and sleep. All of which give them an offensive capability. A rolemaster magician can make the tea. It is not quite the same. Of that list of DnD spells the only one open to a first level magician is Sleep. Do you as a GM want every single magician to learn Spirit Mastery and then cast sleep at the start of every encounter?

I have written a lot recently on spell research both here and in articles for the Guild Companion. I feel really strongly about it being the missing link in the chain that that stops the ‘spell list’ model from producing jelly mold or cookie cutter spell users.

If you are going to play a spell caster in any of my games prepare to get creative!

Clear the decks, the PCs are coming!

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I have run two weekends now of my face to face Forgotten Realms game and there is nothing else planned until September. This leaves me free to concentrate on my pbp game.

The setting will be Waterdeep and the North. The rules will be mostly RMC with a few options thrown in from RM2 companions and the condensed combat system from the Combat Companion. The gaming platform will be www.rpol.net.

If you read this blog and are interested in being a player then drop me an email. I already have two players lined up.

You will be starting as a solo character to give you a chance to find you feet and if parties form then it will because they happened naturally. I am not going to force people together unnaturally.

I have most of my free time on Tuesdays and Thursdays so I would prefer a posting frequency of twice a week but if the character is alone or just in conversation then I will happily post more frequently. I am based in the UK so will be operating on GMT but I am generally online from 7am until 11pm most days.

Any questions then give me a shout.

Who Am I? I’m 24601!

OK, So I am not Jean Valjean. I’m not even French. Here is a little story for you that got me thinking about NPCs in the world around the party and could be useful to DnD DMs moving over to Rolemaster.

I took up fencing with Sabre and Epee after the London 2012 Olympics. I started with Sabre but after six months or so I tried Epee and for me it was everything I was looking for in a sword fight.

Three months ago I took up horse riding again. I did it for a few years as a teenager but gave it up when I was about 14. They say that at that age boys either give up horse riding or turn super competitive. I obviously was one of the former not the latter.

Tomorrow I am going running, just for fitness. I swore I would only go running when I saw a happy jogger. They always look in pain to me but I am getting fatter by the week and need to do something as I am 47 in three weeks time and staying fit is not getting any easier.

Back in February I was going to a gaming weekend with a friend and I commented that with the fencing and new horseriding hobby, if I could find an archery club near me I could be a first level fighter by the time I am 50. My friend replied that I was probably higher level than that as a Computer Technician (a SpaceMaster profession).

He was probably right but what level am I and what level are the normal people in the world around the player characters?

In DnD most people are 0 level human, 1d6 hit points, AC 10 as I remember. Things are a litte different in Rolemaster. Rolemaster has a profession (class) called ‘No Profession’ and that is a sort of generic person. If you really needed to detail someone because they have become important to the story then unless they are one of the player character professions (or an evil variant) then the No Profession is where you would start.

But at what level? For most people that the party meet, who cares? You do not need to roll every waiter and barmaid the players meet nor every blacksmith or horse dealer. I would only consider creating NPCs that are going to have a direct impact on the players story and will have to make skill rolls or combat rolls and the like.

I normaly work on this schedule. People who are just living their normal lives whatever that may be with no significant threats, I give them one level for every five years beyond the age of 16. for people living a harder life or with regular existential threats then it is one level for every four years. This is where I would put your normal gate/town or wall guard and even farmers living on the very edge of civilisasation. For people who are actively going into dangerous situations on a daily basis such as caravan guards, sell swords or tyrants bodyguards then it is one level for every three years.

So here are some concrete examples.

A courtesan, early 20s, would be 2nd level with a couple of skill ranks in performing arts type skills such as dance or playing an instrument, social and political history, heraldry and etiquette. I imagine that would take up most of their development points but you may want to buy a single rank in dagger if it is that sort of world. The character would be useful to the party in helping them navigate the dangers of a political campaign and may have skills they lack.

A farmer, 56 years old, raising crops and live stock. Here we have an 8th level NPC with skills in various ‘Lores’, herb lore, flora lore (so he knows what to plant where and when), fauna lore (so he knows what to feed each animal and what predators are local), animal handling, loading, driving, some animal healing. Some performing arts, a bit of dance and a musical instrument, useful for attracting a wife and a few ranks in weapon skills. There probably have been a few instances of banditry in the area, joining a posse or driving off or hunting wolves and that sort of thing. He may even have served in a peasant levy at some time. I doubt he has a sword but spears are good all round weapons, easy to make and do not need much metal, bows are likewise and both are good for hunting.

The guys stood at the city gates or patrolling the walls could vary. In a war torn area a guard in his early thirties could be 5th level in a peaceful region just 3rd. If the same guard had been in the rank and file of an army in a protracted war then he could be as high as 6th level.

In these three examples I would make the courtesan and the farmer ‘No Profession’ but the guards would be fighters. Character Law has a table of all the core professions with typical armour types, and skills and even the typical number of spell lists and to what level.

So what am I? Well I’m nearly 47, living a peaceful not particularly stressful or dangerous life so by my own reckoning I would be a 7th level No Profession or IT professional (in RM parlance that would probably make me a rogue or thief depending on your opinion of IT guys)