So our intrepid heroes have fought their way through the abandoned mines/hill giant village, defeated what ever was was being resurrected in the pyramid and defeated the angry Active Tree.
Surely that is not a Barrow or burial mound just off the path?
Burial mound lost in the woods.
If you cannot quite see the mound here it is highlighted.
Can you tell what it is yet?
One of the scary things about this is quite how hard it is to see. It would be quite legitimate to camp just within meters of this and not ven know it is there. As a monster, everyone loves the undead, the seem to transcend every genre and every world setting from from Tolkien’s Barrow Wights, Forgetten Realms Wights and Spectres right through to a good old Zombie apocalypse in modern day campaigns.
From a Rolemaster point of view, just look at that undergowth! I would had to make some MM rolls to get out of the way of anything big and scary coming at me through there!
These past ‘Perils’ posts, the abandoned mines, the pyramid and this one are genuinely fell within a single 1hr dog walk. The active tree and the seal beach were all within 8 miles from home.
I will be on the look out for more ways to scare the bejesus out of your PCs soon!
I haven’t posted anything for a while about my dabbling in play by post (PBP). The game I am in is ticking along quite nicely. I have nearly killed myself at least once due to massive over confidence in my own meagre abilities and, I believe, technically I am no longer a combat virgin. It was not a traditional fight and whether my oppenent was actually intent on attacking me or not is probably up for debate. The important thing is that I ‘won’. I cannot share any more details both to save my own blushes and just in case I inadvertantly give away a spoiler for some of the other players.
I am 99% certain that I am going to run a PBP game of my own based upon nearly pure Rolemaster Classic rules. The only optional rule I will truly miss would be the expanded character background options from Rolemaster Companion I.
The game setting would be the forgotten realms, of course, around the city of Waterdeep and the North. This would be exactly the same world/campaign that my face to face game would be taking place in. That party are in the Dalelands right now.
The only PBP gaming site I have used is RPOL but there are other sites I have not even looked at but seem frequently mentioned such as Fantasy Grounds. For this first foray I think I will stick with RPOL and what I know. I think I have grasped pretty much has the game administration works from what I can see from the game I am playing in.
I still need to do a lot of preparation before I could possibly run a game and I would like to get more experrience of this style of gaming. There are certainly some aspects that are better than face to face gaming [NPC interactions for one] but at the same time some aspects are lacking [the social aspect and banter]. This will remain a work in progress project for the time being. As it happens my face to face group will be meeting again in early May so that is the perfect excuse not to launch into anything new before then.
Going back the the PBP game. I think the next big evolution I am waiting for is when the party starts to form. Right now I am almost entirely surrounded by NPCs. I suspect that I have encountered another PC at least in passing but one cannnot be sure. While it is just me and the GM and we happen to be both awake at the same time then the posts can come thick and fast. How the game works when you are waiting for the input from several people remains to be seen. I am sure it will be fine, if it wasn’t then I do not think PBP would have such a large fan base as it appears to have.
I have been creating some rangers and monks this weekend following on from last week’s post on non-random spell list acquisition. Character Design is a very personal thing. Some players like to have a few skills to as high a score as possible whereas others like a nice wide skill base but accept that they may fail more often. I am in the second camp and I build characters with many skills.
When it comes to semi spell users there is another issue to consider. Do you lean towards your magical aspect or the physical? I think the strength in the semi spell users really lies in their magic use when combined with their non-dependence on magic. What I mean is that if you can fight all day and all night just using sword, armour and shield, you get through doors using your skills with a lock pick and tools, and track your foe back to their favourite haunt just through tracking and observation then you are an effective member of the team. If on top of that you can heal wounds, always find the fastest path and slip by even the most observant guards then that is over and above what a meer mortal can do. My rangers almost never run out of power points because they are just using their magic to accent their existing skills.
Another question is when to start learning magic. I like to leave it for the first four or five levels. Get a good solid skills base in place, learn to use your armour and sword. Learning magic is expensive but once you have 10 ranks in a skill you are in the realms of diminishing returns so it makes sense to spend less on those skills and divert those saved points to your spell lists. Probably the to most useful spell lists for a fledgling ranger are not the ranger base lists at all. I think they are concussion ways and detection mastery. The simple act of being able to heal your own hits and keep on fighting or even restore some hits to the parties primary fighter can make all the difference. Detection mastery is excellent for scanning a room or hoard and looking for magical items, If you cannot carry it all then you may as well take the best. You can also use it to sweep for a hidden magic user if you know what realm you are looking for,
So results of my testing were that it really depends on how many points you want to put into spell lists. That may sound stupidly obvious but it isn’t. Under the pure rules as I call them (5% per rank and no stat bonuses) you can only find 12DP per level then you will learn spell lists faster than a character using non-random learning. If you can muster 20DP then it makes very little difference. The pure rules character generally learns a list a level sooner than the non-random counterpart but a couple of unlucky rolls can wipe that out. It is not reliable. Statistically you will learn lists faster under the pure rules but in my testing I only created six characters (three monks and three rangers) and worked them up to 10th level buying the skills I really would have wanted. The character with the least magic did have rigid leather armour, spear and a decent ambush skill and decent subterfuge skills. The most magically able version just had soft leather armour, no ambush skill and could not pick locks or detect traps.
It all comes down to choice and the type of character you want to play. It even depends to some extent to the initial stat and potential stat rolls. I used the same stat rolls for all six characters and the character started with 33DP and went up to 40 by 7th level and then down to 39 where it stayed through to 10th. Your DPs are variable but the cost of buying that magic 5 ranks a level is fixed at 20DP. Poorer stats can make a huge difference to the other skills you can buy. This was doubly true for the monk characters. Rangers have a lot of useful skills that cost just a single DP and you can round out a character with a handful of those skills. The monks have very few one point skills which limit them significantly.
I am not sure what my conclusion is. I would have said that if you are in a skills heavy game then pure spell list acquisition will give you more magic in the long run but if the GM is looking for characters to be proficient at magic then non-random will only give you that if you are prepared to spend at least 20DP a level and every level to get those spell lists. I am not convinced this is a good thing and would rather not tie my players hands that way but each GM is their own boss.
The other GM and I have been doing all this optional rules checking and testing over the last two weeks. Where we differ the most is over magic and the implications that has for character design.
My setting is what I am calling Community Magic. By that I mean that every community will have some access to magic. It coud be that there is a mad witch that lives in the woods that can arrange everything from love potions to revenge to healing or it may be the local priest. In towns and larger settlements than more ‘respectable’ magic users may be found. In Shadowdale, which is where the party are still hanging out there are at least six suspected magic users including a seer, a bard, a cleric, an alchemist and two monks. The bard is itinerant and the monks are part of a different adventuring party and as such are just passing through. That still leaves three resident magic users in a town of under 1,000 people.
The other GM is using what I call Family Magic in that most families will have at least one magic user. The whole fabric of society is interwoven with magic and its use is common place and unsurprising.
These two world views have an impact on our character creation or design rules. I do not allow stat bonuses to be added to the spell acquisition rolls meaning that spells are harder to learn and everyone has less spell lists. Two magic users of the same profession are likely to have different lists and may have very little cross over. There are far more lists than most magic users will ever learn. The other game has magic as something that is much easier to learn.
There is an option for non random spell list acquisition. You buy a number of ranks and when you have enough you get the list automatically. The threshold is set to 10 ranks to learn a list to 10th level (what is called a ‘b’ list). In my game you would have to buy 20 ranks to guarantee to learn the same list.
excerpt from spell law showing the optional rule.
For pure spell users each rank costs one development point and most PCs have about 30-35 available. It is not unreasonable for a character to be able to spend 10 points per level or even a few more on magic.
So for pure spell users in my game after three levels worth of spending a magic user would probably (statistically speaking) two spell lists and maybe if the dice had been particularly kind a third one. In the other game the same character would have three lists and would be on the way to a fourth list. Not a huge difference really if the character is a well-rounded one with two-thirds of their points spent on other things than just spells.
If the character is a hardcore magic user and spends 20 points per level and sacrifices most other skills then i my game they are guaranteed the three lists but in the other game they have a guaranteed six spell lists. It is certainly possible to build such a focused character. The remaining 15 points you spend on some body development (hit points) perception and maybe stalk and hide. Everything is fine as long as you never run out of spells and have to try to fight for your life as you will have sacrificed all your combat training. I think this would be a fairly selfish character relying on other party members to carry them figuratively speaking.
If we look at what are called semi spell users, these are your rangers, monks, paladins etc. Their spell lists do not cost one point but four points a rank. If we dedicate 12 development points to spell lists then under my rules statistically the character would have a 90% chance of one list, a 30% of two lists and 5% of three lists or there about. Under the other rules system the character would have a 0% chance of any lists at all (three levels at three ranks per level equals nine ranks, one short of the magic 10).
It appears to me that an optional rule designed to make magic more common actually makes magic harder to learn unless everyone is a pure spell user which seems unlikely.
I am going to design a bunch characters under this optional rule to see if what I suspect is actually reflecting in the reality of the characters created. I will feed back next week.
The way our gaming group is set up is that we are a group of five that meet regularly and when we meet we normally play two games, both Rolemaster. Up until recently that has been one Shadow World and one Faerun/Forgotten Realms.
When we next get together to play; the Shadow World game should come to an end as we are about to take on the ultimate bad guy and either save the world or die trying with no other options on the cards.
What this means is that we need a new game and it is someone else’s turn to GM. As it happens the new GM has not game mastered Rolemaster for many years (in fact his rule books are so old his spell law is printed in a hand written style font in blue ink, what was going on with that?). What we are doing is taking the opportunity to go through ever single companion and every single optional rule and skill and between us trying to unify exactly what options we are using.
Rolemaster Companion IV
One of the nicest features of all the Rolemaster Companions after Companion IV is that they contain a couple of pages of tick lists with all the optional rules and how important that option is, whether it is considered a core rule now, is it highly recommended, does it add a lot of complexity to the game and so on. As two separate GMs we can complete the tick lists apart, see what is the same and then look at where we diverge and discuss those particular rules.
I think this is a brilliant concept of not only identifying every rule and where to find it but also how important the game designers felt each rule was. I am a bit of a miserable git at times and think that every optional rule I introduce has to add something substantial to the game, to pay its way so to speak.
The framework we create in the coming months will probably be our default game now for the next ten years unless I can convince them all to do a Rolemaster Unified Beta II play test.
Today I am traveling to meet up with my players for the second weekend of my Rolemaster / Faerun campaign.
For the first session I only had three of the four players so the party looked like a Sorceress, Cleric and Warrior Mage. This time those three will be joined by the fourth player character and an NPC being a Paladin and a Mystic, The mystic is “Little Miss Defensive” from previous posts. I finally made up my mind on Tuesday night as to which version I was going to use and the mystic won out in the end.
All in all this is a very magical group of characters that is pretty much what I wanted. Every realm is represented to some degree and there is a little bit of cross over which is good. In my world magic users of all persuasions tend to have less spell lists each to force players into deciding what is really important to them. If you look at the realms of magic in this party you have essence/channeling (sorceress), channeling (cleric), arms/essence (warrior mage), arms/channeling (paladin) and essence/mentalism (mystic). Everyone is unique but at the same time they can share and learn from one another.
I have seen a few people on twitter talk about tweeting their game ‘live’. I am in two minds about this. Would it be distracting to be constantly picking up your phone to tweet? I think it will not do any harm to try it at least once so it is my intention to tweet the party progress tonight and if it seems OK then tomorrow as well. We will see how that works out.
I have given the stats for a few monsters that are common to Faerun but new to Rolemaster over the past three months. Once the party have met them, and that should happen this weekend all being well, I will share a few more creatures with you.
If you are a D&D DM considering trying Rolemaster then let me know any creatures you know and love and I will make sure you have the stats if they are not in any of the official books. The conversion process is pretty simple and not particularly time-consuming.
In the meantime there is a link to my twitter account to the left and look out for some tweets from me after about 6pm.
Don’t say I didn’t warn you but this is going to smack some one up really badly when it unwinds!
This is going to hurt when it unwinds and takes you full in the face!
In the Monster Manual we had Treants, in MERP they were Ents and Active Trees. If you are just coming to Rolemaster then Creatures & Treasures (Page 51) gives you three varieties to play with, the Awakened Tree, Slowroots and Treeherds being 5th, 10th and 20th level respectively.
Your Awakened Tree is the the classic horror moving dark forest that the innocent fool wanders into before disappearing never to be seen again while everyone in the audience is thinking “Why do they always go into the forest in the middle of the night all alone when people are disappearing?” (If you know what I mean.)
Your Slowroots and Treeherds are the more ‘goodly’ variants and the Rolemaster equivalents of Tolkien Ents as seen in the Lord of the Rings.
I am pretty sure the tree in the photo above is completely natural and the twisting just a turn of fate (groan!) and that I didn’t catch it about the beat the hell out of me. If that is true then how would a party of adventurers ever be able to tell when they walk into an ambush of this kind?
As a setting Faerûn can be a bit of a marmite setting. The diehard Gygax followers have never accepted it. Greyhawk adherents never needed it and it seems that with every new edition of D&D they feel the need to reinvent it. So why bother with Rolemaster and Faerûn?
I will not deny that Faerûn is not perfect. The original (grey box) edition barely sketched out the world as a setting for half a dozen modules and we were kind of teased into it by Elminster articles in Dragon magazine. After then there were so many seismic shifts that it is hard to keep track of it, gods dying, Mongolian hordes and volcanic eruptions not withstanding. Another criticism leveled at the Forgotten Realms setting is the über powerfull NPCs such as Elminster and Drizzt Do’Urden.
I, like many other roleplayers, cut my teeth in the D&D world, Greyhawk in my case, but then moved on to other games and other worlds. Last year I started to plan a new campaign after not GMing for a few years and I offered my players the option of a D&D game just for old times sake and I was surprised at the negative reaction. Despite that the D&D game had moved on generations since we last played no one was interested. We have always been dedicated Rolemaster players and that is what they wanted.
Setting a rolemaster game in Faerûn is pretty easy. Creatures and Treasures (I, II and III) cover 90% of all the creatures you will ever need. There are very simple rules included in C&T I to convert any that are not there over to Rolemaster and you are 50% of the way there. The other 50% is the NPCs.
There are numerous excel based spreadsheet type character sheets to help speed up character creation and my favourite piece of software (Rolemaster Charactder Utility) makes creating a middle to high level character the an hours work. This is where you can decide if you want and all powerful Elminster or not.
If you have a party of experienced D&D players then having a go at Rolemaster, even with a fairly simple adventure will be an eye opener (in a good way I hope)!
I am a RM2/RMC (Rolemaster 2nd Edition and Rolemaster Classic) player but there are other flavours available including a freebie 3000L_HarpLite (High Adventure RolePlaying) which has everything you need to get playing.
In my Monster Snobbery post I mentioned a creature that is unique to the Forgotten Realms setting. This is the Moray Rat, a vicious variation of the normal rat that is the staple monster killing diet of many low-level characters.
What makes the Moray unusual is that it has nasty backward angled teeth that mean that once it has latched on to its prey it cannot let go or be shaken off. It will hang on to its prey until it eventually bleeds out.
Game mechanics-wise treat the rats as standard rats but if the rat delivers a critical that does at least 1 point of bleeding damage per round then the rat is attached. It will no longer attack but it just thrashs around worrying at the wound. I would give the victim or helper +50OB to attack an attached rat but I leave it up to the GM to decide what should happen if you try to hit a rat attached to your own leg and miss.
There is of course the option of the Moray Giant Rat but that is your own choice.
Morays tend to be found in much smaller numbers than typical rats due to the fact that their natural internal squabbles tend to lead to more fatalities which keeps numbers down. They are perfectly suited to living in burrows, pipes and crevices where prey may wander in as opposed to living in large packs and scavenging.
I have created a Drow fighter using the current Beta version of RMU Character Law. I have tried to stick as closely to the previous Drow warrior I used for comparing the four elven races so as to be directly comparable.
To boil down a character to the absolute minimum I have a little comparison table for you.
System
DB
Primary OB
Perception
#hits
Stalk/Hide
RMU
15
38
11
53
15
RM2
20
35
8
49
-25/0
The RMU character is 2nd level and the RM2 character is 1st level but if you take into consideration that an RM2 character goes through Apprenticeship and Adolescence and before becoming Level 1 and starting play both characters have two levels worth of development points and a single lot of stat gain rolls.
So the RMU character has slightly higher OB, perception, #hits and Stalk & Hide skill but the RM2 character has a higher OB. To be honest the differences are negligible.
If you look in more detail at the character sheet then you will see that we have lost the blind fighting skill, Iai Strike and the tumbling skills. Those skills do not exist in RMU (yet) and the Tumbling Evade works slightly differently. What the character does get is a much wider education, a greater range of combat skills including more weapons and unarmed combat and I said when I created the original character that I wanted to buy Poison Lore but couldn’t. The RMU character has Poison Lore (2 ranks).
What this has shown me is that although I quite liked the stripped down skills lists, that demand will almost certainly that they be reinstated. All the mechanics are in place for how blind fighting would work (it would be a Combat Expertise:Blind Fighting, the cost would be 1/2, no stat bonus and it would reduce the penalty for fighting whilst blind). Iai strike would be identical and it would reduce the penalty for drawing a weapon in the same round as your attack. It is all there ready to roll but that just means that so is all the skill bloat. It may not be quite as bad. Mechanical:Traps seems to serve as Build Traps, Set Trap and Disarm Trap and that has to be an improvement. I never liked having to separate out Build and Set as two skills.
Just so you can go over them here are the two character sheets. The RMU one is a bit rough(!)
Just to clarify a little bit of shorthand I have used. After a skill it may say something like RC1 or C1122. That means that the first skill rank came from his racial background and the second from his culture the third from his 1st level DPs. In the second example he has one rank from culture and bought two ranks at each of level 1 and level 2.