Vocations and Skills in Against the Darkmaster

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

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

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

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

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

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

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

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

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

p. 26

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

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

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

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

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

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

One Reply to “Vocations and Skills in Against the Darkmaster”

  1. Hey Gabe, thank you for this new post.
    I will try to clarify some points for the readers.

    First thing first, you’re absolutely right in saying the Quickstart are a living document. In fact, they changed a lot since the first release, and the “latest” document in the Download section is already out of date itself, since we changed lots of things more.
    For this reason, we’re working on a new, updated and hopefully final version of the Quickstart Rules that will be release as *SPOILER SPOILER* Deluxe Edition, and will contain:
    – Updated Kins, Vocations, and Cultures
    – Updated tables, that will still contain reference to the Vocations, Cultures and Kins that will be present in the Full Rules. This is by design, to tempt players to experiment with them and also, of course, to tease them out!

    As for the Cultures (previously was – on somewhere in the QS text still may be – Languages) Skill. Forget the wording in the Quickstart rules, it comes from an earlier version of the rules. I may have better clarified how the Skill is supposed to work in this answer to on of your posts in our forum https://www.vsdarkmaster.com/forum/topic/the-fellowship-of-five-a-playtest/#postid-159
    Yet your proposed method is perfectly acceptable!

    Different Stat modifiers for each Skill: yes, I can confirm they will be in the full rules. In fact, if you look closely, you can find a spot of them yet in the Quickstart Rules: in the Elven Training background Options is given the ability to swap BRN with SWI for the Blades skill when using Swords. Specific options like that and a more general rule will be in the Full Rules.

    Secondary Skills: those, too, will be more detailed in the Full Rules, with a longer list and a more in-depth description of each Skill and hot wo use it.

    Vocation Skills are residual from a first version of the rules, in which each Vocation had a Special Skill that could esxclusively develop. This was taken away early because we felt it didn’t fit well with the “open development” philosophy of the game, falling too much on the D&Dish side.

    Hope it helps!

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