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!

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)

Creating a Rolemaster Golem (or “In just 7 days I could make you a man”)

I am still trying to read as much Realms Lore as possible and one of the things that struck me was that Golems are a fairly common magical defence for the spell casters of Faerun but there is no mechanism for their creation in Rolemaster (that I know of).

Under the ‘good old days’ of Rolemaster 2nd Edition (RM2) there should have been a whole companion dedicated to Golems and at least a profession of Golem maker.

What I like about Rolemaster Classic (RMC) is that it does not come with that huge canon of companions and expansions. Just three pages from Spell Law are about all you need to introduce a coherent set of spells needed to introduce Golems into your world.

Firstly lets have a look at a Golem. A flesh golem is a 5th level creature. The description is pretty much what you would expect if you are familiar with the D&D creature, a sort of Frankenstein’s monster inbued with a spirit. I don’t see this as an inherently evil act, it is not particularly pleasant and not to be done on the kitchen table but I do not want to restrict the construction of flesh golems to the evil magician profession.

Here is how I want to approach it. I am assuming that creating the flesh golem is not that different from creating an undead. Rather than having to have a whole dead body the body may be constructed from different parts but the body needs to exist and is not created by the spell. The Golem is 5th level and a Type III undead is also 5th level. To create a Type III undead requires an 11th level spell (Necromancy, Evil Clearic Base List). I think this is just about the right level and 11th level is a bit special. Hybrid and Semi spell users cannot cast 11th or higher level spells unless they have chosen the list as one of their base lists. This will keep Golems on the rare side and not something that everyone seems to do. Below is the description for the Create Undead I spell, Create Undead III just allows upto type III udead to be created.

-5. Create Undead I – Given a body that has been dead less than 1 week, the caster can turn the body into a Class I Undead. The Undead will attempt to attack the closest living being (if uncontrolled), but can take no other activity other than moving to the being and attacking. If controlled, the Undead will do anything (within its capabilities) that the caster wills. The Undead can be Dispelled, Repelled, or just smashed into little pieces.

So to create my spell I can use this as a model so we get

-11th lvl, Create Flesh Golem, Area varies, Duration P, Range 10′, Type F.

Given a suitable body the caster can turn the body into a Flesh Golem. The Golem will attempt to attack the closest living being (if uncontrolled), but can take no other activity other than moving to the being and attacking. If controlled, the Golem will do anything within its capabilities.

So what list does this belong on? I could create a ‘Golem Ways’, or Golem Mastery list as I am not going to stop at just flesh golems and that is a real possibility but the key here is that the golem is a body inbued with a spirit and one of the cornerstone spell lists for nearly all essence spell users is Spirit Mastery. So I am going to put this on the spirit mastery list.

We still have an outstanding problem though. Our golem is uncontrolled. We need a way of controllling it. On the spirit mastery spell list, the stock 11th level spell is Quest

-11. Quest – Target is given one task; failure results in a penalty determined by the GM (task must be within capabilities of target). If the target ignores the quest, they will suffer the same effects as for failure.

This is perfect! As soon as the Golem is created you then have to give it a quest, the quest being its purpose. This means that the purpose must be defined at the time of creation. This will stop a player from creating an army of golems to do act as general purpose soldiers. The failure condition I would rule will release the spirit from the golem effectively killing it.

The three pages of spell law are pages 52-54, Spell Research. Our spell right now does not exist. For a spell caster to learn it they will need to do the research. To research an 11th level spell takes 8 months 1 week. (33 weeks) assuming 8-10 hours a day, 7 days a week. (in RMU it will only take 18 weeks as a different formula is used for spell research durations.) As a rule of thumb that is not something that most PCs are going to do but they could if it was that important. The spell could be taught to another spell caster who knew Spirit Mastery already in 8 weeks. Now that is short enough to fit into most campaigns. I have seen characters with wounds that took longer to heal than that. This even is beginning to sound like a reason to go on an adventure to find someone who has already researched this sort of magic and so on.

What  have described is the process to give this spell to essence users but there is no reason why this does not appear on the necromancy list or at a stretch on the Life Mastery list (Cleric Base). On that list 12th level is the first time a Cleric can actually raise the dead so binding a soul into a flesh body is still viable if the clerics god would allow that. The 11th level Sorcerer Soul Destruction list acutally has a spell that can transfer part of a soul into an organic object. If they are already moving souls around this could then fit in here as well. These other professions may lack the Quest part of the process but then they just need to research that if there is no suitable spell available.

Flesh Golems are all very well but you wouldn’t want to take one home to meet your parents.

A Stone Golem is 10th level and a Type IV undead is 10th level. I think we have a match there. I would put it on the Earth Law list for the Magician but equally it fits on Solid Manipulation. The matching Create Undead spell is 15th level so I would put Create Stone Golem at 15th level. It would still need the 11th level Quest spell to control it. Iron Golems are 15th level and the matching undead spell is 25th level.

The question is, is it worth creating an entire list of for creating constructs? There are all sorts of things that could be created this way from stone gargoyles, living statues and animated suits of armour. You could dot the spells around on suitable lists such as animate object spells on the Essence Hand or Telekinesis lists or bring them all together.

It is my preference, and nothing but preference, to dot them around the other lists. If I put them all together and a player learns that list they are going to want to use it, logically enough. Whilst golems are no more powerful than undead social convention prevents them [the undead] from being used excessively. Stone Golems on the other hand could be placed around the formal gardens of a house with a purpose of protecting the inhabitants in great number. Suits of armour could line every hallway ready to leap into action and so on.

If you are familiar with Faerun then you will know that golems are use a lot as protectors of magicians towers, bank vaults and the like. Now I have the mechanism for their creation and control.

Rolemaster Rogues, Thieves, Burglars and the Nightblade

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I have covered a lot about the different spell casters and fighters so here is something about rolemaster thieves.

We have a sliding scale with the more violent at one end and then less violent the other. On that scale then the thieving classes pretty much fall into the order that I listed them in the title. The rogue is almost a cross over between fighter and thief, they get the best (cheapest) weapon skill costs at the expense of some of the subterfuge skills. They can still learn them but they are a little more expensive.

The thief is also called the scout and is the best all round adventuring thief with passable combat skills albeit with a limited range of weapons, good subterfuge skills and the outdoor skills to rival a ranger. Your burglar goes the other way with the best subterfuge skills but weaker in combat. Where the burgular really excels is in acts of concentration and at climbing. The official dummary of a burglar reads “He is similar to the normal thief except he has avoided almost entirely the awkward encumbrance of armor, and instead dodges and ducks very much like a martial artist.”

The final member of this team is the Nightblade. The nightblade has worse weapon and armour costs than the straight thief but has similar subterfuge skills. The big advantage is that the nightblade is a semi spell caster. As a mentalist a nightblade can wear any armour as long as he/she does not wear a head covering such as a helm but given the points cost it is going to be a bit of a hard slog to learn armour.

I have never played a nightblade so all this is theoretical. With semi spell users generally what works best is to avoid buying any magic or invest a minimal amount of development points into magic and just let it ride for the first five levels. At about fifth level something happens and that is that your core skills that you have been developing start to hit the first point of deminishing returns. Secondly some skills are ‘finished’ by that I mean some skills like armour only needs to be learned to a particular point and after that no further bonus is gained. So if you have been learning armour then you no longer need to spend points on that so you can put them into spell lists, if you were buying two ranks in your weapon skills (12 points) to gain +10 per level that would drop to just +4. If you go to just a single rank per level it costs 3 points and gives a +2. I would settle for the +2 to my attack roll and put the other 9 points towards my spell lists. The core thiefy skills are going to cost so something like 2 points for a +2, 7 points for a +4, so take the +2 and put the other 5 points towards your spells. You get the idea I hope. Everything you need to do still imporves but you can probably find 20 or so points every level to build up your spells. Also by fifth level you should have enough power points to make use of the spells as you gain them and you may well have found a spell bonus item (that allow more spells to be cast each day) to further boost your magic. Finally by starting to learn spells when you are 5th level means that when you do learn a list at least you get a handful of spells for your effort. Learn a list at 1st level and you get one spell and barely have enough powerpoints to make any use of it. Finally if you wait until you are about 5th level to learn magic your fellow adventurers may not even realise that you are a spell user at all and it is something you can keep under your hat.

A final word on the nightblades magic. This goes for any semi spell user really but you do not have to learn all your base lists (those special to the nightblade profession) it is entirely viable to learn the open mentalism lists as these are often better than the nightblade ones. There is a nightblade list relating to poisons. If you GM doesn’t want you using poisons any way and gets fed up with you killing everything that way then buying magic to amplify that is not going to go down well. On the other hand buying the mentalist healing list is brilliant for an adventurer, being able to see into the future is useful as being able to detect magic items. There is more to nightblade magic than the nightblade base lists.

There is one thing that makes all thieves stand out and that is that they are probably the single most useful professions in all of Rolemaster. Their skills extend into combat, stealth, subtly, information gathering and even magic and healing. A well rounded thief is almost never out of options and is always an asset to his team and can slip into any role. Th eweakest thief is probably the burglar and that is only because he has chosen to move away from that ‘all rounder’ characteristic and becomes a little bit more of a specialist.

Others of course may disagree.

Rolemaster Fighters Rock pt III

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Question:What are the differences between a european-esque knight, a centurion, a samurai and a viking berserker?

Answer:What the player wanted to get out of the game.

In Rolemaster there are two approaches to getting exactly the PC you had in mind. The first is the hard earned cash version where you go out and buy all the Rolemaster companions and build the character to the profession as defined in those books. There will be as many companions for the new RMU as there is demand for and there are more companions for RM2/RMC/RMSS/FRP than any sane person requires (but we are roleplayers so we have them all).

The other approach is the ‘distilled essence’ approach. What makes a viking a viking? Well I would say, a bit of it is equipment, chain shirt, big shield, battle axe and a brace of hand axes would just about do it.

Skills-wise then the must have is Frenzy (bonus ‘to hit’, double damage and can take more damage before falling down), sailing/navigation/rowing and tale telling would just about cover it if you asked me.

You can have all of that with a stock fighter profession with points to spare.

The Samaurai? Well, rigid leather armour, katana, wakizashi (short sword), long bow for both skills and equipment and caligraphy as a skill. There is a useful skill called tumbling attack and a couple of combat skills such as reverse strike to attack people directly behind you and Ia strike to draw and strike in a single movement. I think that just about does it.

The knight is heavy on the weapons and armour, platemail, broadsword, flail, and lance, ride horse and some heraldry skill.

The centurion I would give a platemail breastplate (Armour Type 17 in Rolemaster parlance) and shield, shortsword, pilum (javelin) and definitely some skill in seige engineering and tactics.

Rolemaster has some really useful skills to compliment the straight weapon and armour skills. You do not need them all but you can use them to add that bit of something extra to a fighter. There are tumbling skills for evasion and attacking, reverse strike for attacking those behind you, two different ways of getting a quickdraw (by adreanal move and by Ia strike), ambush, martial arts (several), jousting and subduing to name just a handful.

I have found with some groups of players they start out with a strong sense of identity and a concept behind the character but as soon as you wave a nice magic item in front of them the concept goes out window.

Here is what I mean Player: Thrud is a barbarian from the wilds and shuns heavy armour as a sign of cowardice. 24 hours pass… GM: You open the chest and inside is a suit of +3 platemail Player: Cool I’m having that!

In Rolemaster you generally end up sticking to your original concept more because the choices you make at character design time can have a long term impact. You rank the different weapon skills so that one is easy to learn (cheap to buy with development points) and the others get progressively more expensive. If you have already chosen to learn broadsword, flail and lance then you regardless of how good that battle axe is it is going to be a major investment in time and effort before you get any good a wielding it. The same goes for the armour skills. To become fully proficient in moving in any type of armour takes an investment and commitment. Really light armours are easy to learn but your chain and plate armours will take you many levels to learn.

Going back to professions (character classes) Rolemaster Classic with no expansion of the rules has nine pure spell casters, three hybrid spell casters, three semi spell casters and only four non spell casters (realm of arms as they are called). This is not because Rolemaster is lop sided and bias towards the magical side of fantasy rolepalying it is because you can do so much realise your charcter concept right off the page with no need to define new professions. Those four are actually just Fighter, Rogue, Thief and Warrior Monk but with that spectrum from heavy armour to no armour as the default starting point you can pretty much build whatever you want.

My favourite theif character (may the gods rest his soul) wore platemail, he used a spear, hung out with knights most of the time, he had learned a little mentalism magic (attack avoidance and self healing) and was very adept at adrenal moves.  He could hold his own in a joust using a lance, which is treated as a similar weapon to spear so can use half his spear skill. When his skill is combined with adreanal move strength to get a boost to his attack roll and deliver double damage and magical protection from his spells (staking shield and blade turn) he could get pretty far in a tourney. He was even mistaken for a Paladin once and whilst he never claimed that himself he didn’t see the need to set the record straight too vociferously.

Buying Platemail for that character was a nightmare and a real drain on his development points but I wanted the character to be more con artist and confidence trickster at court and for that the armour was worth the investment. Without the amour on he was a competent thief and forger more inclined to steal documents than coin.

A different arms user I built recently was the one I described on Monday that leads with a volley of hand axes, one in each hand and with Adrenal Move Speed. He really does pile in like a ton of bricks. His weakness is that he is as stealthy as a bucket of bolts in a tumble dryer.

In Rolemaster there are so many choices beyond the “long sword, long bow, shield and plate” fighter of my D&D days but you can play that too if that is what you want.

Rolemaster Fighters Rock! pt II

It is easy to build almost any kind of fighter in Rolemaster but you should not be blinkered, there can be a lot of cross over between the different types of non-spell caster. Is a pirate a fighter with some maritime skills who steals things or a thief that likes to fight first and ask questions later? In Rolemaster the answer is which ever you want to play it.

Armour skills are increasingly expensive as the armour gets heavier which means that if you want to play a light, nimble warrior then what you save in armour costs you can spend on other skills. A platemailed knight will spend more on armour but probably would not be spending points on acrobatics and tumbling.

Now I am dredging  my memory here but as we went up levels in D&D fighters got to do more attacks, something like:

Fighter Level Attacks per Round
1-6 l/round
7-12 3/2 rounds
13&up 2/round

In Rolemaster you have more than one option for doing this and none of them are hard and fast level based.

You really have two options which are not mutually exclusive. The first is two weapon combo or fighting with a weapon in each hand thus:

It is expensive to learn fighting with two weapons but it is open to everyone. If you are not particularly skills you will get a penalty while using this style and it has disadvantages. Unless you are seriously deformed in some way you will not be able to use a shield and I would like to see you parry an incoming arrow.

Your second option is what is called an Adrenal Move Speed, this is a skill where you take a minus in one round to ‘prepared’ and in the next round if you are sucessful with your skill roll you are effectively hasted for one round. So no you can have your three attacks every two rounds if your adrenal move speed skill is good enough.

If you really have the need for speed why not combine these two? Yes you can really get two attacks/four attacks/two attacks/four attacks but combining two weapon combo and adrenal most speed. From a game play point of view  the balancing factor is that the rounds when you are preparing your adrenal move you would be at a minus, if you failed the skill roll then you don’t get the bonus and the development point costs would limit the character in other areas. You would also be at a disadvantage compared to a shield user against bow fire or other missile weapons.

Now almost every combat system I have ever experienced has the same feature of when you start to lose it is very hard to swing the balance back the other way. In Rolemaster this is equally true. With things like criticals giving wounded characters penalties to their actions, stunning them and bleeding wounds losing can be a steep slippery slope. Figthers can use this to their advantage.

I always like to start a fight by going in hard and fast, the proverbial bull in a china shop. Most fights take place in relatively confined spaces and at short distances. If you are surprised then there is not a great deal you can do about it but if you are the agressor then heck lets give it to them! Learning skills like two weapon combo with thrown weapons like hand axes means that you can open the fight with a opening barrage before they even get into melee. Hopefully you manager to get your sword out before they do crash into you but that double hit in the opening round can make all the difference between back foot or front foot for the rest of the fight. Unlike arrows axes do not go that far so you should be able to recover them If over time you manage to build up that adrenal move speed then you will be truly scary in that first round.

In a recent game we knew there were a group of Uruk Hai guards beyond the next door guarding a staircase we had to get up. The ranger wanted me to open the door so he could take a shot with his long bow to which I argued back that compared to him I had a broadside like a battle ship in such close quarters. It was true at such short rangees and with us choosing when to open that door and open fire I could prepare everything. I killed, maimed or otherwise put down two out of four Uruks and wounded a third. There was no way the Ranger could have done anywhere near the same damage despite being better with a bow than I was and him having an item that give him haste.

So if you like your fighters big and heavy then build them to go in like a ton of bricks and you will be very pleased with the results. you may not be able to cast fireball but you can be just as dangerous all day everyday as a fighter.