Thursday 30 November 2017

A Not-so-Tangential Leap: Archetypal Packages for Professions and Cultures

I've been participating in an interesting conversation over at The RolemasterBlog about the best way of representing variation within and between Rolemaster professions. I put forward the idea of a mild union between d20 and RM: namely, using unique talents/abilities in the manner of Pathfinder classes whilst retaining the primacy of the skill/list structure.

The following options are archetypal packages for several species of Ranger, Bard and Barbarian, with a few cultural packages (Wood Elf and Urban Poor) thrown in for good measure. They're built for Rolemaster Classic, and based on the notion that whilst the chosen 'parent' profession provides a set of development costs, spell lists (where appropriate) and level bonuses, these are malleable according to the archetype chosen. Cultural packages are based on the 'No Profession' development costs.

I'm taking a few liberties with the core rules, as well: I'm allowing 'rapid skill development' to include up to four ranks per level, and to allow for a certain level of specialisation, there are 20 'points' that may be used to alter a few skill development costs. Each archetype has access to unique skill-related 'skill unlocks', based on the amount of ranks they have in particular skills. Every package is built using the Flat Development Point rules from RMC Character Law  (though with 50 DPs rather than the usual 40 DPs per level), whereas cultural packages are built using 100 DPs. Finally, each archetype is associated with a pool of talents that are only accessible to those choosing to follow the archetype.

It should also be noted that these archetypal packages are not intended to be an adjunct to normal character development. Ideally, they'd replace apprenticeship development at level one, whilst race/culture packages replace adolescence development. (For the uninitiated, 1st level characters in 2nd edition Rolemaster and Rolemaster Classic spend two levels' worth of development points at level one, divided into adolescence and apprenticeship). Characters can still develop in a unique way at first level due to the use of Hobby Skills and Background Options, and after level one, players are free to develop in whatever way they wish, within the parameters of their profession's conventional limits. One nice outcome of using this system is that first level characters are more well-rounded and more competent in areas often neglected while they concentrate on maximizing combat or magical capabilities.

Finally, I've altered some of the more overpowered Background Options - no instant lists to 50th level with no ESF mods - replacing them with their less unbalancing RMFRP equivalents.

The relevant document  - very much a work-in-progress - may be found here. This document outlines an optional rules framework and gives an example with the Primal Ranger, a variant whose abilities lie principally in a mystical bond with nature and are expressed through meditation and frenzy. Further updates to the document should such as the above mentioned cultural packages and the Botanist Ranger should be added soon.


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