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Rolemaster / Re: [RMU] Alternative spellcasting
« Last post by jdale on July 18, 2024, 09:45:13 AM »
But that's an issue you'll always have with magic. There really is no way around it, either you want magic, or you don't. That for a few levels you might be better off as a non-spellcaster for many tasks doesn't help at all with "balance", because those few levels inevitably pass by.

Yes and no. The spells exist. But if the caster doesn't have those spells until higher level, then the character with the skills has some time to develop them and be good enough that they can still be relevant, before they are available. It's harder to render a +80 skill irrelevant than a +20 skill.

but the DP spending makes sure that a mage cannot be decent at mundane skills if he wants to be a decent mage (so the mage basically 'saves themself' for when PP spending is really needed).

That sounds like you want the mage to be good at the spells and also good at the skills. That's the opposite of the point. The mage should not overshadow other party members at whatever they do best. If the mage is as good at whatever skill, then you definitely don't need the non-mages in the party.
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Rolemaster / Re: [RMU] Alternative spellcasting
« Last post by MisterK on July 18, 2024, 07:21:00 AM »
But that's an issue you'll always have with magic. There really is no way around it, either you want magic, or you don't. That for a few levels you might be better off as a non-spellcaster for many tasks doesn't help at all with "balance", because those few levels inevitably pass by.
Indeed, two of the only ways to keep the mundane skills relevant are either to make the spells costly enough that you want to use the mundane alternative whenever you can (to save the 'big guns' for when you'll really need them), or to remove all non-combat-focused magic. RM is more or less on the first option depending on the PP options you use, but the DP spending makes sure that a mage cannot be decent at mundane skills if he wants to be a decent mage (so the mage basically 'saves themself' for when PP spending is really needed). If I remember well, an example of the second option is the Iron Kingdoms RPG (not the D&D version): spells are an alternative to guns, not to non-combat skills, and, as such, non-combat skills remain relevant.

The problem with the first option is that a mage would expect to be able to use their spells whenever the situation requires it, or at least, as often as a non-mage can use their mundane skills, and it leads to frustration on the part of the players (I've had this issue a number of times using RM, which is one of the reasons why I moved to house rules where magic is both easier to learn and less exclusive, and mages have easier access to mundane skills). The problem with the second option is that you can always easily imagine mundane uses for magic and suspending disbelief becomes more difficult.

All in all, I think the issue lies with systems that are based on archetypes that aim at providing specific niches for each archetype. Systems that allow any character to access any skill (magical or not) do not intrinsically suffer from this problem - balance between characters is provided by equal access to abilities.
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ICE News and Discussion / Re: Director's Briefing - July 2024
« Last post by 5th Knight of Xar on July 18, 2024, 06:23:43 AM »
Lovely, looking forward to add physical copies of Treasure Law to the collection!
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Rolemaster / Re: [RMU] Alternative spellcasting
« Last post by Thot on July 18, 2024, 02:53:55 AM »
But that's an issue you'll always have with magic. There really is no way around it, either you want magic, or you don't. That for a few levels you might be better off as a non-spellcaster for many tasks doesn't help at all with "balance", because those few levels inevitably pass by.
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The Guild Companion e-zine / Re: Guild Companion Site Is Down
« Last post by pastaav on July 18, 2024, 01:13:46 AM »
There are a lot of snapshots though. Do you have the title of the article? I will try to find it. I assume you didn't use pastaav as your byline.

I used my name Per-Anders Staav and it was the June 2009 issue
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ICE News and Discussion / Re: Director's Briefing - July 2024
« Last post by Wolfhound on July 17, 2024, 06:58:24 PM »
Great news about Roll20!

I see 16 Rolemaster sessions (13 RMU and 3 Classic) in the GenCon catalog, 13 of which are already sold out. Looking good!

Yup, 16 of the 20 games are sold out.  One open seat for the Thursday HARP game, 1 seat open for Jonathan's Thursday 2:00 RMU game, 3 Seats available for the Friday 6:00 pm Shadow World (RMU Classic) game (although I may grab one of those seats if they are still open), and 1 seat open for my RMU (Channel Cities) game Saturday 1:00 pm game.  So if anyone is planning to be there and wants to game, grab one of the remaining tickets before the last 6 disappear.

Depending on what else is going on, I may run an "unofficial"/"unscheduled" game in the same room ( J.W. Marriott, room 106) one or two evenings (set in the Channel Cities, or maybe... alpha testing out "Twistor"/"Reko" SMU-hack, to see how it might work.
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Rolemaster / Re: [RMU] Question about DB
« Last post by awesomesauce on July 17, 2024, 05:43:19 PM »
Great. Thank you guys for the clarification. Sorry for the laborious nature of the questions. One of the players and myself are quite pedantic about getting the little things like this right.
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ICE News and Discussion / Re: Director's Briefing - July 2024
« Last post by jdale on July 17, 2024, 04:51:45 PM »
All but one of the spots in mine are sold, I'm not sure about the others. There are some HARP sessions too!
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ICE News and Discussion / Re: Director's Briefing - July 2024
« Last post by Hurin on July 17, 2024, 04:45:55 PM »
Great news about Roll20!

I see 16 Rolemaster sessions (13 RMU and 3 Classic) in the GenCon catalog, 13 of which are already sold out. Looking good!
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