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Rolemaster / Re: Revised Profession: Healer(s)
« Last post by Eladan on January 17, 2022, 01:50:53 PM »
Changed the language and reorganized the tables. Maybe that helps...?
https://drive.google.com/file/d/181K-lrJI1wXPHVXLZTsFeKZcTat6_J5b/view?usp=sharing
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Rolemaster / Re: Revised Profession: Healer(s)
« Last post by Eladan on January 17, 2022, 01:13:31 PM »
@Jdale – That's a good suggestion and I see your point in terms of it matching the more traditional format; it certainly reads a little more more cleanly. I originally was using that writing style. However, I think it becomes a bit more convoluted when you reach the higher level versions and there are now options for higher level spells that are listed separately from the others in the lower level versions. For the sake of having everything listed together, I figured the table might be simpler. Maybe I need to consider how to make the table more simplistic or intuitive.
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Rolemaster / Re: Revised Profession: Healer(s)
« Last post by jdale on January 17, 2022, 01:01:22 PM »
I am pretty sure you will only get penalties over -60 when the critical is also lethal. There are examples at least up to -125, but also you are very dead. So those ought to be difficult to treat.

It would be more traditional to put the scaling options in the spell description rather than using a table. For example:

1) Heal II – Heals the caster 5 concussion hits, with the caster selecting one of the following options: increase the healed amount by 5 hits, increase the range by +25' (changes the target from self to 1 target).
5) Heal IV – As Heal II, except the caster may select up to three options. A given option may be selected multiple times. The caster may spend double PP and allocate two options in order to affect an additional target.
9) Heal VII – As Heal IV, except the caster may select up to seven options.

2) Bone Healing IV – Caster can treat an injury to cartilage, and may select three of the following options: treat a bone injury rather than a cartilage injury (skull injuries cost two options), increase the range by +25' (changes the target from self to 1 target), or treat a second wound on the same target. Two options may be selected to reduce the recovery time by one step (the steps are days, hours, rounds, and instant). Two options and double PP may be expended to affect an additional target. Options may be selected multiple times.
5) Bone Healing VI – As Bone Healing IV, except the caster may select six options.

I'm not sure whether that's inherently better but I think the spell descriptions as you have them are not as clear as they need to be. Note I have the basic spell description saying what it does before it has been modified by any options.
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Rolemaster / Re: Revised Profession: Healer(s)
« Last post by Eladan on January 17, 2022, 12:05:30 PM »
Flesh & Bone (Revised) Summary
I went over the premise of this 2nd list earlier in the thread, but have done some rebalancing and hopefully cleared up some of the confusion in the language (or not...).
Let's try the muscles first. Bear in mind that tendons cost 1 point per -20 healing increment, while muscles cost 2 points. You cast level 6 Muscle Healing VI, giving you 6 points for optioning:
  • You heal a -40 injury (2 points per -20 increment x 2), and reduce the recovery factor from days, which is the default, to hours (2 points per recovery reduction factor x 1). OR
  • You heal a -20 injury (1 point per -20), reduce the recovery factor by 1 (2 points), and cast it on a target (1 point to make it ranged)
Power levels are dead-on accurate to current RMU versions — A Healer's level 6 Medium Muscle Healing has the same effect as the first example, and the Lay Healer's level 7 Light Muscle Healing as the same effects as the second. Obviously healing tendons are less costly in terms of option-points, but the power levels are relatively accurate.

What about bones? Well, it's pretty close... Lets say you cast level 9 Bone Healing VIII:
  • You heal a -60 bone injury (2 points per -20 for bones x 3), and reduce the recovery factor from days to hours (2 points per recovery reduction factor x 1). OR
  • You heal a -40 skull injury (3 points per -20 for skulls x 2), reduce the recovery factor by 1 (2 points), OR
  • You heal a -60 bone injury (2 points per -20 x 3), don't reduce the recovery other than the default +50 to the recovery roll, and can cast it on a target (1 point)
For the most part, this balances out against the current RMU versions. In the 1st example, the RMU Healer can affect ANY penalty of bone damage at level 9, so the RMU version is slightly stronger, although injuries past -60 might be quite rare making this somewhat moot. In the 2nd example, this matches exactly what a level 8 healer can do with Medium Skull Healing. In the 3rd example, my version is slightly weaker again in that an RMU Lay Healer can heal any bone damage at no accelerated recovery with Severe Bone Relief, but my Revised Healer could treat a -40 bone injury with the same spell and reduce the recovery rate to hours, so it balances out.

Where RMU system noses mine out is when it has the treat "injury incurring any penalty" language, but I actually think this is ok. It means that someone with a -100 injury might not be able to be healed to full strength right in the field, or that doing so will require a more standardized recovery time. Also, I still don't know how many injuries are inflicting above a -60/-80 penalty, which most of my spell versions can handle in some capacity. At higher levels, this isn't a factor as you can heal -120 and still have accelerated recovery of some kind. 

It's a lot to process, but I really like the versatility for this scaling-option system. I think it gives a class dedicated to healing some more distinct advantages while leaving room for other lists and areas of concentration.
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Rolemaster / Re: Revised Profession: Healer(s)
« Last post by Eladan on January 17, 2022, 11:28:46 AM »
Surface Ways (Revised) Summary
@OLF - Yup... full acknowledgment that the way it reads may be clumsy. The table on each list provides what abilities you can choose with a casting and how many points each one costs. In my examples I'll put the option costs in parentheses. Bear in mind that the base range of these spells is "self".
Let's say you cast level 5 Heal IV and have 4 points to now mix & match:
  • Heal self for 20 hp (5 hp per point x 4), OR
  • Heal a target (1 point to make it ranged) for 15 hp (5 hp per point x 3)
This matches up roughly to the power levels for spells as they exist now. A RMU level 7 Healer and Lay Healer can heal 25 hp. My ranging cost makes the self-healing slightly more effective (or ranged healing less effective), which I think is important.

At lower levels, the point costs keep it from being too abusive in terms of ranged or extra targets. Now let's look at level 12 Heal XI:
  • Heal self for 55 hp (5 hp per point x 11), OR
  • Heal a target (1 point to make it ranged) for 50 hp (5 hp per point x 10), OR
  • Heal self for 20 hp (4 points), then heal a target (1 point + 2 points to affect an additional target) for 20 hp (2 points)
The power levels for the first two still match up fairly well — a RMU Healer can heal 50 hp at level, while a RMU Lay Healer can heal 50 hp at level 11. My system skews it back in favor of self-healing. It also gives the possibility of multi-target healing which is (and should be) less effective. 3 of the 11 points provided by Heal XI which could go to healing damage now go to making it affect a 2nd target, plus it has the cost of extra PP, per the option description (still debating whether this is too punitive).

Alright, now let's do a quick look at another spell set — Flowstop. For the purposes of these lists only, I've dropped the weakest version of bleed repair from these lists (Flowstop, which stops the bleeding but still needs to be healed, in favor of Clotting (takes an hour to heal) and Cut Repair (heals instantly). So the default bleed repair effects are those of Clotting, which takes 1 hour, but can be accelerated through spell options. Here we go...
You cast Flowstop III:
  • Stop 3 bleed per round on yourself (1 bpr per point x 3) which takes an hour to become permanent, OR
  • Stop 1 bpr (1 bpr insta-heal x 2) which becomes permanent instantly. Technically you still have 1 point left, so you could choose to cast this on a target instead.
Again, these power levels match up fairly well, and at higher levels give the caster some flexibility to have effects that used to be attributed only to different versions of the same spell (i.e. Mass Clotting True, etc).

My versions of Regeneration and Stun Relief work under the same basic premises.
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Rolemaster / Re: Revised Profession: Healer(s)
« Last post by OLF, i.e. Olf Le Fol on January 17, 2022, 10:17:23 AM »
Eladan, could you provide an actual example or two of how to read and interpret your spell lists? For instance, let's say I cast "Heal IV". What may I actually do?
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ICE News and Discussion / Re: Locating "Lost" Authors to Bring Back "Lost" Books
« Last post by Hurin on January 17, 2022, 08:33:36 AM »
The next priority is to find the author Mike Carlyle, and this will unlock re-publication of RM2 Companion II...

That would be big; RM2 Companion II has the whole skill listing with all the charts in the back for skill cost. I imagine it would sell pretty well.
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Gamers Seeking Gamers / Re: RM2 player looking for online game
« Last post by Boromir on January 17, 2022, 05:24:06 AM »
There are two discord channels that are better places to find an online game than here on the forums.  The official ICE discord https://discord.gg/yYteupr6  and the fan run https://discord.gg/9dm6s2d8.
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Shopper's Guide / Re: MERP modules & sourcebooks for sale!
« Last post by damage on January 17, 2022, 03:54:48 AM »
SOLD:
Dark Mage of Rhudaur
Dol Guldur
Forest of Tears
Ghost Warriors
Palantir Quest
The Court Of Ardor
Weathertop : Tower of the Wind
Woses of the Black Wood
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ICE News and Discussion / Re: Locating "Lost" Authors to Bring Back "Lost" Books
« Last post by Boromir on January 16, 2022, 11:54:19 PM »
The next priority is to find the author Mike Carlyle, and this will unlock re-publication of RM2 Companion II and RM2 Elemental Companion (which was forgotten in the lists above).   From the old author lists and acknowledgements inside the publications, we think P. Singh Khanna and Art Ridley will have clues to help us contact him (they were in the same gamer group).  These authors have been in contact with ICE based on earlier work in the thread.
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