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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, 11:45:28 PM »
We think from work done by members of ICE discord that is the correct David Blank.  But we don't have paid membership to check.  @Colin-ICE was going to follow up.

Shopper's Guide / MERP modules & sourcebooks for sale!
« Last post by damage on January 16, 2022, 10:53:05 PM »
I'm getting these ready for sale, and thought I'd post them here first.

items are located in Melbourne, Australia. Buyer pays postage. PM me to discuss price & condition.

Angmar   ICE2018
Angus McBride's Characters of Middle-Earth   ICE8007
Arnor - The Land   ICE2023
Arnor - the People   ICE2022
Calenhad - A Beacon of Gondor   ICE8203
Creatures of Middle-Earth   ICE2012
Dagorlad and the Dead Marches   ICE8020
Dark Mage of Rhudaur   ICE8013
Denizens of the Dark Wood   ICE8111
Dol Guldur   ICE2014
Dunland   ICE3600
Elves   ICE2013
Ents of Fangorn   ICE3500
Erech and the Paths of the Dead   ICE8060
Forest of Tears   ICE8015
Gates of Mordor   ICE8105
Ghost Warriors   ICE8016
Ghosts of the Southern Anduin   ICE8109
Goblin-Gate and Eagle's Eyrie   ICE8070
Greater Harad   ICE3111
Hands of the Healer   ICE2026
Haunted Ruins of the Dunlendings   ICE8101
Lake-town   ICE2016
Lords of Middle Earth Vol. 2 - The Mannish Races   ICE8003
Lords of Middle Earth Vol. 3 - Hobbits, Dwarves, Ents and Trolls   ICE8004
Lorien   ICE3200
Minas Ithil   ICE8302
Minas Tirith   ICE2007
Mirkwood   ICE2019
Moria - The Dwarven City   ICE1200
Mount Gundabad   ICE3110
Nazgul's Citadel   ICE8205
Northwestern Middle-Earth Gazetteer   ICE4002
Palantir Quest   ICE2009
Perils on the Sea of Rhun   ICE8110
Riders of Rohan   ICE3100
Rogues of the Borderlands   ICE8014
Sea-Lords of Gondor   ICE3400
Shadow in the South   ICE3900
Shelob's Lair   ICE8030
Southern Gondor - The Land   ICE2021
Southern Gondor - The People   ICE2020
Teeth of Mordor   ICE8202
The Court of Ardor - No cover or maps   ICE2500
The Kin-Strife   ICE2015
The Necromancer's Lieutenant   ICE8113
The Northern Waste   ICE2025
The Shire   ICE2017
Treasures of Middle-Earth   ICE2010
Trolls of the Misty Mountains   ICE8103
Umbar - Haven of the Corsairs   ICE2400
Valar & Maiar - The Immortal Powers   ICE2006
Weathertop - Fortress of the Wind   ICE8201
Woses of the Black Wood   ICE8107
Rolemaster / Re: Revised Profession: Healer(s)
« Last post by Eladan on January 16, 2022, 08:20:12 PM »
Announcement! After some serious use of spreadsheets, multiple tabs, bookmarks, and carpal tunnel, I've completed a draft of the new Revised Healer lists. Based on the conversations in this thread and my own desire to see the Healer and Lay Healer class merged, this is the first step in that direction. Here is the link to a pdf which compresses the old 5-6 core healing lists down to 3. Attachment is also coming, pending moderator approval.

Some notes:
  • One key concept was to get down to three lists so that Healers can have some diverse Base list choices (coming later);
  • These lists use the scaling mechanic found in some other lists, such as summoning, which allow the caster to choose more options based on the strength/level of the spell;
  • I went through and tried to balance the spells based on what Healer and Lay Healer spells can do at comparative levels, and adjusted the amount of options for each spell accordingly;
  • The fundamental philosophy when balancing is that spells cast on oneself will be more effective than when selecting options to cast healing spells on others, which preserves the old RM Healer concept.
I'd welcome thoughts from the braintrust, and remember it's a rough first draft. I'm sure there's some mistakes in there.
Rolemaster / Re: How many spell categories should there be?
« Last post by jdale on January 16, 2022, 03:13:10 PM »
Looking at characters in our RMSS campaign (before we switched to RMU), pure casters had maybe ~13-14 lists and semis ~4. I would think you would want the pure casters to end up with ~3-4 categories and semis with 1-2. I agree that the category list in the Essence Companion is too granular if you want to use it that way (unsurprisingly since that isn't their intent). Also, they don't map easily to lists; many spell lists encompass multiple themes from those categories.

Looking at Channeling open and closed lists just for the sake of example, you might have:
* Elemental: Barrier Law, Light's Way, Sound's Way, Lofty Movements
* Healing: Concussion's Ways, Blood Law, Bone Law, Muscle Law, Nerve Law, Organ Law,
* Magic: Detection Mastery, Spell Defense, Symbolic Ways, Lore, Calm Spirits
* Nature: Nature's Law, Purifications, Weather Ways, Creations, Locating Ways

Whether you want to assign base lists to their own category or link them to the above is a design choice.
Rolemaster / Re: How many spell categories should there be?
« Last post by Vladimir on January 16, 2022, 02:40:04 PM »
  The use of magic is only limited by the imagination.

  In one anime series, magic is used in reducing the Colomb effect in nuclear fusion, effectively combining magic with practical engineering.

Rolemaster / Re: How many spell categories should there be?
« Last post by Hurin on January 16, 2022, 02:04:51 PM »
RM2/RMU guy here. Sorry, I have nothing to add.
Rolemaster / Re: How many spell categories should there be?
« Last post by MisterK on January 16, 2022, 09:20:24 AM »
Not me, at least. I've used RMSS in the past, but the category system was in fine not what I was looking for.
Rolemaster / Re: How many spell categories should there be?
« Last post by netbat on January 16, 2022, 07:33:47 AM »
No one has any thoughts or suggestions?
General Discussion / Re: The Science of Magic
« Last post by EltonJ on January 15, 2022, 09:05:00 PM »
From my perspective of my Elemental World.

Magic is thought of as a science, yes.  But magic is an esoteric science.  Essence is manipulating the energies of the world, to be exact.  This "science" is found in the hands of magicians, illusionists, and alchemists -- as well as Elementalists.  Who practice magic in a more specialized way.

Channeling is receiving power magical power from a deity.

Mentalism is channeling your power through your mind to get specific effects.  It's the most sublime way to power. 
General Discussion / Re: Rolemaster Fiction
« Last post by Vladimir on January 15, 2022, 09:01:07 PM »
The GM prefers RM 2nd Edition. I did have to point out the typos in the FRP manual and that so many of the Companions were written for the 1st Edition.

  The vampire player is refreshingly reasonable (as we've had so many D&D/Pathfinder players unable to transition to RM) and he has a better grip of the rules and mechanics in one session than some of the players who've been with the party for months.
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