[...]
The recent proposal is a complete change without any trace of the old profession remaining. Not multi at all.
So you basically have a completely new character with the same name. Why would you need a system mechanic to do this? If you don't want to play the profession you started as why not just toss the old one and level up to the same point with a new one?
Well, not quite, because the "new character" will still have the same stats, which are probably not ideal for the new profession, Other spells on such a list might allow for swapping stats, perhaps.
A new character means throwing away all the old character's memories, story involvements, signifcance in the campaign, interpersonal relationships within and outside of the player character group, etc. you might not want to do that.
I fail to see why you need a system mechanic to do what you're talking about. If someone finds they don't like their profession and wants to change it why wouldn't you just do it? Ditch the old build. You don't need an in-game role-played way. Just say they were that profession all along. Change then to that profession. Entirely. Stats, everything. Done. If you have a problem with the suspension of disbelief in that you probably wouldn't be playing a fantasy RPG in the first place.
You mean it is a sheer accident that all these injuries are plausible for a real-world campaign? And that these injuries were designed to be just right for whatever you mean by "balance"?
I strongly doubt that. To me, it looks as if actual real-world injuries were supposed to be modeled by this, and detailed healing magic was added to make the game more fun for those who want it.
I'm not sure what you mean by 'real world'. Fantasy RPG's aren't the real world.
Broken bones, bleeding wounds, cutoff nerves and shattered brains most definitely are part of the real world. That is why they are in the crit tables of RMU.[/quote]
And in the real world you wouldn't survive many of those things, let alone not spend months recovering, let alone, etc. In the 'real world' there are no wizards. No unicorns. No dragons.
The 'real world' isn't a concern for certain aspects of play-ability.
But you're claim is [healing magic's] existence is unbalancing and you haven't explained how.
I think it is quite obvious that the power to injur, main, or kill someone looses a lot of its impact when healing magic is there to fix it all. You don't see how that changes the balance of the game?
Changed? Yes. Unbalanced? You still haven't explained how.
The system makes getting injured less un-fun. Seems to be quote a good thing considering RM's combat system.
...because some GM's/groups may not want magical healing in a campaign isn't at all a valid reason to not include it in a system and still doesn't explain how it's, as you claim, unbalancing.
That is my point: There is no reason not to include profession-changing magic in a game just because some people may not want it in their a game, There is also no reason to not exclude it from a campaign where it doesn't fit. Just like with healing magic.
Not remotely the same thing. Professions are built so that they balance against each other. The game is designed this way. You're talking about introducing a new mechanic that allows characters to circumnavigate that balance, resulting in imbalance between the characters unless they all do it to the equal degree. You're not doing something like this with healing. Even if you did remove healing it would impact everyone equally. No imbalance between characters. Less fun for the player most likely though.
Also, you can do whatever you want in your game. No one is telling you you cannot. We are just telling you it will likely create balance issues.
[...]if everyone does that you don't have a balance issue between the player characters,
You'd still have balance issues, because some people are ust better Channeling users than others based on there Intuition stat.
You're back to talking non-sense. A Cleric is a better at being a Cleric because the character was built to be a Cleric.
If you think a Fighter being a better Fighter than a Cleric and a Cleric being a better Cleric than a Fighter is somehow unbalancing you obviously just don't get the overall idea of balance among the professions in the first place.
but you do lessen diversity, which elsewhere you claim to be trying to preserve or improve. Creating a process that gives characters equal access to the same skill costs does the opposite of that. It makes them less diverse.
This is a perfect example for why one needs to look at details when making judgement calls. Which you did not.
You are definitely the one not seeing the details of the issue here.
I suggest you actually make a full character switching back and fourth with all the skills and spells to understand what I was pointing out.
It's basic math.
No, it's not just "basic math". You'd find out if you actually tried. The complexity of RMU character creation just stops it from being "basic math".
No, not really. If I can pay for twice as many skills at ideal cost vs another player it becomes a basic math issue. I can probably buy twice as many ranks as the other character in my primary skills. If character A can by 3 ranks of one thing and 1 rank of another every level and not change, but character B can alternate those costs at will (or just get the best of both) they will progress in those things faster and that's going to become a balance issue.
Even in the less unbalancing way you could do this, just alternating between two profession costs vs just straight out getting the better cost of both...
Character A, which static profession costs, would have...
Level 1 - Skill A: 3 Skill B: 1
Level 2 - Skill A: 3 Skill B: 1 (6/2)
Level 3 - Skill A: 3 Skill B: 1 (9/3)
Level 4 - Skill A: 3 Skill B: 1 (12/4)
Level 5 - Skill A: 3 Skill B: 1 (15/5)
Level 6 - Skill A: 3 Skill B: 1 (18/6)
Level 7 - Skill A: 3 Skill B: 1 (21/7)
Level 8 - Skill A: 3 Skill B: 1 (24/8)
Level 9 - Skill A: 3 Skill B: 1 (27/9)
Level 10 - Skill A: 3 Skill B: 1 (30/10)
Character B,
alternating between two professions costs, would have...
Level 1 - Skill A: 3 Skill B: 1
Level 2 - Skill A: 1 Skill B: 3 (4/4)
Level 3 - Skill A: 3 Skill B: 1 (7/5)
Level 4 - Skill A: 1 Skill B: 3 (8/8)
Level 5 - Skill A: 3 Skill B: 1 (11/9)
Level 6 - Skill A: 1 Skill B: 3 (12/12)
Level 7 - Skill A: 3 Skill B: 1 (15/13)
Level 8 - Skill A: 1 Skill B: 3 (16/16)
Level 9 - Skill A: 3 Skill B: 1 (19/17)
Level 10 - Skill A: 1 Skill B: 3 (20/20)
At 5th level the character alternating between two professions just starts to outpace the Skill total for DP cost of the other and it picks up through level 10.
The 30 vs 20 ranks has a smaller disparity (60 vs 50) than the 10 and 20 (30 vs 50) due to diminishing returns. That's not remotely balanced.
Now, if you let character B use both all the time you'd have a even bigger magnitude problem. 30/30 ranks for 60 and 60 skill vs 60 and 30 skill.
As they reach much higher levels (and most RM players don't seem to hit those levels) this slowly starts to reduce, but it's going to be a real problem.
So, yeah. It's simple math.
In the past there have been long debates about the Mage vs Fighter balance in RM, but it's not a straightforward issue.
Of course it is. But that's not a problem. As a GM i can set the conditions so that everybody gets to shine in any case.
Well, you don't really need rules for that when it comes down to it, but you're idea is making them shine less... so...
Healing magic gives a way to eliminate the idea that after every deadly fight your characters would realistically be laid up healing for months otherwise.
And there may be campaigns where that is totally unfitting. Where the cost of violence is important to be high.
And that has nothing to do with allowing players to develop multiple professions.