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<blockquote data-quote="Greg K" data-source="post: 4401299" data-attributes="member: 5038"><p>It's customizable because you can learn any skill or spells. </p><p></p><p>Imo, it should not be easy to multiclass unless you have huge amounts of downtime and, by downtime, I mean months or years- look at the training time to pick up a training package. If you are off on quests adventuring, you don't have that time which is why I one of few big issues with DND 3e is the multiclassing system.</p><p></p><p>As for maxing out skills to be effective and that encouraging specialization, that is a group or player playstyle issue and one that I have encountered far more often among DND players unwilling to purchase cross-class skills. Yes, there are might be a few skills that players will max out, because unlike DND, you don't get automatic increases to BAB or automatic spell knowledge as you progress. However, in the various RM groups that I have played with I have only encountered one player that overly specialized. The other players would think about their character concept and background and then build that character spending ranks on background skills and hobby skills (e.g., knowledge skills, evaluate (type), play musical instrument, storytelling, streetwise), an interaction and anything else that fit the concept (and character level). Then as the game progressed, theybuy ranks appropriate to the skills they had been using or to represent knowledge that the character acquired in game.</p><p>Obviously, we have had different experiences and I am pointing out that not everyone's is the same as yours.</p><p></p><p></p><p>Does it favor spell targets? Assuming a non ball or bolt spell which are handled as attacks, the base save is 50% provided the level of the target and the caster are the same and varies up or down depending upon who is higher or lower level, how well the spell was cast, and armor worn by the target (depending upon caster's realm).</p><p></p><p></p><p></p><p>Because learning the spell well enough to have some grasp of casting it is not the same as mastering it. And, the more spells you know of a given theme, gives you a better grasp of more advanced concepts than trying to pick up something entirely new.</p><p></p><p></p><p>Um, could that be that they are not dedicated spellcasters. And, unlike in DND Paladins and Rangers can actually cast spells at first level</p><p></p><p></p><p>This one I agree with. There are areas of the rules that are poorly organized.</p><p></p><p></p><p>What did you have problems with?</p><p></p><p></p><p>I don't think you have a strong grasp of the skill system. It is very playable. </p><p>You are almost correct about there being no untrained skills. Without ranks in reading/writing a given language you can't even recognzie the writing and without ranks in speaking a language you cannot recognize the spoken word. However, this makes sense. There are few skills that anyone should not be able to attempt. You can try to do a backflip or pick a lock untrained and get lucky enough to succeed. Something that at least one of the 3e designers eventually came around to realize and even wrote a web article regarding it.</p><p></p><p>Also, in RMSS you automatically get some ranks in skill groups (via race or class) which reduce the penalties for certain groups. You also get bonuses to rolls for for tasks that are Routine, Easy or Light and, depending upon the skill or skill category other situational bonuses.</p><p></p><p></p><p>Not in my experience. And many skill attempts give you partial successes which allow you to try again with a bonus.</p><p></p><p></p><p></p><p>The Atunement skill is Rolemaster's version of Use Magical Device. However, yes, it is a good idea to have a dedicated healer (even if an NPC) and they can't always get the job done.</p></blockquote><p></p>
[QUOTE="Greg K, post: 4401299, member: 5038"] It's customizable because you can learn any skill or spells. Imo, it should not be easy to multiclass unless you have huge amounts of downtime and, by downtime, I mean months or years- look at the training time to pick up a training package. If you are off on quests adventuring, you don't have that time which is why I one of few big issues with DND 3e is the multiclassing system. As for maxing out skills to be effective and that encouraging specialization, that is a group or player playstyle issue and one that I have encountered far more often among DND players unwilling to purchase cross-class skills. Yes, there are might be a few skills that players will max out, because unlike DND, you don't get automatic increases to BAB or automatic spell knowledge as you progress. However, in the various RM groups that I have played with I have only encountered one player that overly specialized. The other players would think about their character concept and background and then build that character spending ranks on background skills and hobby skills (e.g., knowledge skills, evaluate (type), play musical instrument, storytelling, streetwise), an interaction and anything else that fit the concept (and character level). Then as the game progressed, theybuy ranks appropriate to the skills they had been using or to represent knowledge that the character acquired in game. Obviously, we have had different experiences and I am pointing out that not everyone's is the same as yours. Does it favor spell targets? Assuming a non ball or bolt spell which are handled as attacks, the base save is 50% provided the level of the target and the caster are the same and varies up or down depending upon who is higher or lower level, how well the spell was cast, and armor worn by the target (depending upon caster's realm). Because learning the spell well enough to have some grasp of casting it is not the same as mastering it. And, the more spells you know of a given theme, gives you a better grasp of more advanced concepts than trying to pick up something entirely new. Um, could that be that they are not dedicated spellcasters. And, unlike in DND Paladins and Rangers can actually cast spells at first level This one I agree with. There are areas of the rules that are poorly organized. What did you have problems with? I don't think you have a strong grasp of the skill system. It is very playable. You are almost correct about there being no untrained skills. Without ranks in reading/writing a given language you can't even recognzie the writing and without ranks in speaking a language you cannot recognize the spoken word. However, this makes sense. There are few skills that anyone should not be able to attempt. You can try to do a backflip or pick a lock untrained and get lucky enough to succeed. Something that at least one of the 3e designers eventually came around to realize and even wrote a web article regarding it. Also, in RMSS you automatically get some ranks in skill groups (via race or class) which reduce the penalties for certain groups. You also get bonuses to rolls for for tasks that are Routine, Easy or Light and, depending upon the skill or skill category other situational bonuses. Not in my experience. And many skill attempts give you partial successes which allow you to try again with a bonus. The Atunement skill is Rolemaster's version of Use Magical Device. However, yes, it is a good idea to have a dedicated healer (even if an NPC) and they can't always get the job done. [/QUOTE]
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