Posts

To Catch a thief: post 2 Rolemaster

Post 2 in my "Making a thief in an assortment of different game systems." series. Here is a link to Post number 1, featuring Pathfinder 2 Core. Including a general description of the project. Here we are with Rolemaster. Copyright 1982, 84, 85, 89. General Design & Development: S. Coleman Charlton & Peter C. Fenlon Jr., Character Law Design: Coleman Charlton and Pete Fenlon let's Roll: This game has a life in my head. I remember seeing it back in the early 90's at a store called dragon's den. It was oddly packaged in a 3-ring binder format, (like some of the old monster manuals.) I leafed through it and read the critical hit tables and was instantly enamored with the game. however, it was several books, and none of them were cheap. I never owned it. I did at one point own the "space Master" boxed set. the sci-fi sister to the fantasy game. I never played it. It was just too dense, just too hard to pull together for a kid used to paying Basic D&a

Characters: To Catch a Thief Post 1

  Characters: To Catch a Thief Post 1 --  About 5 Months ago I posted a post called "Skullduggery" which was a fast table about strange thieves guild. So, I'm staying with that thief motif for the end of 2023. The concept form this post hopefully a series is making characters in various systems all with the same or similar themes. This is to explore the differences of the systems, not only in character creation but in how they interact with the player in that initial fist touch phase that character creation often represents. Why Theves? Rouges? or whatever the specific system calls them.  First off almost every system has some version of the rouge archetype. It's reliable.  Secondly, Thieves are generally skill monkeys. As in they get a lot of "stuff" early in games that they can do; because of this they're more interesting to build at low levels than say Mr. /Mrs. standard fighter.  Third and final, they're generally non magical, so I can avoid also