Clear definition of realms of power (Chaneling, Essence, Mentalism) yet adaptable implementation. Balanced progression of spells in organised lists. Can sometimes be difficult in actual play due to quantity and variability of spell effects.
Re: [RPG]: Spell Law (1st and 2nd edition), reviewed by Lev Lafayette (3/3)
I used to love to play Rolemaster (in it's first days as a boxed set). I hated Spell Law, because of the spells like Light I, II, III, IV, and V with variable durations, areas of effect, etc.
I liked the concept of spell lists, but the endless parade of spells that made it into the companions made it hard to justify the price (although I loved Companions I and II, and played with some of the optional rules therein, like "Breaking 150.").
These reviews bring back fond memories. Thanks, guy
Re: [RPG]: Spell Law (1st and 2nd edition), reviewed by Lev Lafayette (3/3)
It would probably be better to have an image from RPG.net the first edition cover, rather than the cover of Spell Law from RMSS.
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Re: [RPG]: Spell Law (1st and 2nd edition), reviewed by Lev Lafayette (3/3)
I remember there being three Pure Healer professions, one for each Realm.
The "Animate Prosthesis" healer is a nice concept but it struck me as more appropriate for an Essence spellcaster. In my long departed Rolemaster campaign I swapped the Healers' realms around - Prostheses makers were Essence, the "Absorb another's wounds" healers were Mentalism and the remaining "they just get better" healer was Channeling.
Just thought that made the Healers' spellcasting realm better fit their profession', conceptually speaking.
Re: [RPG]: Spell Law (1st and 2nd edition), reviewed by Lev Lafayette (3/3)
Quote:
Originally Posted by JRM
I remember there being three Pure Healer professions, one for each Realm.
No, there wasn't one for Essence (Magician, Illusionist, Alchemist, Monk). The Monk - a semi-spell user - has one spell list (Body Renewal) that allowed some healing,
Quote:
The "Animate Prosthesis" healer is a nice concept but it struck me as more appropriate for an Essence spellcaster. In my long departed Rolemaster campaign I swapped the Healers' realms around - Prostheses makers were Essence, the "Absorb another's wounds" healers were Mentalism and the remaining "they just get better" healer was Channeling.
That could certainly work; but it would require - as you've suggested - a third profession ("they just got better").
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Currently playing: RuneQuest 3e Classic Prax, GURPS Krononauts, Rolemaster Cyradon, Lords of Creation Horn of Roland, Pathfinder Fantasy Australia, Powers & Perils Perilous Lands, HeroQuest Mystara, HeroQuest Glorantha, New World of Darkness BrisVegas, Dragon Warriors Clyster
Free, quarterly, RPG magazine: RPG Review. Fifth issue out now! Dan 'Smif' Smith Interview & Art, New World of Darkness Review and Scenario, GURPS Krononauts, GURPS Languages, Swordbearer and Heroes of Olympus Retrospective plus Odyssey Scenario, Travel and Transport in Paranoia, Reliance on NPCs, Via Negativia II, Fallout 3 Review, District 9 Review, Mingshi's Industry News, Lord Orcus's Advice Column
Re: [RPG]: Spell Law (1st and 2nd edition), reviewed by Lev Lafayette (3/3)
Quote:
Originally Posted by Lev Lafayette
That could certainly work; but it would require - as you've suggested - a third profession ("they just got better").
Yes you're right, it's just been too long since I ran Rolemaster.
Looking back, what I did was I took the Closed Channeling healing lists (Blood Law, Bone Law etc) and turned them into Base lists for a pure Essence healer.
The closed Channeling healing lists are pretty good, so I didn't even need to jazz them up much.
Just got so used to having healing specialist spellcasters in all three Realms in my campaign I forgot it wasn't in the original ruleset.