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Thoughts on MERP Magic and Development My Bard & No-Profession changes and subsequent weakening of magic abilities touch

on the heart of the MERP and magic in Middle-Earth problem, there just is not that much of it in the novels, and its the powerful and almost everyday use of magic in MERP that puts-off gaming for many Tolkien nerds (of which I feel I am one, just enlightened enough not to let it get in the way of a good game). A fairly good remedy for Tolkien purists is to use my suggested development for Bards and No-Profession and rather than abandon Mages, Animist & Mentalists (which do have a place in the game) use the following Magic User Development Points with the Skill Bonuss of the chosen magical profession. This while still allowing the use of these magic professions as normal, should reduce the amount of spell lists they know and hopefully it will reduce the amount of magic used.
Magic User Movement & Manoeuvre Weapon Skills General Skills Subterfuge Skills Magic Skills Body Development Languages Spell Lists

1 1 2 2 5 1 2 2

The major pit-fall is if a Mage only knows one or two lists and he may insist on shooting fire bolt/balls left, right and centre as he doesnt know any other spells; in this case increase the Power Point cost of casting attack spells proportionate to his level and spell casting effectiveness.
Casters Level 1-5 Double PP 6-10 Treble PP 11-15 Quadruple PP

My thinking behind this is that the more skilled you are the greater the power you would channel into attack spells and this is what makes the attack spell more effective, not just your skill level. (Note: - you would ignore any RM rules that double/treble/quadruple the hits given for increasing the power points used) Alternatively make him take 10-20% of feedback base damage given (not Critical results) on each successful strike, that should curtail all but the most deranged spell casters and their unbalanced use of the more spectacular spells (burnt hand teaches best / more gain more pain). However if you like using magic a lot, why not try running a evil group for whom using overt magic is not as much of an issue and try to acquire the following books: Goblin Gate, Mount Gundabad and one of the Angmar books - Empire of the Witchking is best as it has evil character creation and background for lots of types of Orcs and some evil human types. For those players who dont like mostly fighting slugfest gaming, these books are great for internal political intrigue, assassinations, sabotage, etc., however when the political manoeuvring comes to an end there is normally enough combat and bloodshed to satisfy even the most sadistic Orcs out there. I recommend nominating an assistant GM to help flesh out and play some of the NPC characters; this is also a good way to train someone up to allow the regular GM to adventure from time to time. Incidentally I normally play with full RoleMaster magic rules and just think of funny and amusing ways to persecute and punish abusive spell casters to keep them in line. Example: - A group of brave adventurers while travelling through a forest stumble across a group of Wargs feeding on a recent kill, the Mage decides to fire off yet another fireball, the 10th fireball of the gaming session. Regardless of the Mages dice roll the following occurs: The fireball only singes the Warg leaders nose, who gives off a horrendous howl, all the Wargs ignore the other combatants and focus their half-crazed eyes on the Mage. Howling they charge!!! - I just hope he has enough power points left for that levitation spell. Hes does! Shame he didnt look up before casting, as he rises one of the many forest branches he has just smacked his head on has caused a slight concussion, breaking his concentration, he de-levitates and lands directly on the back of the Warg leader, who takes the dazed Mage for a ride!!! See-yah and Good Luck!

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