Odessa333
2014-02-16, 10:47 AM
Hi there, fellow gamers ;)
As the title says, I'm looking for some help with my character. I've been gaming for over 2 decades now so I'm not new or anything, but I keep second guessing myself on this character. The last...decade or so of my games I've been the GM/DM. I've not been a player in so long, I'm making myself nervous with the hype/excitement.
Few details: The system is based on MERP (middle earth with rolemaster rules at the core with several house rules). In the past I've typically been the wizard/mage, finding new and creative ways for my spells to break the GM's mind (the house rules have had to ban usage of certain spells after I found loop holes to them, for example). To both challenge myself and lessen the odds of this, I am playing a modified Animist/healer class (officially a Druid, but one without the D&D shape shifting). I am being a Silvan elf (or wood elf). There are two other players known so far, a mage and a Paladin. Unconfirmed players hint at being a Ranger and a warrior. We are starting at out level three, and no one ever, EVER survives to level 8. For spell selection we use 'spell law' book of rolemaster (I think you can get a free preview on sites like slashdoc, but not sure). I can choose spells from the sections of open channeling, closed channeling, animist spell lists and astrologer spell lists (house rules say that I can cast two levels ABOVE my level on the animist and astrologer lists, giving me access to level 5 spells on those, but only up to level 3 on the open/closed lists.).
The biggest decisions are background points and spell selection. I have four background points to get unique abilities/items, and seven spell lists to start.
For background, I've used one for a stat boost as this increases my maximum power points (what you'd expect I need for my spells). I am using a second to get what is known as x2 multiplier, to again, increase my power points. The other two... not sure yet. I could get an enhanced sense, another spell list, spell adders (free spell casting item), an animal companion, a magic item, more hit points, or nearly anything else. The possibilities are crazy.
Of the seven spell lists, there is so much variety it's over whelming. Traditional wisdom says if I'm to heal I should take Concussion's ways (has the most basic heal hit point spells) and blood law (to stop bleeding). I know I will be taking Herb mastery (locate healing herbs and enhance their power) and I will likely be taken Starlights (allows me to create light and to use a minor attack spell) as both of those fit the character concept well. Other spells I like are Animal Mastery (summon/control animals), Creations (create food/water), Detection ways (locate magic items/traps, etc), Nature's protection (resist elements, breathe underwater), Way of Voice (gives me question, where a target must answer me truthfully), Far Voice (gives me a limited range telepathy spell), Holy Vision (allows one to have a dream about a chosen subject with the hope of the GM/deity giving some clues), and Time's bridge (gives spells that let one see into the future a bit - like what will happen in the next minute if i press this lever?).
For me, I keep debating what spells fit the character most, what spells could be the most game breaking... and do I avoid those or take them? I'm outside my comfort zone, and trying to be the opposite of myself... which isn't as easy as I thought it would be lol.
I know this is a massive wall of text, so my apologies for being so long winded, and my respect if you managed to read this far into it. In the end, it's a simple 'what spells do I take?" question with some background point confusion thrown in for a bonus. I'm open to any ideas at this point, as I keep waffling here.
Thank you for your time!
As the title says, I'm looking for some help with my character. I've been gaming for over 2 decades now so I'm not new or anything, but I keep second guessing myself on this character. The last...decade or so of my games I've been the GM/DM. I've not been a player in so long, I'm making myself nervous with the hype/excitement.
Few details: The system is based on MERP (middle earth with rolemaster rules at the core with several house rules). In the past I've typically been the wizard/mage, finding new and creative ways for my spells to break the GM's mind (the house rules have had to ban usage of certain spells after I found loop holes to them, for example). To both challenge myself and lessen the odds of this, I am playing a modified Animist/healer class (officially a Druid, but one without the D&D shape shifting). I am being a Silvan elf (or wood elf). There are two other players known so far, a mage and a Paladin. Unconfirmed players hint at being a Ranger and a warrior. We are starting at out level three, and no one ever, EVER survives to level 8. For spell selection we use 'spell law' book of rolemaster (I think you can get a free preview on sites like slashdoc, but not sure). I can choose spells from the sections of open channeling, closed channeling, animist spell lists and astrologer spell lists (house rules say that I can cast two levels ABOVE my level on the animist and astrologer lists, giving me access to level 5 spells on those, but only up to level 3 on the open/closed lists.).
The biggest decisions are background points and spell selection. I have four background points to get unique abilities/items, and seven spell lists to start.
For background, I've used one for a stat boost as this increases my maximum power points (what you'd expect I need for my spells). I am using a second to get what is known as x2 multiplier, to again, increase my power points. The other two... not sure yet. I could get an enhanced sense, another spell list, spell adders (free spell casting item), an animal companion, a magic item, more hit points, or nearly anything else. The possibilities are crazy.
Of the seven spell lists, there is so much variety it's over whelming. Traditional wisdom says if I'm to heal I should take Concussion's ways (has the most basic heal hit point spells) and blood law (to stop bleeding). I know I will be taking Herb mastery (locate healing herbs and enhance their power) and I will likely be taken Starlights (allows me to create light and to use a minor attack spell) as both of those fit the character concept well. Other spells I like are Animal Mastery (summon/control animals), Creations (create food/water), Detection ways (locate magic items/traps, etc), Nature's protection (resist elements, breathe underwater), Way of Voice (gives me question, where a target must answer me truthfully), Far Voice (gives me a limited range telepathy spell), Holy Vision (allows one to have a dream about a chosen subject with the hope of the GM/deity giving some clues), and Time's bridge (gives spells that let one see into the future a bit - like what will happen in the next minute if i press this lever?).
For me, I keep debating what spells fit the character most, what spells could be the most game breaking... and do I avoid those or take them? I'm outside my comfort zone, and trying to be the opposite of myself... which isn't as easy as I thought it would be lol.
I know this is a massive wall of text, so my apologies for being so long winded, and my respect if you managed to read this far into it. In the end, it's a simple 'what spells do I take?" question with some background point confusion thrown in for a bonus. I'm open to any ideas at this point, as I keep waffling here.
Thank you for your time!