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MERP Alternative Profession Development

Profession Development Points - per level


Warrior Rogue Movement & Manoeuvre Weapon Skills General Skills Subterfuge Skills Magic Skills Body Development Languages Spell Lists Scout Ranger Bard No Prof Animist Mage Mentalist

3 5 2 2 0 3 0 0

2 4 3 3 0 2 1 0

1(2) 3(2) 3 5 0 2 1 0

2 3(2) 4 2(3) 0 2 1 1

0(1) 2 2 2(3) 3(2) 1 3 2(1)

2 3 3 2(3) 1 2 1 1(0)

1 1 2 1 2 1 2 5

0 0 2 0 5 1 2 5

1 1 1 1 3 1 2 5

Profession Skill Bonuss - per level


Warrior Rogue Weapon Skills General Skills Subterfuge Skills* Magic Skills Perception Body Development Base Spells * Stalking & Hiding Scout Ranger Bard No Prof Animist Mage Mentalist

Directed Spells

+3 +1 0 0 0 +2 0 0 0

+3 (+2) +1 +2 0 +1 (+2) +1 0 +2 0

+1 +1 +3 0 +3 0 0 +3 0

+2 (+1) +3 0*(+1*) 0 +2 0 0 *+2(+3) 0

+1 +1 +1 +1 +1 0 +1 +1 +1

+1 +1 +1 +1 +1 0 0 +1 0

0 +1 0 +1 +2 0 0 0 +2

0 0 0 +2 0 0 +2 0 +3

0 +1 0 +2 +1 0 +1 0 +1

Values in brackets ( ) represent alternative minor changes to the original profession development. - Note that when developing a character from the beginning all values in brackets are to be used or none at all. ( ) - These values allow for a less combat orientated Scout and Ranger, and less magic orientated Bards and No Profession (both jack of all trades), also a Rogue that is a more little more balanced fighter/thief. Bonuss marked with an * indicate that Stalking & Hiding and an Directed Spell Skill Bonuss sometimes differ from the overall bonuss for corresponding Subterfuge and Magic Skills. Where possible I have tried to make the changes balanced for every increase there is a decrease (that is hopefully appropriate to the Profession). I prefer using the values of brackets to the original development for the following reasons:1. Warrior -vs- Rogue In the original development procedure, Rogues weapon statistics are little different from Warriors they but have all the benefits of good subterfuge skills, making Rogues the preferred choice. The minor change in the Rogues Weapons Skill bonus helps redress this (a little), while the increase in the Perception bonus makes him a little more thief like. (Note this has been play tested and works quite well from a GMs perspective, but expect resistance from those confirmed grasping Rogues) 2. Scouts - I have always found too combat orientated while lacking the manoeuvrability of thief-like characters, so I think the reduction in the development points for Weapon Skills and increase in M&M is a nobrainer. (Note this has been play tested considerably and the feedback is good, the loss in Weapon Skill is off-set well against the increased manoeuvrability) 3. Rangers I think are also a little too combat orientated, while lacking Subterfuge skills, especially for Stalking & Hiding, I think that a Ranger should be able Stalk & Hide equal to a Scout/Thief. To address this I have suggested reduction in Weapons Skill development and bonus and an increase in the Subterfuge Skills development and bonus. (Note - this has NOT been fully play tested and I am unsure if the Weapon Skill balance is correct, however the Subterfuge Skill change appears good, it may need the Weapon Skill decrease swapped with M&M or the Development point increases & deceases abandoned) 4. Bard and No-Profession basically I have reduced their magic abilities and increased a few other skills to make them more generalists. The biggest changes are Bards getting a development point in M&M making wearing armour possible and No-Profession losing its Spell List point, making learning spells very difficult. (until this change players always found Bards survivability too low due to lack of armour skills and NoProfessions magic skills have low value as they have no profession specific spell lists).

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