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16

in one word - information. You can wish for (or perhaps simply learn) more about the past place/time you are travelling to: contacts, important information about future events, some soon-to-be invented tech... Knowing who will win a race is a good quick money; knowing some juicy gossip is a way to make friends, or blackmail someone; knowing who will be the ...


13

Restating my assumptions: You need to send your spirit back in time to possess your earlier self to avoid execution. You have two sidereal weeks to prepare for this. You have no consequences in the present for your actions. You are in a very large city with access to real spellcasters. This is the climax of your game, barring that: "Our goal is to alter ...


11

I strongly agree with the previous offers, information could be invaluable, as a mean of regaining gold quickly but also as an edge to complete your mission. Yet if as me you are more concerned by the numbers and crunches , I would like to extend on another alternative to the grafts... Tomes. It won't get you really far but you could probably locate one +2 ...


4

Rules mods and diversification I ran a very long Rolemaster high-level campaign, characters started at level 10 and some reached the mid 20s, technically it's still going, so I understand the perils of powerful casters! I've also run several low level MERP/RM games as well. I made a lot of rules changes, mostly from the excellent Rolemaster Companion 2 ...


3

Magic users at low levels Do you use the optional rule that allows a skill (spell mastery?) to modify spell effects? Dropping some of your hobby skill points and a couple of levels can get you quite good at level 1. Then you can modify spells to do interesting things: For example, summon a snake (level 1 spell) on some unsuspecting foe! Bonus points if said ...


2

For this I would get a taste of each, then go get an ability score increase. So lets say you decide Rogue is the best class to start with (I don't have my books with me right now, I can't say which is better). I would start with a level of Rogue, and then take a level of Monk at L2. This will suffer a bit since the rogue really gets going at L2, but I think ...


2

If you care about skills, Rogue gets you 2 more skill profs (plus Expertise for two of the four), Thieves' Tools prof (possibly with Expertise), and Dex/Int saves are probably more useful than Str/Dex. Also, Rogue starting equipment is far more generous. I think your best bet would be 1 Rogue, 1 Monk (thereby getting Flurry of Blows and Sneak attack, ...


2

Haven't played regularly in 15 years, so my recollection of the rules may be rusty. As I remember it, there were some ambiguities in spellcasting. When we played, we interpreted those ambiguities to either aid or hinder casters, depending on how the GM wanted the game to run. We treated them as options to tweak between campaigns. As I recall... The ...


1

Per page 93 of Edge of the Empire, a player can add specializations from any career using experience points earned in play. Specializations within one's Career are cheaper to purchase with earned XP. Specializations from outside one's career come at a higher cost, but provide access to the Specialization's Talent Tree, as well as the small set of ...


1

If you are really not aiming to min/max then this is a role-playing question. It seems to me that you have 2 options, the dabbler and the mid-life crisis. The Dabbler This character doesn't know who he is or where his life is going. He does a little of this a little of that without a great deal of focus or planning. This guy takes a level here and a level ...



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