Tag Archives: rolemaster

RPG boss monster analysis: the Balrog of Moria

For as long as I can remember, I’ve done the same thing every time I’ve acquired a published adventure for Dungeons & Dragons or any other roleplaying game: I flip to the very end to see what the adventure’s Final Boss is.

So you can imagine my joy when I first got my grubby teenage hands on the ultimate fantasy megadungeon and feverishly flipped to the end of the book to read up on the most famous dungeon boss of all. I’m talking about the Mines of Moria, and the famous Balrog that lurks in its depths.

That’s right: in 1984, Iron Crown Enterprises published Moria: The Dwarven City, a 72-page sourcebook detailing Moria for the Middle-Earth Role Playing game (MERP) and its sister game Rolemaster. And sure enough, there at the end are stats for the Balrog.

So could your plucky band of adventurers actually take out Durin’s Bane? Let’s find out!

Reducing Durin’s Bane to a bunch of numbers

Here’s the Balrog’s game statistics and powers:

stats for the Balrog

Egads, that’s a lot of gibberish. What does all that information mean?

Well, for starters, the Balrog is level 66. (Confusingly, the game rules handle it as level 36 for certain attack purposes, hence the number 36 in there.) The Balrog is much higher level than your characters are or ever will be. The longest-running MERP campaign I ran, way back in high school, stretched on for a couple years and when it ended, the PCs were in the level 15-20 range. I think it’s safe to say that unless you’re playing with the world’s most generous dungeon master, you’re never going to get a MERP character leveled up to match the Balrog’s power level.

A 1977 illustration of the Balrog by Greg and Tim Hildebrandt.

The rest of those numbers all boil down to this: the Balrog is extremely powerful in combat and very hard to kill. It’s got a huge amount of hit points and high defenses; combat skills so high that it’s virtually guaranteed to land a one-shot killing blow against anything it swings a weapon at; and the ability to mentally control enemies and/or freeze them with fear. It also has limited flight (the game designers have taken a stand in one of the internet’s oldest debates.)

Does it have weaknesses? Well… the Balrog is a bit of a one-trick pony; it’s an insane combat monster but has few powers that aren’t related to fire or killing. It knows lots of fire-related magic (fireballs and the like); but the other spells at its disposal have less utility in combat, and seem to be geared toward negating obvious player tricks (like an invisible character sneaking up on it…) or keeping track of its domain. When it comes to magic, an extremely powerful wizard (like Gandalf) would have some advantages… as long as they could keep away from the Balrog’s sword and whip.

The Balrog does have one single relatively low statistic. That’s right—just as you suspected, the Balrog lacks empathy. (Bad joke aside, Rolemaster’s “empathy” stat governs a character’s affinity for divine and healing magic. No surprise that’s not the Balrog’s strong suit.)

Most significantly, because it’s a being of fire, its strength and powers are significantly muted if the Balrog is completely submerged in water. A waterlogged Balrog will probably still pulverize you, but it won’t be able to set you on fire while doing so.

Is this faithful to Tolkien’s depiction of the Balrog?

As adaptations go, it’s not bad! From scattered references in various Tolkien texts, we know that Balrogs are pretty much just really tough, mean fiery guys (who can maybe fly). There’s not much depth to them beyond that, either here in the game or in Tolkien’s novel. As statted up here, the Balrog is certainly physically powerful and on fire, and its ability to terrify victims is in keeping with what we see in The Fellowship of the Ring. (It also fits the Tolkien theme of evil as the imposition of one’s will on somebody else.)

If anything, the designers may have even gone a little overboard with the Balrog’s physical power. But it’s hard to get an accurate read on exactly how deadly Tolkien bad guys are in a fight, because so many of them are “plot device” monsters (more on that below).

Is it killable?

The quick answer is “no.” In a straight-up fight with a party of typical player characters, it’s hard to see how the Balrog could lose. Any enemies that got within combat range without being dominated or frozen in fear would quickly get incinerated and/or annihilated.

But of course, the longer answer is… “maybe.” Every experienced dungeon master has watched in horror as players managed to take down a powerful monster by surrounding it and hammering it with spells and attacks; no dungeon master should assume that a lone enemy, even one this powerful, is invincible. The Moria sourcebook anticipates this by noting that the Balrog is accompanied by a host of trolls, demons, and orcs—all of them much less powerful than the Balrog, but easily able to bog down a team of adventurers while the Balrog picks them off.

But in the end, a group of high-level characters, while not a direct match for the Balrog, command significant powers and abilities; it’s very hard to predict the kind of advantages they could create for themselves by working in concert. You can bet they’ll be coming up with ridiculous schemes to drop the Balrog into a lake, or collapse a few hundred tons of cave ceiling down onto it, or something else. An indirect, story-driven approach that avoids physically battling the Balrog is the only way I could possibly imagine a band of adventurers taking down Durin’s Bane.

If it’s not killable, what’s it doing in the game?

Mostly I think this is just a fun exercise to “stat up” one of fantasy literature’s most famous boss monsters. Certainly, I enjoyed poring over these numbers as a teenage gamer, imagining what a Balrog showdown would look like. Be honest: you’d be disappointed if you picked up a roleplaying module about Moria and it didn’t have stats for the Balrog.

But how would you actually use the Balrog in a regular game? MERP is mostly interested in defining the Balrog by its tactical combat abilities, which are far beyond the typical adventuring party’s. But although the module doesn’t discuss it, the Balrog is really a “plot device” monster, like most evil overlords in fiction. Most of the evil bosses in Middle Earth seem nearly invincible in combat but can be defeated by a hero who works out their unique weaknesses and exploits them for narrative effect. Think of Smaug (weakness: that one missing scale), Shelob (weakness: Elvish magic, hobbit tenacity), Sauron (weakness: the Ring), the Witch-king of Angmar (weakness: women), etc. It could be very satisfying to watch the players work hard to uncover the Balrog’s one weakness and use it to banish or destroy the demon without getting into a big physical fight. Finding that weakness would be an epic quest in itself, which sounds perfect for a roleplaying game.

If you’re itching to see the Balrog’s +240 whip attack in action, though, there are a few possibilities. One could see the appeal of an extremely high-level “Balrog hunting” game, in which players control canonical movers and shakers like Gandalf, Saruman, Elrond, and Galadriel in a high-powered raid on Moria. Those characters are statted up in other MERP sourcebooks, and as a team would be a match for the Balrog.

And lastly, bold lower-level characters traveling through Moria might have a close brush with the Balrog without actually engaging it in combat. A group of extremely clever and lucky characters might try stealing treasure from its lair and making a mad dash for the exit before it notices or catches them, much as Bilbo Baggins did with Smaug.

But mostly, it’s just fun to stat up the Balrog.

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XP for death and failure; and other interesting uses for Experience Points

I recently came across an interesting post at Gothridge Manor about one of AD&D’s weirder rules: experience for death. The 1st edition Dungeon Master’s Guide rules that a character who dies and is subsequently brought back to life earns 1000 experience points (XP).

In old-school D&D, you generally got XP for defeating monsters and gaining treasure, with a few interesting exceptions like the above. These days, many games use a fairly abstract system of awarding XP wherein characters are awarded a set amount of XP for a combination of in-game success and good roleplaying.

The cover of the 1989 Rolemaster boxed set.

That’s a fine way to do it. But the “experience for death” rule reminds me of the quirkier and much more ambitious method of awarding XP found in the pages of the Rolemaster RPG. Rolemaster, itself pitched as a more “realistic” take on fantasy adventuring than its contemporary AD&D, awards XP for extremely specific individual in-game actions.

For instance, in classic Rolemaster (2nd edition, and perhaps in other editions too), your character gains experience not just for defeating an enemy, but for each point of damage dealt to an enemy. And going beyond that, you gain experience for each critical hit (i.e., severe wound) you inflict. In fact, you get XP for each wound inflicted on you. (And yes, you get experience for dying and then coming back to life.) Outside of combat, you get XP for every mile your character travels and for every impressive physical maneuver your character pulls off. There are specific XP awards for casting spells and even for coming up with good ideas.

The paperwork is oppressive; even my nerdy junior-high gaming group, always eager to squeeze as much XP out of a gaming session as possible, usually failed to diligently record every single blow landed in combat for later XP calculation. These days I’m lucky if I remember approximately how many orcs the characters beat down in the course of an evening’s game; I can’t imagine filling out Rolemaster’s intimidating experience tracking chart, faithfully marking down the severity of each critical wound delivered in the course of a routine fight.

But this hyper-detailed system has its charms, and there are some neat ideas to be extracted from it even if you recoil from the detail:

  • Experience for failure. It might seem odd at first that your character would earn experience for being struck or seriously wounded in combat. If your character is getting slapped around in a fight, isn’t he “losing”? Perhaps, but consider the educational power of failure in life. In a combat situation, you might fall for a feint or sneaky manuver once, but assuming you survive said failure, you’re highly unlikely to fall for it again. You’ve learned a lesson you’ll carry with you into future combat situations.
  • Decreased experience for familiar accomplishments. Another neat little twist in Rolemaster is that your XP earned for accomplishing something—say, defeating a goblin—is multiplied by a different value depending on how many times you’ve accomplished the task in the past. If this is your first goblin kill, you get five times the normal XP for pulling it off. After you’ve taken out a few of the green nuisances, that multiplier value goes down; you’ve done this enough that you’re not learning as much from it. And when you reach the point where you can singlehandedly plow through an ocean of the luckless beasts, you’ve probably got the goblin-whomping down to a science and are getting 1/2 of its normal XP value.

All in all, I’m fine with the more abstracted system of awarding XP. D&D 4e’s method of assigning experience points to the entire group based on the difficulty of a particular challenge is probably close to my ideal. But I do sometimes miss the very detailed method, and the slightly unconventional uses of XP it allows.

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Cool gaming finds #2: Space Master extravaganza!

My last post recounted one of my favorite used-game-store discoveries. Here’s another one, which differs from the last story in that it involves a game I might actually play someday.

Not long ago, I was making a rare visit to a comic store in a town I don’t often travel to—it’s about an hour’s drive from home. They had a big table stacked high with used games, all priced at a few dollars. I immediately spotted this little gem:

Space Master 2nd edition boxed set

That’s the 2nd edition, boxed set of Iron Crown’s Space Master roleplaying game. I’m a sucker for anything from the heyday of Rolemaster, so I snatched it up for $5 without thinking and raced home. The box was bound up with rubber bands and I was in a hurry, so even though the box seemed really heavy, I didn’t give it much thought.

When I got home, I opened the box and discovered why the box had felt so heavy. Here’s what spilled out:

What I found in my Space Master boxed set

That’s the Space Master rules, all right… and a whole pile of adventures and modules published for it. In fact, I’d say that’s a sizable percentage of the entire product line.

I think I’m pretty set as far as Space Master goes!

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