Psychic Warrior
First Post
Make it a d20 version.
umm... Have you looked in the Vault on ICE's website recently? There are at least one or two combat programs there.Steel_Wind said:Well - that may be. But the official company line at ICE - EVERY TIME the issue of coming up with a master Arm's Law/Claw Law/Spell Law combat program was brought up was "that's the core of our system - it's copyrighted - do it and we sue you".
You may not like my answer - but the answer does not change to suit the audience. It needs to be computerized Tim: plain and simple.
Well, there is no comments that I can make here because I never gamed with Curtis. But then again, I had my own issues with him.Steel_Wind said:Word is, its creator did not even use it (John did not use minatures in play, either).
I often wonder what he was actually running - because it clearly was not RMSS. Oh well.
If/when we do a revision, we are already planning on going back to the RM2 Character Law skill list and using that as our starting point. We would then definitely rework that skill list adding and subtracting as needed. And no worries about Stun Maneuvering, that skill will not appear in future versions of RM, not so long as Heike and I are involved.Steel_Wind said:The skills do need to go back to the original RM2 Char Law versions. One in particular that must not ever surface again is Stunned Manuever. That thing should never have been permitted.
Note that it was Curtis who cancelled Shadow World, after convincing the folks in charge that SW was dead because of bad sales on the module, Kurse of Kabis. What I find amusing is that the first five words of that module are "Contained within this fatal product...". He did it so that he could create his own setting, Bladelands, which was based on the old Bladestorm minis game and started off with Shadow World exploding. Unfortunately that setting was not a good one, and contained many things obviously ripped off of other things, like different color days (kinda like the effect in the second chronicles of Thomas Covenant), an underground city rules by a dracolich, and much more. It was horrid, IMO. Luckily, it never saw the light of day either.Steel_Wind said:problem with all game systems is a need to sell more books and more rules. Rolemaster has been as much a victim of this as anything else - and it was worse under RMSS as the time ICE spent on settings with Shadow World was gone and Middle Earth had slowed down a lot. So we got rules with RMSS and a lot of them.
Soooo.... by 2008 then?Steel_Wind said:Whatever the case: I'm not ready for RM4 yet. Some day perhaps - but not now. I'm having too much fun with D20 3.5. When they try and sell us D&D4.0 - I'll be ready for a new look at RM. Until then - thanks but...I'm busy and I'm *already* having fun.
Huh? Do you mean make it use the "d20 System" like D&D, M&M, and others? Or do you mean make a version that uses d20 dice rather than d100 (percentile) dice?Psychic Warrior said:Make it a d20 version.
Dougal DeKree said:What is a must: keep the system as deadly as it is! Our group usually plays D20 and was astonished how fast one can die in Spacemaster. This actually reduced the number of conflicts and improved roleplay! How? Now even agressive players try to solve problems diplomatically before pulling the trigger! I found that to be true for Rolamester, too.
SteveC said:Just as an aside to the discussion: I played with John Curtis in his games at Gen Con for, oh dear, 8 years or so. He didn't use miniatures, but he very much DID use all of the rules, and he knew them inside and out. As an even further aside, John's games were, by far, the best convention games, heck the best hours of roleplaying I've ever had. I've been lucky enough to run and play with a lot of good GMs, and John was the best. For one of the events I played with a group who had never played RM before, and John's GM style won over three hard core rules light players to buying and running RM. That says a lot!
Sorry for the interruption...
--Steve
Sabathius42 said:... I always thought the spell system was awesome. I like the idea that you focused on a spell type and got better and better at it. ...
ColonelHardisson said:I would say that RM needs to keep charts and tables - they're some of the "sacred cows" of RM, in my opinion. As others have said, though, a way to streamline them, or to make them easier to use in play, is necessary. Matter of fact, when I first saw this thread, I was tempted to simply say: "Make HARP the new edition of RM; it streamlines things very nicely."