I always wanted to play Rolemaster, but there's so many different versions and I was never sure which one to commit to.
And what happened with the latest edition? Did they lose the rights to all their old artwork or something?
I actually picked up 1e on Ebay not too long ago. Then saw Against the Darkmaster and thinking maybe grab that?Merps or Merps 2e. My suggestion, if you can get your hands on it.
What!? How did that go?
Fight? No clue.I used to have that as a kid, but never got to actually play it.
Also, any idea if Fight comes close to being the same?
Just to get any misinterpretations about the complexity out of the way, it’s really a fairly basic and fun d10 dice pool at its core. Playtesters and reviewers have put it somewhere in between narrative-driven games like Powered by the Apocalypse and more crunchy games like D&D 5e in terms of complexity.I downloaded it. Feels like a dated design, from the days when it was all about system complexity for dedicated gamers. Here's the summary of the dice mechanic:
(I never actually played a single WoD game, so if this is the core mechanic I don't recognize it.)
20+ years ago I was into fiddly systems like that. (Long live Rolemaster!) I've just come to the conclusion that complexity and detail are not necessary for, and may even impede, the kind of RPGing I like.
But I assume there are people who still enjoy that, and this game is targeted at them.
To clarify, it’s not a typical class and level advancement system. You can earn experience points in many different ways (exploring a city, finding legendary treasure, solving a quest, etc).Taking a quick skim of mechanics, it's halfway between Storyteller System (aka WoD) and Modiphius 2d20... Caught my interest there...
but with a class, subclass, and level advancement mechanic. Whelp... that just dropped it on the priority list for reading to somewhere in the mid 20's...
And then the various funky names for the cultures that don't strongly clue in the historical inspirations (always leaves me meh...)... into the "probably going to never read it" zone.
The underlying mechanics for SF:TSG are identical to the World of Darkness: Combat, tho' with different powers. (When I asked on the WWG forums, yes, Street Fighters are awakened avatars, and any power fueled by Chi or WP spends does aggravated to supernaturals...) The big difference is that, instead of wound levels, Streetfighters just have HP pools.
It captures much of the tone of the videogames, but it's really more a tie-in to the movies. The mode was "go place A, encounter problem, see how it impacts the night's card, see if there's a post-bout bit of story, repeat." All the classic videogame characters are in it. Sadly, the only way to find it now is either hard to find dead tree, or pirate PDFs.
It was fun, highly tactical and relatively easy to teach to fans of WoD late 1E. (fixed TN era.)
Fight? No clue.
Blood Points ánd Doom PointsSo my guess as to the likelihood that this game contained a mechanic called Doom Points was proved correct.![]()
That sounds like a pretty standard dice pool mechanic.I downloaded it. Feels like a dated design, from the days when it was all about system complexity for dedicated gamers. Here's the summary of the dice mechanic:
(I never actually played a single WoD game, so if this is the core mechanic I don't recognize it.)
20+ years ago I was into fiddly systems like that. (Long live Rolemaster!) I've just come to the conclusion that complexity and detail are not necessary for, and may even impede, the kind of RPGing I like.
But I assume there are people who still enjoy that, and this game is targeted at them.