3.5 vs Rolemaster

I quite liked Rolemaster 2nd edition (and MERP even more, although the system was quite inappropriate for Middle-earth). I'm far less fond of the current version of Rolemaster (RMSS/RMFRP), as I tried GMing it around 1999 and gave up after a couple of sessions.

Today, if I were in the mood for something like Rolemaster, I would probably go with HARP (lighter, fewer charts).

Ranger REG said:
.... My only gripe is that although I appreciated ICE for doing HARP, I'd prefer they do a new edition of Rolemaster, label and all.

ICE is working on a new edition of Rolemaster (avec label).
 

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LostSoul said:
One guy wants something that he's not getting out of D&D, but you are enjoying it. That can be rough. It can be a pain when people don't groove on the same thing.

Give Rolemaster a shot. Play a handful of sessions. If you don't like it, see if there's any kind of compromise that you and your buddy can come to.

All of the "this is what the game is about" is nothing compared to actually playing the game and experiencing it first-hand.

I'm a firm believer in "THe DM picks the Ruleset". If the DM plays 3.5, then that's what the game is. The DM should not switch to another system, unless the DM wants to. If a player wants to do RM, then he can run his own game. If a DM takes an opinion poll on what system to run, that's his right to do so (and it may ensure having players).
 

Rackhir said:
For those of you unfamiliar with it, in RM if you roll (IIRC) 95-100 on d100 you keep rolling and adding that to the total as long as you keep getting 95-100. Rolling a 432 in other words I think represents the character temporarily becoming an incarnation of Aquaman or Posidon granting him a divine favor. So I don't have a problem with that.

RE: Healing/Healers and XP - You did get XP for sustatining crits and damage. Since there was a healer class that basically transfered the damage other characters sustained to themselves and then healed themselves, they would get XP for all the damage they "healed".

The best part was getting XP for dying. That first time you get XP for dying and being resurrected is a lot of XP. :D
 

Rolemaster is in many ways a more complicated version of D&D.

Learning spells for example, is done in list. In the old system, you had to roll % based on how many ranks you purchased in the spell list so unless you maxed out those ranks, you might be advancing without getting those spells.

Much larger list of skills and in some ways, leads the way to D&D with it's class/cross class skill set in that a profession is good at certain things but not others but made much more complicated by having whole ranges of point differences. Made this very difficult for a GM to track a player's skill point allocation.

Stats were broken into temporary and potential. the former represented your stats as they currently were and the potential as they might one day be. Based at time of character generation and could even go down due to poor dice rolling. Much better than D&D in my opinion as even with it's current idea of advancing stats 1 point every 4 levels, your character still remains fairly static.

Tons of professions. No feats per say, but background options could act as such initially. Background options were based on the power of your race. A common man might start with 6, a huge amount as you could spent them for skill bonuses, items, and other goods. A high man (i.e. Dunaden from LoTR), might get 2. Other factors weren't really a consideration in terms of game balance so if you spend those background points poorly...

Races: Lots of interesting stuff ranging from the standards to the High Man and one of the first times outside of MERP I'd seen such a race presented.

Magic Items: Someone said that RM was more realistic. I laugh at them. Some of the magic items in this game system are outrageously powerful. Without even having any of the books anymore I remember the Pulverising Fist of Maar simply because I adoped it after cutting it down a bit. Magic items in the old system were known for being outrageous. The RM Companion with the intelligent weapons was one of my favorites and perfect for doing an Eternal Champion/King Arthur style game with it. Spell point multipliers were also great as the game used a power point mechanic for spells and psionics.

Combat: Here you either have to wade through a ton of options or trust your players. Cross referencing criticals with larger creatures could be something of a pain. Characters even at higher levels can be squishy.

XP was a nightmare. If there's one thing I wish that D&D 3rd ed hadn't done is steal the idea of a player level versus a monster level. XP also wasn't very clear in that you got XP for hit points inflicted to the enemy and yourself. XP for different values of criticals, which decremented from the monster's base XP. Xp for killing the monster, which resulted in a lot of 'heroic' attacks as players tried to outdo each other and claim the full victory. XP for travelling. Xp for performing maneuvers. Nightmarish. On the other hand, the smart thing D&D did is steal the concept of one xp table for all the classes.

Rolemaster is not a simplier system. It's more detailed in some aspects and more humourous in some but realistic? No, getting your head lopped off by a fantasy goblin with a rusty battle axe is not realistic but could be funny depending on how many feet it bounces. ;)
 

Akrasia said:
ICE is working on a new edition of Rolemaster (avec label).
Yeah, they keep saying that for the last four years.

If ICE is under new management with completely new staff, gawd help them they're going to need translators.
 

Ranger REG said:
Yeah, they keep saying that for the last four years.

If ICE is under new management with completely new staff, gawd help them they're going to need translators.

Actually, this is a recent development. Go over to the ICE fora and check out the discussions, if you don't think they're serious.
 

Actually, ICE has NOT been saying that a new Rolemaster is in the works. We have recently (since I added the forum specifically for discussing revision ideas) said that ICE is in the planning stages (i.e. no writing or actual development has actually been begun). We are only in the planning stages,hashing out various ideas.

In the meantime, ICE is in the process of preparing "Rolemaster Classic" for release. This small line is going to be a restructuring and re-organization of the original RM2 core rules, to make it much more user friendly.

As to "realism", my personal opinion is that ANY game that includes magic, or things that are not found in real life, is not realistic. Rolemaster is a detailed game more than a realistic one, in my personal opinion.

Enough of my ramblings.... Back to work for me....
 

Rasyr said:
In the meantime, ICE is in the process of preparing "Rolemaster Classic" for release. This small line is going to be a restructuring and re-organization of the original RM2 core rules, to make it much more user friendly.

Now if only it includes the intelligent weapon rules and examples from RMIII I think it was....

But awesome!

Is this going to be PDF only or something else?
 

awayfarer said:
Who is really going to waste skill points on Hygiene?

Aw, c'mon. Doesn't hygiene give you a bonus hit point for every ten ranks, or something like that?

And for the serious role-player, its got to be used more often than, say... Death Trance...

Ozmar, the Recovering Rolemaster Addict
 

JoeGKushner said:
Now if only it includes the intelligent weapon rules and examples from RMIII I think it was....

But awesome!

Is this going to be PDF only or something else?

For what I read at Iron Crown forums, it will be a dead tree release -- very likely followed by pdf, if other ICE releases are a good model. I hope ICE will also issue hardcover editions, something I always wanted for these books.
 

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