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3.5 vs Rolemaster
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<blockquote data-quote="Bubbalicious" data-source="post: 3012278" data-attributes="member: 7274"><p>I, regretably, haved gotten to play RM in about 17 years since I loaned all my books (and about 40 modules) to someone and never got them back.</p><p></p><p>Like anything, it is what you make of it. You can meta-game any system if so inclined. At the root of it, though, RM IS more realistic in that it provides much greater detail (hence all the charts). It gets alot more fun as a GM gets more familiar with it and doesn't have to slow up play by constantly fing the right chart. Once the system is learned, the chart-happiness doesn't necessarily have to get in the way.</p><p></p><p>Like with any system, a GM keeping challenges AND REWARDS at appropriate levels is of extreme importance (actually probably more so with RM)!!!! A 5th level character having weapons/armor/magic items they shouldn't even HEAR of until 15th level can really throw things out of balance (even more than in other systems). That being said, a big part of the beauty is the open-ended roll that makes it possible (though highly unlikely) for a 1st level magic user to slay an ancient dragon with one dagger thrust. Hey, if a character is receiving divine intervention why should he be limited to a maximum of, say, 16 points of damage delivered.</p><p></p><p>As for the hilarity of the crit tables, I'll just say that one of the greatest combat moments I had in RM involved my party stumbling into the lair of a dragon that was still considerably out of our league. We were about to have to flee or die when my Dwarven Rogue (Rogues in RM are sort of half thief half fighter) fumbled an attack to such a horrific extent that even though his severe groin pull left him useless for the rest of the fight the dragon was unable to act for 4 rounds because it was laughing so hysterically. This gave my party the opportunity to finish it off.</p></blockquote><p></p>
[QUOTE="Bubbalicious, post: 3012278, member: 7274"] I, regretably, haved gotten to play RM in about 17 years since I loaned all my books (and about 40 modules) to someone and never got them back. Like anything, it is what you make of it. You can meta-game any system if so inclined. At the root of it, though, RM IS more realistic in that it provides much greater detail (hence all the charts). It gets alot more fun as a GM gets more familiar with it and doesn't have to slow up play by constantly fing the right chart. Once the system is learned, the chart-happiness doesn't necessarily have to get in the way. Like with any system, a GM keeping challenges AND REWARDS at appropriate levels is of extreme importance (actually probably more so with RM)!!!! A 5th level character having weapons/armor/magic items they shouldn't even HEAR of until 15th level can really throw things out of balance (even more than in other systems). That being said, a big part of the beauty is the open-ended roll that makes it possible (though highly unlikely) for a 1st level magic user to slay an ancient dragon with one dagger thrust. Hey, if a character is receiving divine intervention why should he be limited to a maximum of, say, 16 points of damage delivered. As for the hilarity of the crit tables, I'll just say that one of the greatest combat moments I had in RM involved my party stumbling into the lair of a dragon that was still considerably out of our league. We were about to have to flee or die when my Dwarven Rogue (Rogues in RM are sort of half thief half fighter) fumbled an attack to such a horrific extent that even though his severe groin pull left him useless for the rest of the fight the dragon was unable to act for 4 rounds because it was laughing so hysterically. This gave my party the opportunity to finish it off. [/QUOTE]
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