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Do you/have you played any non-D&D/d20 Fantasy RPGs?
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<blockquote data-quote="SableWyvern" data-source="post: 404521" data-attributes="member: 1008"><p>I've played a heap of different games, but the only ones in the traditional fantasy genre besides D&D have been Warhammer Fantasy Roleplay and Rolemaster (oh, and MERP, which is really Basic RM). It's been ages since I touched WHFRP, so I'll only comment on RM:</p><p></p><p></p><p>The original Rolemaster (by Iron Crown Enterprises or ICE) came into being in the very early 80s, IIRC. It was originally designed as a set of modular expansions for D&D/AD&D, divided predominantly into Arms Law, Claw Law, Character Law and Spell Law. The first two offered a more detailed combat system, the second a skill-based character generation system and Spell Law more detailed magic system.</p><p></p><p>The system was reformatted into 2nd edition in the late 80s/early 90s, and was by this stage well and truly being marketed as a game in its own right. Differences between 1st and 2nd were essentially improved organisation and format. Both editions are commonly referred to as RM2.</p><p></p><p>In the late 90s the third edition, Rolemaster Standard System (RMSS) was released. This included the adoption of many optional/alternate rules that had been previously released in RM2 Companions. In a fit of marketting stupidity, a dying ICE then released a reformatted and abridged version of the RMSS as Rolemaster Fantasy Roleplaying (RMFRP), only a couple of years later.</p><p></p><p><strong>Key Elements of the System</strong></p><p></p><p>d100 based</p><p></p><p>Most weapons have a unique attack table, which references an attack roll (modified by the defenders dodge/parry), with the type of armour being worn. HP (actually called <em>hits</em>) represent shock, bruising, bleeding and the like. More serious damage is much more specific, and causes appropriate penalties. Hence, in RM you can suffer fractures, torn muscles, severed limbs, burns, organ damage etc...</p><p></p><p>The number of attack and critical tables has resulted in the alternate name "Chartmaster"</p><p></p><p>Level and skill based. Characters can develop a wide range of skills at each level. Essentially, the game is <em>not</em> level based in play. Resistance Rolls (DnD: saving throws) and spell efficacy are the only things truly level dependant. Everything else (and even those things, to some degree) depend on which skills a player chooses to develop.</p><p></p><p>Class based (Classes are called Professions). The choice of profession determines two things - what spell lists the character has access to, and what his skill costs are for each skill. The professions are really not restrictive - its basically like playing a purely skill-based system, but being able to tailor your skill costs to suit a concept before starting.</p><p></p><p>RM is suitable for low through high-magic play, although the nasty damage system means that high-combat play = lots of character death and maiming. Even the lowliest kobold could kill a mighty adventurer with a single lucky shot. RM veterans realise that combat should never be a first result, and like to fight on their own terms when fighting is necessary.</p><p></p><p>Combat tends to be fairly slow, and the character gen system is one of the most time consuming of any game system out there. With a skilled GM, though, the game is quite simple from a players perspective. Most people who have played it seem to either love or hate it. There is very little middle ground.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 404521, member: 1008"] I've played a heap of different games, but the only ones in the traditional fantasy genre besides D&D have been Warhammer Fantasy Roleplay and Rolemaster (oh, and MERP, which is really Basic RM). It's been ages since I touched WHFRP, so I'll only comment on RM: The original Rolemaster (by Iron Crown Enterprises or ICE) came into being in the very early 80s, IIRC. It was originally designed as a set of modular expansions for D&D/AD&D, divided predominantly into Arms Law, Claw Law, Character Law and Spell Law. The first two offered a more detailed combat system, the second a skill-based character generation system and Spell Law more detailed magic system. The system was reformatted into 2nd edition in the late 80s/early 90s, and was by this stage well and truly being marketed as a game in its own right. Differences between 1st and 2nd were essentially improved organisation and format. Both editions are commonly referred to as RM2. In the late 90s the third edition, Rolemaster Standard System (RMSS) was released. This included the adoption of many optional/alternate rules that had been previously released in RM2 Companions. In a fit of marketting stupidity, a dying ICE then released a reformatted and abridged version of the RMSS as Rolemaster Fantasy Roleplaying (RMFRP), only a couple of years later. [b]Key Elements of the System[/b] d100 based Most weapons have a unique attack table, which references an attack roll (modified by the defenders dodge/parry), with the type of armour being worn. HP (actually called [i]hits[/i]) represent shock, bruising, bleeding and the like. More serious damage is much more specific, and causes appropriate penalties. Hence, in RM you can suffer fractures, torn muscles, severed limbs, burns, organ damage etc... The number of attack and critical tables has resulted in the alternate name "Chartmaster" Level and skill based. Characters can develop a wide range of skills at each level. Essentially, the game is [i]not[/i] level based in play. Resistance Rolls (DnD: saving throws) and spell efficacy are the only things truly level dependant. Everything else (and even those things, to some degree) depend on which skills a player chooses to develop. Class based (Classes are called Professions). The choice of profession determines two things - what spell lists the character has access to, and what his skill costs are for each skill. The professions are really not restrictive - its basically like playing a purely skill-based system, but being able to tailor your skill costs to suit a concept before starting. RM is suitable for low through high-magic play, although the nasty damage system means that high-combat play = lots of character death and maiming. Even the lowliest kobold could kill a mighty adventurer with a single lucky shot. RM veterans realise that combat should never be a first result, and like to fight on their own terms when fighting is necessary. Combat tends to be fairly slow, and the character gen system is one of the most time consuming of any game system out there. With a skilled GM, though, the game is quite simple from a players perspective. Most people who have played it seem to either love or hate it. There is very little middle ground. [/QUOTE]
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