How Much Rolemaster in D&D?

Rel said:
I must reiterate that I don't consider these similarites as striking as you do. Consider:

RM does NOT give a certain number of Development Points based on the "class" (or "profession" as it is called in RM) of the character. Your DP are determined by your stats.

There is no such thing as a specifically defined "Non-Class Skill" in RM. .....

Please note that I was specifically referring to MERP in my post.

In MERP professions do get a set number of skill points per level. And the cost for spending skill points in 'nonprofession' skills is greater than it is for skill points in 'profession' skills. (Maybe those precise terms were not used, but that is what they were in practice.)

The same applies to many of your other replies -- you are making points about RM2, whereas my specific claims concerning 3e's skill system had to do with MERP. (MERP is obviously heavily based upon RM 2, but it also made changes to RM 2 -- changes that are very similar to those found in 3e.)
 

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It’s funny, I always assume that people are bored of us talking about things like inspirations for 3E design, and the 3E design process. Mike Mearls always assures me that I’m wrong but I never believe him.

It’s very flattering, actually, that various people point to things in 3E and connect them with their other favorite games. That always says to us that we did something right. And I think all three of us have been pretty straight with the fact that 3E has lots and lots of important influences. Jonathan played a lot of Runequest, and wrote Ars Magica, Over the Edge, and Everway. I worked on Rolemaster, Champions/Hero, Marvel Super Heroes, Alternity (although technically it was not mechanics work), a brief bit on Gamma World, and played a lot of Call of Cthulhu, Villains & Vigilantes, and other games. Skip had a lot of experience with Call of Cthulhu and Runequest as well, and also Top Secret, as well as lots of other games.

I believe it would be foolish to try to deny that any of these games, and a whole lot more, influenced 3E. And I don’t think any of us have done that. But it would be untrue to say that all these games had the same impact on us. And in fact, I’ve left out of that list the game that influenced us by far the most: D&D. The previous editions of AD&D, Basic D&D, and a surprisingly tremendous amount of what we always called “1974 D&D” were such a huge influence that it’s easy to forget that—it’s so obvious you don’t even think to say it most of the time. My own biggest personal influence was the 1E Dungeon Master's Guide (and of course Gary's work in general).

But I won’t bore you with any more about that since I wrote about it already .

What you guys seem to be interested in is what other games had an influence. Well, the only non-D&D games I remember being mentioned in this way: “Maybe we should do it like _____” were Runequest, Ars Magica, and Gamma World. Those were strong, direct influences to say the least.

Other games, like Rolemaster and Champions, are games that I have a lot of affection for and owe a lot to (I won’t bore you with the story of how I got started in the industry at ICE since I already wrote about that too and you can see the long list of Rolemaster and Champions products on my credits list on my site as well) I don’t remember being so direct, except in negative ways. For example, I think the Hero “initiative” system is a bit too slow and cumbersome, so we avoided mechanics like that, and we agreed that a pure spell point system like Rolemaster’s, while it has advantages, has disadvantages we didn’t want to introduce into D&D. (These are not meant to be slights against these games. I like both still very much. Every game has flaws—I think in the past I’ve been pretty frank about what I see as 3E’s flaws.)

The biggest influence for me personally that I got from Rolemaster was a good indoctrination of why people left D&D to play other games. I talked to a lot of Rolemaster players, most of whom loved to talk about why the game was better than D&D, or why they left D&D to play rolemaster (to be sure, I was such a player in the late 80s). Rolemaster was perfect for this, because it’s a fantasy game just like D&D. You can argue that people left D&D to play Traveler because they wanted a genre change, but clearly people who stopped playing D&D to play Rolemaster did it because D&D wasn’t giving them what they wanted. We took a lot of that kind of experience and tried to address at least some of those concerns, as much as we could, to both bring back disenfranchised players and to retain existing players longer.

Someone brought up the skill system. I certainly agree that there are aspects of the 3E system that resemble Rolemaster, and there might be a direct influence, but I don’t know for sure. The skill system in 3E is a strange Frankenstein design in which I didn’t play a large role (well, that’s not entirely true—I didn’t play a large role in the skill system that got used, which is probably the third skill system that was developed for 3E), and it’s one of the few subsystems of the game that didn’t come out of the three of us main designers working together. (Others would include prestige classes, magic item pricing, and some of the concepts involved in monster design, each of which I suppose are their own story.) The skill system in 3E came out of work that Peter Adkison did, which was then developed by Jonathan. The idea of buying skill ranks with points was Peter’s initiative, and his largest mechanical contribution to the system. I wouldn’t be surprised if it was based on Rolemaster, but I don’t know. It’s a bit more complex than I would have liked, but I can’t deny it works pretty well on a lot of levels. I can tell you exactly how feats came about, but I feel like I'm really digressing at this point.

So, I guess to stay on topic, Rolemaster was certainly an influence on 3E. But if you want to look at more direct, major influences, look at Runequest, Ars Magica, Gamma World, and of course all the flavors of D&D.
 

MonteatHome said:
It’s funny, I always assume that people are bored of us talking about things like inspirations for 3E design, and the 3E design process. Mike Mearls always assures me that I’m wrong but I never believe him.

It's because we're GEEKS, Monte - we LOVE to argue about stuff like this. ;)

I remember one writer (name's escaping me now) who played some 3E with you at Gencon a couple of years back, who thought it was neat that he could turn to you and ask what was meant by a particular rule in the book. :)

Thanks for the insight!
 

Henry said:
Ladies and Gents, let's step back and curb any rudeness and hostility towards one another please. This isn't the place for it.

Nisarg, I think it's a far cry from "influenced by" which is what Rasyr said, to "Ripped Off", which is what you said. Though it's often been said that one game DID NOT influence the other, everything you experience and come in contact with, and especially work on, influences you at least a little. However, the influence is likely more, "this game, AND this game, AND this game, all use points + mods vs. target, and it's a good system, so we'll use it too" and less, "this game uses it, so let's copy it."

To hijack Rel's analogy, (nature/evolution/god/the powers that be) tends to re-use the "four limbs, head, backbone, and tail" schematic in living creatures a lot, so it must have something going for it - same idea with game design. :)

Yes, but there's a considerable difference between saying that Patrick Stewart's experience working on I, Claudius in the role of Sejanus influenced how he worked on his role as Captain Picard or Prof. X; and saying that Stewart's rendition of prof. x was "influenced by Sejanus in I Claudius". The latter is what you're saying.

No doubt working on RM had some kind of creative influence on Monte Cook. But that doesn't mean that ROLEMASTER has a creative influence on D&D. They're two different statements entirely. And when he and Jonathan Tweet both say that they took most of 3.0 from older D&D and Ars Magica, I will choose to believe them, rather than the speculations of people with a vested interest in promoting Rolemaster so their own games can poach off of D&D's fame.

Nisarg
 

Rasyr said:
hehehe.... Yes, knowing your usual attitude against non-d20 games (most especially from your time on rpg.net), I know that it is a BIG compliment.. :D

Well, specifically I don't have an attitude "against" non-D20 games, I have an position toward games that don't do anything D20 can't do.

So the non-d20 games I tend to favour are specifically the games that fall under MY derfinition of rules-lite, like Over the Edge, Amber, etc.

No, I don't equate "lite" with "bad". However, I do find using the word "lite" as you are using it as inaccurate and misleading. Sorry, but I am going to be a stickler on this one. I have already stated my definition of what constitutes a "Lite" version of a game. HARP Lite (link in my sig) meets the definition I used. GURPS Lite meets the definition of a lite game as well, as they are both stripped down versions of a larger system. In fact, Basic D&D also meets the criteria I used for a Lite version of D&D.

However, HARP does not meet that criteria (the criteria I gave) for your claims about it being a Lite version of RM. HARP is as much RM-Lite as d20 Modern is D&D-Lite. In both cases, you have two systems that come from the same core roots, but they go in different directions, and are games in their own rights. In both cases, neither meets the criteria I defined for a "lite" game. Neither is a stripped down version of a larger game, neither requires you to own the larger game in order to play it. (by this last bit, MERP falls out of the definition of a "lite" game as well).

That was not how I was using "lite": I was using it the sense of a streamlined version of a similar base mechanic. You can't say that D20 Modern is D&D-LIte, but you CAN say that Blue Rose is D20-lite. That's what I meant when I said that HARP and MERP are RM-lite.

ROFLMAO!!!! You are ascribing motives to me that are not true. First off, have you ever seen try to push such a connection as a method of getting folks to try HARP? IIRC, the most that I might have said is that D&D and HARP use similar mechanics, so the learning curve would not be great. I really doubt that I have EVER tried to get people to try HARP becuase D&D may or may not have been influenced by Rolemaster.

I believe I have seen that from you repeatedly, even though you never overtly stated it, you often implied it. You pointed out the mechanics are similar because of HARP being based on RM, followed by your theory about RM being the inspiration for D20, usually followed by a diatribe of how HARP does every thing that D&D does but a thousand times better.

Third, please remember that I was not the one who brought HARP into this conversation. Looking back, it was Rel and Sablewyvern who first mentioned it. To which I made a replay, and then you came in and started ranting, which has really sidetracked the conversation, which is what I can only guess was your goal.

Really? I sidetracked a thread called "how much Rolemaster in D&D?" by answering that very title question? How amazing. I must have superpowers or something, being able to "sidetrack" entire threads in a single bound by posting a reply to the central issue of the thread.

I sidetracked nothing, you just didn't like my answer; which is to say "How much? None or virtually none". The fact this answer is unpalatable to you and your interests doesn't make it any less on-topic, or any less true.

Now, if the person who started this thread just wanted the topic to be "RM is teh roxxors, D&D ripped off RM!!" then that should have been his title.

Whether or not that influence is actually there is not really the point either. What is the point is that a number of folks are seeing that D&D now resembles RM (more specifically, RM2) in many ways. Does it really matter what prompted the changes, or where the influences actually came from? I don't think so. The end result is the same. There is a resemblance, whether you like it or not.

You could pick any RPG in existence short of something like Amber, and find something in D&D that "resembles" that RPG. So that's a pretty damn flimsy statement to make. If that's the big victory for RM, I have to say that's pretty sad.

Nisarg
 

Monte At Home said:
So, I guess to stay on topic, Rolemaster was certainly an influence on 3E. But if you want to look at more direct, major influences, look at Runequest, Ars Magica, Gamma World, and of course all the flavors of D&D.

Hmm, funny, with the omission of Runequest, that was pretty much what I had said, wasn't it?

Nisarg
 

Nisarg said:
No doubt working on RM had some kind of creative influence on Monte Cook. But that doesn't mean that ROLEMASTER has a creative influence on D&D. They're two different statements entirely. And when he and Jonathan Tweet both say that they took most of 3.0 from older D&D and Ars Magica, I will choose to believe them, rather than the speculations of people with a vested interest in promoting Rolemaster so their own games can poach off of D&D's fame.

Nisarg
You certainly are very aggressive about this topic. You're splitting some pretty fine hairs by saying influencing Monte is different than influencing D&D, but I understand what you mean. As far as "poaching" off of D&D's "fame", I guess I don't see it. As far as I'm concerned taking some of the best parts out of the RM system and combining them with the best parts of 1st and 2nd edition D&D can only make a better game than what came before. I love RM2 (and RMSS to a lesser extent), but I don't see myself going back to those systems anytime soon. D&D3 is just so much more playable, IMHO, and a lot easier to teach to new players.
 

Reading the new Warhammer and looking over Advanced Careers, it reminded me of them in the previous edition. Did other games have advanced careers in them or are prestige classes pretty much a direct lift off of that idea?
 

Nisarg, your premise is off. I don't care for Rolemaster one bit, I played it (RM2) some back in the day and it was okay and interesting and a nice change of pace from AD&D, but I've since come to dislike any game that has a significant amount of "crunch" (which in my book means anything with more rules than Basic D&D, and I mean the original Basic & Expert books, not the Rules Cyclopedia). But despite this, the skill system in D&D 3e immediately reminded me of the one in RM2's Character Law & Campaign Law, when I first glanced through the SRD. Whether or not they were inspired by it is neither here nor there as far as I'm concerned. The similarities are striking, and that's all that matters in the end (maybe it's just a weird coincidence). Either way though, I don't care because I consider both systems (D&D 3e and Rolemaster) to have some mechanics that are interesting in theory, but fall flat on their face in practice. But, as always, YMMV and all that.
 

JoeGKushner said:
Reading the new Warhammer and looking over Advanced Careers, it reminded me of them in the previous edition. Did other games have advanced careers in them or are prestige classes pretty much a direct lift off of that idea?

Nope, Basic D&D already have Prestige Classes, although the term was introduced in d20. Following the D&D Rules Cyclopedia, 9th level Clerics may opt to became Druids, in the same maner as 9th level Figthers may opt to became Paladins, Avengers, or Knights.
 

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