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How Much Rolemaster in D&D?
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<blockquote data-quote="Rel" data-source="post: 2150878" data-attributes="member: 99"><p>RM2 had its own set of things that began to grate on me but it was running the RMSS combat system for several years that finally convinced me that "there's got to be a better way". The whole "Snap/Normal/Deliberate" phase thing combined with the multitude of very specific actions "Full Attack, React & Melee, etc." made it so that a single combat round took at least 15 to 20 minutes for us to resolve. And this was with a group of only 4 players who were all very experienced with the system (two of us were <strong>authors</strong> for the system!).</p><p></p><p>Our campaigns were becoming more and more focused on intrigue and roleplaying without much combat, not because we really wanted them to but because the combats had become so laborious. We began to identify the fact that we missed "mixing it up" more than we had realized.</p><p></p><p>After we were exposed to 3E, we quickly began to try and incorporate elements of the combat system (cyclic initiative and fewer action options for example) as a means of speeding things up. But we soon realized that this was way too much work and we'd do better to try out 3E on a "trial basis" for a while.</p><p></p><p>Well we haven't played a single session of RM since that night and none of us are interested in going back there.</p></blockquote><p></p>
[QUOTE="Rel, post: 2150878, member: 99"] RM2 had its own set of things that began to grate on me but it was running the RMSS combat system for several years that finally convinced me that "there's got to be a better way". The whole "Snap/Normal/Deliberate" phase thing combined with the multitude of very specific actions "Full Attack, React & Melee, etc." made it so that a single combat round took at least 15 to 20 minutes for us to resolve. And this was with a group of only 4 players who were all very experienced with the system (two of us were [b]authors[/b] for the system!). Our campaigns were becoming more and more focused on intrigue and roleplaying without much combat, not because we really wanted them to but because the combats had become so laborious. We began to identify the fact that we missed "mixing it up" more than we had realized. After we were exposed to 3E, we quickly began to try and incorporate elements of the combat system (cyclic initiative and fewer action options for example) as a means of speeding things up. But we soon realized that this was way too much work and we'd do better to try out 3E on a "trial basis" for a while. Well we haven't played a single session of RM since that night and none of us are interested in going back there. [/QUOTE]
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