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If you could revise Rolemaster?

JoeGKushner

First Post
Rasyr said:
Or even worse, such as going and killing cows just to get the XP from criticals delivered and such. <shudder>

Perhaps due to the leathality of the combat system and the open ended nature of the dice, I never had that problem.
 

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JoeGKushner said:
Perhaps due to the leathality of the combat system and the open ended nature of the dice, I never had that problem.

Oh hell no. Do you know how many HP a cow was likely to have? God forbid they start doing Large Crits to you. Bessie is a TPK waiting to happen!

(BTW, I sent you that e-mail, Rasyr.)
 



Numion

First Post
Staffan said:
1. Broader skills. Seriously, having "Tracking" and "Reading tracks" as separate skills is just too much. I think going as far as the skill categories in RMSS is too much, but some skills really need to be combined.

Heh. My favourite RM skill was Pole Vaulting, from Companion 2. Never knew anyone who took it, though.

My suggestion is that dont dumb it down too much. It is supposed to be the definitive Rulemonster, Chartmaster or whatever ;)
 

glass

(he, him)
I don't really know anything about RM, except what I have read here or on rpg.net, but...

Rasyr said:
In discussions on the ICE forums, I have mentioned that I think that this means truncated combat tables, with the attack matrix and the crits on a single page (much like the HARP product 'Hack & Slash'). With something like that, we could then do an Arms Law supplement that expands upon this, and allows players to get the extra, larger tables if they want.

...gives me an idea.

What if you made the extended tables in Arms Law strictly better than those in the core rule book, but tied them in with a advantage/feat/talent/skill/whatever, equivalent of weapon spec. This targets the added complexity where it would be most welcome (ie -on characters specialising in combat), without inflicting it on diplomat or mage characters.


glass.
 

Rasyr

Banned
Banned
Numion - I actuall had characters take Pole Vaulting, and use the skill. I often tended to play shorter races and use a stave of some sort, and any time we would come across a pit in the middle of a dungeon corridor or something like that, I was prepared. I couldn't jump far due to height, but I could pole vault across such obstacles..... :D

glass - interesting idea....
 


Numion

First Post
Rasyr said:
Joe, streamlining XPs would be a given. In fact, any RM revision would most likely just lift the XP system straight from HARP. Thus be a goal oriented XP system. That allows for the most flexibility overall, as then those who want combat oriented games can have them, while those who want to play politically oriented or non-combat games can still use the same system without any modifications.

C'mon man! Dont do that. Goal oriented RP system is good for warhammer fantasy roleplay or such games, but not for the quintessential rules game. Just make it a bit simpler, but I see nothing wrong with gaining extra XP from surviving a bad critical. Or for causing them.

Critical charts were for our group at least, and important part of the Rolemaster experience. It was always great rolling a 'double six' or 00 on the chart. Shouldn't the XP system reflect this strength of the system?

Goal driven XP system would just be a cop out. No, it does not fully support both styles of play - hack'n'slash (for which RM is plenty suited) needs an XP system with codified rewards for your deeds.
 

Numion

First Post
Rasyr said:
Numion - I actuall had characters take Pole Vaulting, and use the skill. I often tended to play shorter races and use a stave of some sort, and any time we would come across a pit in the middle of a dungeon corridor or something like that, I was prepared. I couldn't jump far due to height, but I could pole vault across such obstacles..... :D

I wanted to take it too, just to show off to the other PCs, but I always seemed to find much better uses for the skil - sorry, development points, weren't they? :)
 

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