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If you could revise Rolemaster?
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<blockquote data-quote="Staffan" data-source="post: 2434591" data-attributes="member: 907"><p>These are just things from the top of my head, not any sort of deep analysis of things:</p><p></p><p>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.</p><p></p><p>2. Fix things to most spellcasters can have an offensive spell at first level, that doesn't take multiple rounds to cast. It would be nice to, as a part of the broadening of skills above, combine all the Directed Spells skills into one, so an offensive spellcaster doesn't have to start over learning his "weapon skill" every time he gets a new offensive spell.</p><p></p><p>3. Possibly go over to making skill rolls on an open-ended d20. That's mostly because most people can add 14+8=22 a lot faster than they can add 69+44=113. I can see where many of the old-time fans might object loudly to that, though.</p><p></p><p>4. What other people have said - streamline attack tables and maneuver tables. The attack tables themselves is part of what makes Rolemaster into Rolemaster, so I wouldn't abandon them completely, but some combination of (a) fewer armor types, (b) fewer weapon tables (both these could possibly be reduced to where they are in MERP, which has 1H slash, 1h crush, 2H, and ranged vs. no armor, soft leather, rigid leather, chain, and plate), and (c) combine table results (e.g. 66-70 instead of 66, 67, 68, 69, 70).</p><p></p><p>As for things you should keep: Attack/maneuver tables in some form, crits, 1-100 stats that lead to bellcurved modifiers, and classes that buy different skills at different rates. To my mind, those are the things that define Rolemaster as its own thing instead of just a D&D knockoff.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2434591, member: 907"] These are just things from the top of my head, not any sort of deep analysis of things: 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. 2. Fix things to most spellcasters can have an offensive spell at first level, that doesn't take multiple rounds to cast. It would be nice to, as a part of the broadening of skills above, combine all the Directed Spells skills into one, so an offensive spellcaster doesn't have to start over learning his "weapon skill" every time he gets a new offensive spell. 3. Possibly go over to making skill rolls on an open-ended d20. That's mostly because most people can add 14+8=22 a lot faster than they can add 69+44=113. I can see where many of the old-time fans might object loudly to that, though. 4. What other people have said - streamline attack tables and maneuver tables. The attack tables themselves is part of what makes Rolemaster into Rolemaster, so I wouldn't abandon them completely, but some combination of (a) fewer armor types, (b) fewer weapon tables (both these could possibly be reduced to where they are in MERP, which has 1H slash, 1h crush, 2H, and ranged vs. no armor, soft leather, rigid leather, chain, and plate), and (c) combine table results (e.g. 66-70 instead of 66, 67, 68, 69, 70). As for things you should keep: Attack/maneuver tables in some form, crits, 1-100 stats that lead to bellcurved modifiers, and classes that buy different skills at different rates. To my mind, those are the things that define Rolemaster as its own thing instead of just a D&D knockoff. [/QUOTE]
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