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If you could revise Rolemaster?
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<blockquote data-quote="Silverleaf" data-source="post: 2435595" data-attributes="member: 30790"><p>MERP was a lighter version of Rolemaster 2nd edition (RM2) and a pretty good game if I may say so. Instead of the dozens of attack and crit tables, the MERP rulebook only had a few, so it was pretty quick to reference them. Less page flipping and all that. Heck, I think the GM screens they sold had all the tables on them. But I didn't have a screen and instead just photocopied that stuff and kept it front of me, which worked just as well.</p><p>The Moving Maneuver table you're talking about is only for resolving critical actions, *not* everyday stuff like walking around. But say, your PC tries jumping over a chasm. So the GM assigns a difficulty level to the action (eg, "hard") and then you roll your skill check, total up the modifiers, and then he cross-references the "hard" column with your numeric result. That gives the result, and tells you not only if you succeeded or failed, but also by how much. In the chasm-jumping situation, succeeding by say 75% means you plummet down helplessly, but if you got 95% maybe there's a chance you could have grabbed the ledge on the other side and tried to hand on (another action). And depending on the nature of the action, some can be retried many times, and even partial successes are helpful there.</p><p>There was also a Static Maneuver chart, for resolving actions which were strictly pass/fail in nature. Actually it wasn't so much a chart as a collection of typical modifiers, IOW the same kind of things given in the d20 SRD skill section. To resolve a static maneuver you just made your skill roll, added any appropriate modifiers, and if the total was over 100 then you succeeded (otherwise you failed).</p></blockquote><p></p>
[QUOTE="Silverleaf, post: 2435595, member: 30790"] MERP was a lighter version of Rolemaster 2nd edition (RM2) and a pretty good game if I may say so. Instead of the dozens of attack and crit tables, the MERP rulebook only had a few, so it was pretty quick to reference them. Less page flipping and all that. Heck, I think the GM screens they sold had all the tables on them. But I didn't have a screen and instead just photocopied that stuff and kept it front of me, which worked just as well. The Moving Maneuver table you're talking about is only for resolving critical actions, *not* everyday stuff like walking around. But say, your PC tries jumping over a chasm. So the GM assigns a difficulty level to the action (eg, "hard") and then you roll your skill check, total up the modifiers, and then he cross-references the "hard" column with your numeric result. That gives the result, and tells you not only if you succeeded or failed, but also by how much. In the chasm-jumping situation, succeeding by say 75% means you plummet down helplessly, but if you got 95% maybe there's a chance you could have grabbed the ledge on the other side and tried to hand on (another action). And depending on the nature of the action, some can be retried many times, and even partial successes are helpful there. There was also a Static Maneuver chart, for resolving actions which were strictly pass/fail in nature. Actually it wasn't so much a chart as a collection of typical modifiers, IOW the same kind of things given in the d20 SRD skill section. To resolve a static maneuver you just made your skill roll, added any appropriate modifiers, and if the total was over 100 then you succeeded (otherwise you failed). [/QUOTE]
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