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If you could revise Rolemaster?
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<blockquote data-quote="Dougal DeKree" data-source="post: 2436947" data-attributes="member: 1353"><p><strong>This post is Privateers-heavy, sorry!</strong></p><p></p><p>First off: Thanx for asking at all, Rasyr!</p><p></p><p>About RM however: I only own the RM-Version that came out first, but i guess that RMSS is the same system SM<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />rivateers is using. If that is correct, I have to say the following:</p><p></p><p>- The skill system is way too complex and at the same time a player always has too few development points to build a char that can fulfill a certain roll.</p><p></p><p>- About character generation: even including a fully automated excel-spreadsheet it takes several hours. This is _no_ fun at all for the GM nor the player.</p><p></p><p>- Weapons skills should only be a group and a (+/-) to the table - so a weapons master need not learn gazillion skills to be a professional with all daggers there are.</p><p></p><p>Something about Privateers: Having to do skill-development for a robot like "ordained" by the Robot Manual is horrible. In old Spacemaster you bought the computer, then had a look at what programs could be afforded - which feels realistic. Not having any example-standard-robots at all didn't help either! Which is something i found to be true about all books of the privateers series: The examples, if given at all, tend to evade the most complex parts.While i like the rules for building starships nearly as much as the old ones, I feel cheated by the exmples given. Take a look at the Vehicle Manual's rules to create a Starship. Mr. Defendi gives one example, where he builds an under 100t spacefighter. How convenient - this leaves the reader alone in figuring out, how that big table concerning percentages for reinforcements is thought to work (it took me several tries to come to a sensible solution). Later on several other aspects, that only come up with bigger ships, this becomes even more annoying. After a week of i thought i had found out how it works - and tried to rebuild the ships stats in the other chapters - i didn't succeed once. Such inconsitencies _really_ shouldn't occur.</p><p></p><p>Give the reader a chance to understand the system he wants to work with!</p><p></p><p>What you should not do: Change tables in RM like what happened in Blaster Law. One table for each single weapon with the instructions to create your own tables. No way. Lots of gamers tend to have little time (one needs to work to be able to buy all these books, right?) and the table you attached goes into the right direction, i think. One table for projectiles, one for energy weapons etc. _must_ suffice!</p><p></p><p>What is a must: keep the system as deadly as it is! Our group usually plays D20 and was astonished how fast one can die in Spacemaster. This actually reduced the number of conflicts and improved roleplay! How? Now even agressive players try to solve problems diplomatically before pulling the trigger! I found that to be true for Rolamester, too.</p><p></p><p>So, enough ranting for now. I hope i didn't anger anyone (especially Robert J. Defendi!)</p><p>Dougal</p></blockquote><p></p>
[QUOTE="Dougal DeKree, post: 2436947, member: 1353"] [b]This post is Privateers-heavy, sorry![/b] First off: Thanx for asking at all, Rasyr! About RM however: I only own the RM-Version that came out first, but i guess that RMSS is the same system SM:Privateers is using. If that is correct, I have to say the following: - The skill system is way too complex and at the same time a player always has too few development points to build a char that can fulfill a certain roll. - About character generation: even including a fully automated excel-spreadsheet it takes several hours. This is _no_ fun at all for the GM nor the player. - Weapons skills should only be a group and a (+/-) to the table - so a weapons master need not learn gazillion skills to be a professional with all daggers there are. Something about Privateers: Having to do skill-development for a robot like "ordained" by the Robot Manual is horrible. In old Spacemaster you bought the computer, then had a look at what programs could be afforded - which feels realistic. Not having any example-standard-robots at all didn't help either! Which is something i found to be true about all books of the privateers series: The examples, if given at all, tend to evade the most complex parts.While i like the rules for building starships nearly as much as the old ones, I feel cheated by the exmples given. Take a look at the Vehicle Manual's rules to create a Starship. Mr. Defendi gives one example, where he builds an under 100t spacefighter. How convenient - this leaves the reader alone in figuring out, how that big table concerning percentages for reinforcements is thought to work (it took me several tries to come to a sensible solution). Later on several other aspects, that only come up with bigger ships, this becomes even more annoying. After a week of i thought i had found out how it works - and tried to rebuild the ships stats in the other chapters - i didn't succeed once. Such inconsitencies _really_ shouldn't occur. Give the reader a chance to understand the system he wants to work with! What you should not do: Change tables in RM like what happened in Blaster Law. One table for each single weapon with the instructions to create your own tables. No way. Lots of gamers tend to have little time (one needs to work to be able to buy all these books, right?) and the table you attached goes into the right direction, i think. One table for projectiles, one for energy weapons etc. _must_ suffice! What is a must: keep the system as deadly as it is! Our group usually plays D20 and was astonished how fast one can die in Spacemaster. This actually reduced the number of conflicts and improved roleplay! How? Now even agressive players try to solve problems diplomatically before pulling the trigger! I found that to be true for Rolamester, too. So, enough ranting for now. I hope i didn't anger anyone (especially Robert J. Defendi!) Dougal [/QUOTE]
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