Most frustrating quirk of 5E?

Blue

Ravenous Bugblatter Beast of Traal
The way the system works is the skill list is available to all characters, and its a big list. It includes weapons skills, magic skills, knowledge skills, etc. Classes give you a list of skills that cost less. Each levels give characters skill points to spend.


This way casters can buy armor skills but it will cost them a lot more then a fighter. Fighters can buy magic skills but will be expensive.


This good enough for a rough understanding?

Got it, thanks. Skills, proficiencies and (partial? all?) magic are wrapped un into a single system, and no one is barred. Classes provide discounts on these around a theme.

So you can build the armored wizard, or the duelist with a bit of magic - it just costs more to go out of your specialty.

(Also seems that this would address a 5e complaint I've seen about Dex fighters having "wasted" heavy armor proficiency - in this case they wouldn't have to buy it, even if it's cheap.)

Nifty. Seems really flexible for building the character you want, and growing in different ways over time.

Do you see a lot of repeat cherry-picking? To use a 5e description, would you see most melee combatants able to cast the Shield spell?
 

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Yardiff

Adventurer
Got it, thanks. Skills, proficiencies and (partial? all?) magic are wrapped un into a single system, and no one is barred. Classes provide discounts on these around a theme.

So you can build the armored wizard, or the duelist with a bit of magic - it just costs more to go out of your specialty.

(Also seems that this would address a 5e complaint I've seen about Dex fighters having "wasted" heavy armor proficiency - in this case they wouldn't have to buy it, even if it's cheap.)

Nifty. Seems really flexible for building the character you want, and growing in different ways over time.

Do you see a lot of repeat cherry-picking? To use a 5e description, would you see most melee combatants able to cast the Shield spell?


Havent been able to play for very long those time we did play so not enough exp to judge. Also the Roll Master shield spell need to be cast once per opponent, you pick a target and that shield interposes between you and that target. Havent played in decades so don't remember a lot of system that well.

Magic is hard to cast in armor so not to many fighters spend to skills points to grab it.

Combat was very different then D&D of course. What damage you deal from an attack was based off the weapon you used and how well you hit.

Roll Master is definitely not for the casual player.
 



5ekyu

Hero
It should be call "Table Master" and it was the most complicated and ridiculous RPG ever created. It started out as "Arms Law", "Spell Law", "Claw Law". It used a %dice system and literally every roll had to be looked up on a table. Crits and Fumbles were common in the system and created the silliest results possible.

I think it eventually morphed into the MERP system. You are better off using GURPS as it has much more detail without the complications and silliness of that system.
"We thought we had gone too far when we published the Midwifery critical chart, but the fans loved it, so, guess not."

Actual RoleMaster designer/writer comment.
 

5ekyu

Hero
"Interesting... curious about your results with these, if you are inclined to share.

Regarding 9, the 6-8, since it's just an expression of an estimation of how long a party can go without running low on resources and not a rule or even a recommendation/requirement for anyone's game to follow or strive to, it has not affected my game in the least even tho I never used it.
How did it affect yours? "

- We like a game that is more challenging, and more story driven i.e. less "superheroesque". Our experience was using 6 to 8 encounters made the story fade into the background and highlighted combat and not using it allowed the opportunity for characters to "nova" and take the challenge out of combat. We have struggled with this for years, having experimented with Gritty Realism, etc and not allowing long rests unless you were in a town (which . Now we have pulled back from Gritty realism and have implemented healing as described in #1.

"1.The overnight heal is just ridiculous. In fact, in our group we mockingly call it “moonbeam” healing and have home ruled it out of the game, replacing it with Con bonus +1, min 1 healing per night."

How was your game different after you made that change in actual play? What good or bad results came from the change? Did it add a whole extra day of healing to some of the the most heavy of battles (assuming spending half-HD and then healing spells) or not even that? "

- We just made the change a few sessions ago and so far the results have been satisfactory. This process has had the benefits we were looking for, which were making Clerics/healers important while keeping the challenge up in fights.

"2.Whack a mole healing in combat. Our group left that in, but added a level of exhaustion for each time a character is dropped to 0 HP."

"How was your game different after you made that change in actual play? - The intensity of someone going to 0 HP, and the desire to prevent it, increased dramatically because we do not have a way to remove exhaustion levels yet. This has made combat more engaging since the stakes are higher.

What good or bad results came from the change? Did this discourage pressing on once someone got an unlucky drop and drive towards more short workdays or did they fight on with exhaustion? Did it encourage leaving someone down and making saves as opposed to getting them up and risking another hit dropping them again producing a second level of exhaustion? "

- We have had deadlines in our adventures since implementing the exhaustion aspect to HP drops to prevent excessive resting and preventing the players from shortening the workday. To date, we always bring someone up when they go down because we implemented a -10 HP = death, no saves rule as well, (you stop at 0, then if hit again go into negative HP) so it is always better to have team members on their feet to keep the 0 HP stop in place and so they can either self heal or get the hell out of dodge and attack from range.

We have home ruled around the healing and resting mechanics because playing RAW didn't seem challenging enough without adding more combat into the adventure than we like, however, I realize these changes aren't for everyone. You also have to keep in mind that the group I play with started playing D&D with the Red Box basic set and has been playing together since about 1980 so we are pretty good at finding ways to overcome combat challenges without expending a lot of resources using environmental aspects of the combat setting to give ourselves an advantage over our foes.
Thanks.

Sounds like these combined with other changes to rules, pacing etc. got you closer to the game you wanted. Great!

We never worried about the 6-8 at all but had challenges without the other issues. But each table is different.
 

5ekyu

Hero
Got it, thanks. Skills, proficiencies and (partial? all?) magic are wrapped un into a single system, and no one is barred. Classes provide discounts on these around a theme.

So you can build the armored wizard, or the duelist with a bit of magic - it just costs more to go out of your specialty.

(Also seems that this would address a 5e complaint I've seen about Dex fighters having "wasted" heavy armor proficiency - in this case they wouldn't have to buy it, even if it's cheap.)

Nifty. Seems really flexible for building the character you want, and growing in different ways over time.

Do you see a lot of repeat cherry-picking? To use a 5e description, would you see most melee combatants able to cast the Shield spell?
RoleMaster used a system which strives on getting high results moderate rolls only got you blah mostly trivial stuff.

So even though you could build wide- armor spell guy- the cost often meant you rarely got upper end results and then not the really biggies.

So it had the appearance of being diverse but practically speaking it cost a lot in effectiveness.

Of course iirc INT increased the number of skills at each level so that was a th8ng.
 



Maxperson

Morkus from Orkus
Got it, thanks. Skills, proficiencies and (partial? all?) magic are wrapped un into a single system, and no one is barred. Classes provide discounts on these around a theme.

So you can build the armored wizard, or the duelist with a bit of magic - it just costs more to go out of your specialty.

(Also seems that this would address a 5e complaint I've seen about Dex fighters having "wasted" heavy armor proficiency - in this case they wouldn't have to buy it, even if it's cheap.)

Nifty. Seems really flexible for building the character you want, and growing in different ways over time.

Do you see a lot of repeat cherry-picking? To use a 5e description, would you see most melee combatants able to cast the Shield spell?

I'm going to make up numbers to let you know since it has been ages since I played. Let's say you level up and get 40 points to spend on skills.

A warrior wanting to train armor might have to spend 1/2/4 to get three ranks in armor that level. Warriors are good at armor. A wizard on the other hand is expected to wear robes, so he may have to spend 20. Just one rank possible per level and it costs a lot. Sure, you can step out of your role and get armor as a wizard, or spells as a warrior, but the expense is going to make it so that you move veerry slowly towards that goal and you will never be close to the other's specialty.
 

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