Play Is Paramount: Discuss

Rolemaster is great! I love Rolemaster and I agree with you. BUT there are some occasional parts (XP, potential stats, the versions that average three stats to determine the stat bonus) where the simulationism has taken priority over the playability. A very small part of a fantastic whole, though.
There are certainly parts of the system I felt needed improving and which I have changed for my own needs, but that's a matter of my preferences, not any objective truth about excessive simulation. There's no objective line where a rule or system moves from playable to cumbersome -- it's a fuzzy zone where we each set our limits based on our interests and inclinations.

Regarding your three examples: The default EP system I find overly cumbersome these days, but in the past I experienced genuine enjoyment when doing those calculations. Potentials I've always been a fan of and I'm surprised to see you list them as a problem (I prefer the RM2 generation method, but the RMSS advancement method). Averaging three stats is the way I ran RM2 and we didn't find it too cumbersome, although the addition of three stats method in RMSS is an improvement, IMO.
 

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There are certainly parts of the system I felt needed improving and which I have changed for my own needs, but that's a matter of my preferences, not any objective truth about excessive simulation. There's no objective line where a rule or system moves from playable to cumbersome -- it's a fuzzy zone where we each set our limits based on our interests and inclinations.

Regarding your three examples: The default EP system I find overly cumbersome these days, but in the past I experienced genuine enjoyment when doing those calculations. Potentials I've always been a fan of and I'm surprised to see you list them as a problem (I prefer the RM2 generation method, but the RMSS advancement method). Averaging three stats is the way I ran RM2 and we didn't find it too cumbersome, although the addition of three stats method in RMSS is an improvement, IMO.
The Temp/Potential is realistic to a point, and kind of assumes a younger start than we think of today...
but it's cumbersome.
I found averageing three stats realistic but cumbersome - hence the spreadsheet.
Automatic calculations makes RM so much more playable. Especially with modern, "Blank isn't axiomatically equal to 0" spreadsheets.

The problem with MERP/RM/SM is getting to the play portion of the experience. For many of my players, the excellent ease of play wasn't worth the character gen hassles.
 

The Temp/Potential is realistic to a point, and kind of assumes a younger start than we think of today...
but it's cumbersome.
To be honest, one of the best parts of Temp/Potential for me is simply that the players enjoy seeing their stats go up when they level (and, to be honest, a stat occasionally dropping makes for an interesting wrinkle). The degree to which it accurately simulates anything is a lesser concern, IMO. In any case, rolling stat gains once per level isn't that much of an issue (although, perhaps more so if you're averaging stats in RM2 and using paper sheets).

I found averageing three stats realistic but cumbersome - hence the spreadsheet.
Automatic calculations makes RM so much more playable. Especially with modern, "Blank isn't axiomatically equal to 0" spreadsheets.
We used paper back in the day, with ridiculous 8 page character sheets when I was running RMSS. For whatever reason, it was never a problem, although now I struggle to comprehend how we did it back then.

These days, my RM character sheets are by far the most complex spreadsheets I've ever created, but they work wonders. Our group tends to use spreadsheet character sheets for every game now, even simple ones.

In my current game, I also have all my attack and crit tables set up in Obsidian with quick links between pages. I was always fairly good at managing all the combat stuff (the one time I experimented with sharing the load around the table, I found that actually just slowed things down), but it's even faster now,

The problem with MERP/RM/SM is getting to the play portion of the experience. For many of my players, the excellent ease of play wasn't worth the character gen hassles.
Which takes me back to my main point -- these trade-offs are a personal matter, and we're all entitled to set our limits wherever we're comfortable. There is no single, true, correct ratio to be aiming for.
 

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