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<blockquote data-quote="Urbannen" data-source="post: 4401057" data-attributes="member: 7643"><p>I recently played in a RMFRP/RMSS game. (I didn't play long since the other players' characters got killed and were replaced by assassin dark elves that didn't really mesh with my original animist <img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" />)</p><p></p><p>The comments here have been pretty positive, but RM has some definite negatives, too. </p><p></p><p>1. They say RM is customizable. However, it is even more a class-based system than D&D. You can't multi-class in RM. It's not usually adviseable to create an "non-standard" version of your character class. There are just a lot more classes to choose from.</p><p></p><p>2. My feeling is that the base RM rules do not give characters enough skill points. It is very hard to get a well-rounded character without sacrficing your non-DP stats. RAW, you need very high skill modifiers to succeed at even basic tasks, which means you have to max out your skills to be effective. This encourages specialization, not customization. </p><p></p><p>3. Spellcasting is hard. Very hard. For example: It takes three rounds to cast your most powerful spells without a penalty. Then the system seems to favor spell-targets and not spellcasters when it comes to resistance. That's for starters. </p><p></p><p>4. There is a rule that makes it very expensive to learn more than five spell lists per level. However, you can learn up to three ranks without a penalty. But you're penalized if you cast a spell that's higher than your level?!? One of RM's strengths is its wide selection of spells. Many of the spell lists are utility-oriented. It is not easy to sacrifice precious skill points to learn them. It's even worse in the basic RM system where you pay points to have the <em>chance</em> to learn a list, many of whose spells you may not be of sufficiently high level to cast. </p><p></p><p>It is especially difficult for semi-spellcasters to learn a variety of spell-lists.</p><p></p><p>5. The rule books are poorly organized. There are lots of charts, which would be OK if it was easy to find the ones you need. There is no one place that has all the rules and charts needed for spellcasting. You also have to be pretty smart to figure out the Moving Maneuver system. I am talking about RMSS/RMFRP here. Maybe other versions are better. </p><p></p><p>6. You can't really play the skills system as written. There is no such thing as an untrained skill and you get a base -30 for a skill you're not trained in. In theory, almost everything requires a skill roll, and it's very hard to get a success without a high bonus. Again, this is RMSS/RMFRP. I think most DMs just eyeball skill rolls and ignore skill checks if the characters aren't trained. </p><p></p><p>7. Because of the crit system, the party needs at least one dedicated healer, such as a cleric or lay healer. No UMD to use a wand of cure light wounds! And even a dedicated healer will not always be able to get the job done. </p><p></p><p>The good stuff?</p><p></p><p>1. Nice Tolkienesque flavor.</p><p></p><p>2. Spell lists are not just for combat - they have RP applications. </p><p></p><p>3. Combats are interesting because of the crit system</p><p></p><p>4. Magic system with 3 realms is flavorful.</p></blockquote><p></p>
[QUOTE="Urbannen, post: 4401057, member: 7643"] I recently played in a RMFRP/RMSS game. (I didn't play long since the other players' characters got killed and were replaced by assassin dark elves that didn't really mesh with my original animist :-S) The comments here have been pretty positive, but RM has some definite negatives, too. 1. They say RM is customizable. However, it is even more a class-based system than D&D. You can't multi-class in RM. It's not usually adviseable to create an "non-standard" version of your character class. There are just a lot more classes to choose from. 2. My feeling is that the base RM rules do not give characters enough skill points. It is very hard to get a well-rounded character without sacrficing your non-DP stats. RAW, you need very high skill modifiers to succeed at even basic tasks, which means you have to max out your skills to be effective. This encourages specialization, not customization. 3. Spellcasting is hard. Very hard. For example: It takes three rounds to cast your most powerful spells without a penalty. Then the system seems to favor spell-targets and not spellcasters when it comes to resistance. That's for starters. 4. There is a rule that makes it very expensive to learn more than five spell lists per level. However, you can learn up to three ranks without a penalty. But you're penalized if you cast a spell that's higher than your level?!? One of RM's strengths is its wide selection of spells. Many of the spell lists are utility-oriented. It is not easy to sacrifice precious skill points to learn them. It's even worse in the basic RM system where you pay points to have the [I]chance[/I] to learn a list, many of whose spells you may not be of sufficiently high level to cast. It is especially difficult for semi-spellcasters to learn a variety of spell-lists. 5. The rule books are poorly organized. There are lots of charts, which would be OK if it was easy to find the ones you need. There is no one place that has all the rules and charts needed for spellcasting. You also have to be pretty smart to figure out the Moving Maneuver system. I am talking about RMSS/RMFRP here. Maybe other versions are better. 6. You can't really play the skills system as written. There is no such thing as an untrained skill and you get a base -30 for a skill you're not trained in. In theory, almost everything requires a skill roll, and it's very hard to get a success without a high bonus. Again, this is RMSS/RMFRP. I think most DMs just eyeball skill rolls and ignore skill checks if the characters aren't trained. 7. Because of the crit system, the party needs at least one dedicated healer, such as a cleric or lay healer. No UMD to use a wand of cure light wounds! And even a dedicated healer will not always be able to get the job done. The good stuff? 1. Nice Tolkienesque flavor. 2. Spell lists are not just for combat - they have RP applications. 3. Combats are interesting because of the crit system 4. Magic system with 3 realms is flavorful. [/QUOTE]
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