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<blockquote data-quote="Lizard" data-source="post: 4402160" data-attributes="member: 1054"><p>I completely (Heart) Rolemaster, but it scares off so many people I'm unlikely to play it. The 1995 revision -- RMSS -- is probably the best, as it fixes several issues with the older version (namely, first level characters are fairly survivable) while still retaining a lot of the detail.</p><p></p><p>It scales very nicely from 'peasants with pitchforks' to 'demigods at war', and while it's very very rare, a kobold with a rusty knife CAN kill the mightiest hero on the planet. The Talents system (expanded in Talent Law) offers you a lot of room for customization. The large number of classes and training packages allows you a great deal of flexibility, and the fact any character can learn any skill (albiet with difficulty) frees you from many of the limits of a class based system.</p><p></p><p>On the downside, the "Percentage of action" movement system has always been very difficult for me to grasp, and character creation can take a VERY long time. Healing is slow and painful, and you can end up with broken legs or missing eyes that will plague your character for a long time. The game has evolved only a bit from the early 80s version, and while it's been expanded, cleaned up, balanced, and revised, at its core, it has a lot of the design elements that marked that era. (D&D 4e, by contrast, has almost no mechanics in common with AD&D 1e).</p></blockquote><p></p>
[QUOTE="Lizard, post: 4402160, member: 1054"] I completely (Heart) Rolemaster, but it scares off so many people I'm unlikely to play it. The 1995 revision -- RMSS -- is probably the best, as it fixes several issues with the older version (namely, first level characters are fairly survivable) while still retaining a lot of the detail. It scales very nicely from 'peasants with pitchforks' to 'demigods at war', and while it's very very rare, a kobold with a rusty knife CAN kill the mightiest hero on the planet. The Talents system (expanded in Talent Law) offers you a lot of room for customization. The large number of classes and training packages allows you a great deal of flexibility, and the fact any character can learn any skill (albiet with difficulty) frees you from many of the limits of a class based system. On the downside, the "Percentage of action" movement system has always been very difficult for me to grasp, and character creation can take a VERY long time. Healing is slow and painful, and you can end up with broken legs or missing eyes that will plague your character for a long time. The game has evolved only a bit from the early 80s version, and while it's been expanded, cleaned up, balanced, and revised, at its core, it has a lot of the design elements that marked that era. (D&D 4e, by contrast, has almost no mechanics in common with AD&D 1e). [/QUOTE]
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