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Why are ranks limited?
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<blockquote data-quote="Inez Hull" data-source="post: 752940" data-attributes="member: 5114"><p>Our gaming group recently went back to playing Rolemaster for a change of pace..... and yes <em>pace</em> is definitely the operative word. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> We will likely resume playing D&D soon but the one great benefit of rolemaster that we will really find lacking is the depth of detail on your character - mechanics wise. A first level rolemaster character seems so much better fleshed out than a D&D equivalent. There is also more scope for specialisation in RM but it doesn't seem to break the game balance.</p><p></p><p>I'm considering keeping a cap on skills but maybe upping it a tad. At present, a first level rogue for example has enough skill points to put three or four points into a broad smattering of skills which results in a certain level of uniformity in characters. Now I realise that there are enough skills in D&D that there is scope for taking fairly differnt skill sets and also having different character backgrounds, but personally I like to be able to see the differences when looking at the character sheet. Perhaps a maximum of eight points in a skill on first level and those points beyond the first four cost double? </p><p></p><p>I would appreciate any thoughts or suggestions as our group will probably look at making some sort of decision on this next time we play.</p></blockquote><p></p>
[QUOTE="Inez Hull, post: 752940, member: 5114"] Our gaming group recently went back to playing Rolemaster for a change of pace..... and yes [i]pace[/i] is definitely the operative word. ;) We will likely resume playing D&D soon but the one great benefit of rolemaster that we will really find lacking is the depth of detail on your character - mechanics wise. A first level rolemaster character seems so much better fleshed out than a D&D equivalent. There is also more scope for specialisation in RM but it doesn't seem to break the game balance. I'm considering keeping a cap on skills but maybe upping it a tad. At present, a first level rogue for example has enough skill points to put three or four points into a broad smattering of skills which results in a certain level of uniformity in characters. Now I realise that there are enough skills in D&D that there is scope for taking fairly differnt skill sets and also having different character backgrounds, but personally I like to be able to see the differences when looking at the character sheet. Perhaps a maximum of eight points in a skill on first level and those points beyond the first four cost double? I would appreciate any thoughts or suggestions as our group will probably look at making some sort of decision on this next time we play. [/QUOTE]
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Why are ranks limited?
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