Category Archives: House Rules

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I’ve never really warmed to Rolemaster’s archetypal blaster, the Magician. In the spirit of full disclosure, I should add that I’ve never liked any character that concentrates primarily on ‘blasting’, in any system, unless the blasting is interesting, like firing a swarm of wasps or an ethereal bolt that causes the target to blink in and out of their current dimension.  My problem with the Magician, however, is more specific: at the risk of sounding pompous, I feel that the Magician does violence to the richness and potential of the elements. One of the things I really liked about the Elemental Companion was the wide and fascinating range of elemental effects available to players (although the generic nature of the lists represented, I felt, an opportunity lost).

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Back from vacation and thought I would dip my toe back into blogging with a short deconstruction article! Today I wanted to address “Daily X” items and the mechanics around it.

When I first started with RM, the Daily X magic items were great: they softened the power of traditional permanent items found in D&D and they worked well with the Imbedding spell lists. These items were also a great way to augment player shortcomings or add spell capability to non-magic users.

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I continued to be a big fan of RM/SM until 1989. I could see ways to do just about every gaming setting, and several non-gaming settings (Aliens, Dune, etc.) using those rules. But, something happened over the summer of 1989. I was at DragonCon, and a naval war gamer challenged me that if I need more than 1 sheet of paper (4 pages) for rules, for a war game, then that was too many. The more I thought about it, the more I couldn’t get away from the idea of minimalism.

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I have spent my down time over Christmas working on a spreadsheet to create attack tables in the most usable format we have seen so far.

The biggest issue with RMU for me has been the size rules. There were two issues really, firstly, in incessant math required to even work out how much damage an attack does. It may be relatively simple math but it is a mechanical step that slows down almost every attack. In fact it is more than one step as a quick calculation is needed to work out the size of the attack before the attack roll and then a calculation after the attack roll to calculate the damage. Size also still effects the OB and DB of the targets, according to Beta 2 but that may have changed and it then adjusts the critical.

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You will be glad to know that I am not actually here on Christmas morning writing a blog post. For me it is Christmas eve and family are all dozing on the sofa after lunch.

I am spending any boring moments reading up on RMU as I have not used it much. I have decided on a few rule choices and house rules.

  1. First up it is definitely a No Profession game.
  2. No Passive bonuses from skills such as footwork, running and Shields
  3. Stats will be point buy.
  4. Skill Costs, the 9/12 (Combat Skill #4 and Closed lists) will be 7/10.

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I know for certain that it is a damn sight faster to get things done if you just do it and then ask for forgiveness afterwards.

Here is my dilemma and objective. I spent last evening rereading all of JDales ‘New Tables’ thread to try and come back up to speed with RMU. The motivation is to try and put together a set of rules I am happy with that use the rules as close to what will be in the final released game as possible.

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I had a strange week last week. I was away at the weekend and ended up spending the entire week trying to catch up with what I should have done over the weekend and so I was a busy week. The end result was that I quite simply forgot to post something on Friday. I don’t think I have ever simply forgotten before!

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Happy Holidays and Seasons Greetings! This is going to be a short post and not as well thought out; I wanted to link to a few RMForum comments and the ICE website is still down with an expired domain. (That’s not good for brand equity). So while I wanted to dive deeper into skill bonus and penalty ranges I’m going to skim over that for now and just open up any thoughts on d100 resolution.

While Rolemaster is a d100 system, success is measured in a variety of ways and using some different mechanics.

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Today I’m looking at the ‘problem’ of skills in RM: consolidated skills (of which RMFRP is the paradigmatic version, and which appears to be a certainty in the new version, although with far less skills) or individual skills, each with their own development cost, as was the case in RM2. Let me nail my flag to the mast: I am rather more in favour of individual skill costs, primarily for the tremendous variety and granularity they offer. You simply can’t get that under the skill category system (although the RMFRP rules do allow a certain amount of tweaking, and my rather freewheeling interpretation of the talent rules enabled more).

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For me, one of the great innovations in early RMU Betas was the new sizing/scaling rules. Of course, much of that rule was modified due to player feedback, but the core idea is still incredibly useful as a scaling and informational tool for the game. In it’s basic form, the size scaling allowed for damage adjustments between combatants of differing sizes. Player feedback argued that on the fly adjustments added to much work to the game flow, and subsequent RMU beta’s incorporated size differentials into the weapon charts. However, the size rules can be applied to more than melee attacks. What information does/can a Size impart: