Navigator RPG -Live!

“He who embarks on that fickle sea, requires to possess the skill of the pilot and the fortitude of the navigator, and after all may be wrecked and lost, unless the gales of fortune breathe in his favour.”

Scott, Walter. The Complete Novels of Sir Walter Scott

If you need a laugh, bypass this entire post and go straight to the video at the end!

I want to talk about a few things today. The first if that I am really excited about Navigator RPG. The game has reached release and is live on DriveThruRPG. The game is a free (Pay What You Want) PDF and is also available in full colour softcover and hardback editions.

But why do you care, this is not Rolemaster?

Because it is a complete rebuild going back to the original sources, or close to, and creating everything a new.

There is a huge amount that you will recognise.

Players select their race, they are called Species in the SF version, a culture, their profession, they roll all their stats on d100 and then spend Development points to buy skills.

There is stuff in here you will instantly recognise. You have your stats, professions and skills.

You have maneuvers, attack tables (one table per weapon) and critical tables.

The game is also a toolbox. When I talk about species, they are built out of talents and flaws, but I also show how to make your own. So I provide a few to get you playing and give you the tools to make as many as you want.

The same hold true for cultures and professions.

Everything in here is intended to be extended by the GM.

Open Gaming

Equally as important is the fact that this game is covered by the Open Gaming License. It means that anyone can take what I have done, add to it, change it, publish it even sell it.

Even if ICE were to disappear tomorrow, and forever. If someone bought up the Rolemaster IP and said they were never going to write another thing for it. You can use these books to play Rolemaster, well technically, Space Master but there is more to come.

Pilot RPG

The quote at the top of this article is a quote by Sir Walter Scott, from Rob Roy. This game is Navigator RPG. The next book will be the Fantasy version. That is Pilot RPG, but more ships pilot rather than fighter pilot. There are also going to be some draconic mounts involved.

Finally…

For a bit of light relief I am not going to embarrass myself.

I have started a YouTube channel. It is mainly about the stuff I make and the mistakes that happen along the way. There is going to be quite a bit of Rolemaster in there, as you may have guessed I quite like the game.

The first few videos are desperately poor! I tried and failed to make an unboxing video for Navigator RPG.

Here it is. Please consider subscribing to the channel. When I started this blog I think I wrote twice a week for a year before anyone commented on a post. Starting out can be a bit like stumbling around in the dark, without feedback.

I promise the videos will get better over time!

Nasty, Evil Plots!

I like to think of plots as a mix of two completely different ingredients. The first is a really simple structure making them easy to manage, even after the first contact with the player characters.

The second is just enough chaos, mayhem and evil doings to make the plot worthwhile in completing. Assuming most players characters and party’s are good, of course.

I have always been a fan of post-it notes. I have started to write my plot structures using five post-its.

  1. Plot Hook and initial barrier
  2. A non-combat challenge
  3. Obstacles to overcome
  4. A major final encounter
  5. An unexpected twist or gateway to further adventure

The point of the post-it note is that I can stick to the page of my GM notes at the place where there could be an interesting side plot.

If the characters stroll right on past the plot hook, it goes back in my folder for another day.

There are two big gains in this, from a campaign point of view.

  1. I can create adventures separate from the actual campaign’s overarching plot. Salt them into the game sessions and let the players do what seems natural.
  2. Tweaking a plot hook to make it seem new is minor, so unused plots can be reintroduced at a different point, at which time the characters may want to bite on the hook.

This is not railroading. I am not saying “I have written this and you will play it, like or not!” It is more a case of keeping fresh options open to the characters. Every session can easily offer up three or more side quests which may make perfect sense to the characters.

The actual structure is designed to behave more like a cake than like a recipe. It is not a step by step order of events. It is more like ingredients. Just as you cannot get the egg our of a cake once you have made it. So obstacles are an intrinsic part of a great adventure.

The structure means that most character professions, if you use them, can play a role. Only one element of the structure implies a fight or battle. It could be that your barbarian struggles with all the other elements except the fight, whereas you healer may revel in everything bar the battle.

Adventures should give every character a chance to shine. Using the structure as a remember to build more than just a list of combat encounters is a useful reminder.

I like to think of it as five opportunities to be horrible to the characters, just as they are likely to be horrible to your villain. Remember it takes a lot longer to create an evil necromancer than it does for the party to kill them!

Your Voice

With the ICE Forums apparently self isolating, means there is no where for people to ask questions, sign post other fans to great/interesting/amusing resources or any of other things that we used the forums for.

To that end, I want to extend the blog to anyone who wants to use it.

A blog is not a forum, which makes it a little less wieldly but…

If you have a question to ask, something that is going to probably gather a lot of different opinions then just ask the question as a comment under this post. I am going to ‘sticky’ this post so it remains visible.

Each question I will turn into a post of its own, probably one per day if that seems like a suitable rate. The discussions will then grow in the comments under each question. The posts will remain for ever, as a resource to others.

Anyone who wants to write in a long-form. There have been a few people who like to share campaign information or ideas, for example. If you register with the blog and then use the Contact Me link and ask to be upgraded to a Writer. I will then give you the required permissions to write your own posts and respond to comments. Using your Forum username or something similar will make life easier for everyone to join the dots.

Blogging is a lot of fun. Unlike the forum, you can use a lot more rich media, you can upload images or files without having to wait for approval, which can take a very long time on the forums.

This blog was started to try and help promote Rolemaster, but now it can also work to keep the community together.

3 Today!

Well, I am not 100% sure of the actual date but the Rolemaster Fanzine has reached its 36th issue, making it 3 years old.

Over the past three years the fanzine has changed quite a bit, but it has now settled down to a seemingly regular “An adventure plus some articles” each month.

The emphasis is very much that this is a Game Master fanzine, not for players so much. The reasoning is that the GM may well want to run the adventure and having the players read it first rarely makes for an exciting time.

I saw this month that ICE are looking for writers. If you have anything that you don’t think is substantial enough to put forward as a full on submission consider the fanzine.

I pay, on a commission share basis. I give everyone who contributes a share of the earnings through DTRPG. They deal with everything the instant each copy is sold. I suspect that there is no human involvement. You can spend you earnings as either account credit to get a discount on RPG books or withdraw it via PayPal.

When I started this blog it was just me. Over time I think we have something like 10 to 12 different writers. I would like to see the fanzine grow to have a range of voices.

In another development, fanzine-wise, I am getting all the back issues out as paperbacks on Amazon. The publication order is a little haphazard but only because the newest issues are paperback friendly. When I wrote the old issues this was not a consideration.

The current list of available paperbacks can be found on Amazon, here (UK) and here (US), and here (Canada).

It is my intention to grow this by at least two issues a month. I think I am about 20 issues behind, so I have my work cut out for me.

The point of the fanzine is that is by fans, for fans. I will accept pretty much anything from adventures, one-off articles or art.

Micro-Campaigns

During this pandemic season, a lot of people are taking their games online in roll20 or Fantasy grounds. Some of these will be regular groups who cannot meet up just moving their campaign online. Other people are reaching out to join online games with people they have never played with before.

If you are in that latter group you probably don’t want to launch into a multi-year sprawling campaign. This is where the micro-campaign or campaign seed comes into its own.

There are two great formats for this.

Micro-Settings

The GRAmel model provides an introduction to a setting, a collection of setting specific monsters, so key NPCs, maybe some new equipment or magical items and any setting specific house rules. The third part is the a detailed multi-part adventure to showcase some or all of the above.

That package then forms about 30 to 40 pages. Enough to read through in an afternoon. The provided adventure is good for a few sessions and after that you can start to do your own world building to make the micro-setting your own.

The GRAmel versions are designed for their own RPG [Adventurers!] but there is no reason not to apply the same idea to Rolemaster or Space Master. It is only a document format afterall.

Within Without Beyond

The second option is called WWB and I believe originated with Warhammer WFRP. A world is described in terms of:

  • The Enemy Within
  • The Enemy Without
  • The Enemy Beyond

In fantasy settings particularly a characters access to information about the world can be extremely limited. This format works by explaining the characters view of the world and then describing the internal threats from within their own society or culture.

The Enemy Without are threats from beyond the physical borders. They could massed armies on the borders, or political threats from rivals or invading tribes of fantastical beasts.

The Enemy Beyond is where magical or divine threats are described. Those mad cultists trying to bring dark gods back, just for a laugh, or the alignment of stars that are going to set free the devoured of worlds.

A fourth section in this format is a list of Adventure Ideas. These ideas make use of the internal and external threats to create adventure hooks that you can expand upon.

Comparing Approaches

The GRAmel method is by far the more accessible. It is one step short of pick up and play. You do need to at least read it. Beyond that you have an adventure to run there and then and all the tools needed to make it work seemlessly.

The second method is one that has greater longevity. You could not possibly interweave every thread into a starting adventure without overwhelming new players and characters. What you can do is plant seeds that you can develop later and keep slowly building the complexity of the game world. You could choose just one element for your first foray into the campaign and as the characters world view expands you bring more elements into the mix.

I cannot say which is better. I don’t believe one is better than the other. I personally prefer the GRAmel method. They are more fun to plan and write for yourself. Most people can write that potted summary of their new fantasy world. It doesn’t have to a massive campaign setting source book. Just enough to set the tone. Once you have that you swap to making monsters, then NPCs and magic items.

This method is great fun to create. Nothing is overwhelming or to time consuming. You get to hop from one thing to another as your whim takes you.

If you prefer your fantasy more epic and sweeping, then I guess that the Enemy method is going to be more your style.

If you have time to kill, why not try making a micro setting. See if you enjoy it?

RMu in Print?

I have recently been doing a lot of Print on Demand work recently and this set off a train of thought. Coupled with the fact that Ironcrown.com is broken again I started to think about physical copies of RMu.

Obviously, none of us have seen the final texts. Up until last week, it seemed that JDale was still open to making minor changes, based upon Hurin’s Gen Con feedback. So the books cannot be in editing if they are still in flux.

Assuming the text is finalized this week. Nicholas could get this edited in April.

May would be for commissioning art and final text changes.

June art would start coming back and the books could go into layout.

I would suggest that the earliest possible date to see RMu on the shelves is July 2020.

OK, I accept that that is an entirely arbitrary timeline. There is an awful lot of things that can slow it down. But assuming it not far off, we really could see RMu in 2020.

One of the things that got this thought into my head was a book I was preparing for Print on Demand. It was 123 pages and the printing cost would have been $13.12. It was my intention to sell the book for $14.99.

The print costs, in this case, were so high that I had to make a choice between increasing the sales price, to say $19.99 or making almost no money on the sale. The $1.87 profit would be split between DriveThru and me so I was really looking at less and $1.30 per sale.

The PDF has zero overhead costs and sells for $9.99.

The problem is that even selling at $19.99 I would make less money, not more, when offering a physical, and theoretically, premium product.

This book is almost exactly the same dimensions in page layout, page count and paper quality and weight as Navigator RPG will be. Selling a full game for $19.99 make more sense. I can see how that would be desirable. GMs love books.

But what would it cost to buy physical copies of the RMu books?

I am using the old Beta 2 page counts. I would expect the final books to have more pages than the beta books purely because we haven’t seen much taken out but there have been plenty of things added, Creature Law being the exception.

Arms & Character Law

The Beta is 188 pages. The final books will have art and we have seen a few more skills added. The books certainly needed some clearer explanations in places but the text held up pretty well. When I edit the page count often drops by about t10% and by the time you add in the art it typically grows by 10%. So going with the 188 pages there are two formats we could choose.

All previous Arms Laws have had black and white interiors, I have chosen the premium B/W paper.

The softcover, perfect bound Arms Law would cost $11.39, and in hardback, $15.89. That is the printing cost only.

Treasure Law

The next book is TL. It comes in at 339 pages and there have been very few suggested changes to this book, so I think we can go with that page count. Assuming that editing and art don’t shrink or grow it by much either way.

Softcover would be $19.21 and Hardback $23.71.

Spell Law

Rather like TL, I don’t think this will change much. The bulk of the book is the spell lists and even if they are all updated the number of them and format remains constant.

Softcover $26.26, Harback $30.76.

Creature Law

This is the big unknown. We all know that the book has been split into two. I believe I read somewhere that the ‘core monsters’ come in at 600 pages. This would leave about 300 pages left over for Part 2.

All the previous core monster books were about 200 to 300 pages. So it is really hard to estimate. If it is at the bottom end then the cost would be on a par with ACL. If it is up around 300 pages then it would cost about the same as TL. If it is nearer 600 pages, after art is included it would be:

Softcover $32.73 and Hardcover $37.73.

A Full Set

To buy the books you are looking at $75 to $90 simply to print them. Looking at the existing Print on Demand titles, all these figures hold up. The pricing model used by ICE is that they make a typical $5 profit on each physical sale, which adds about $7 to the purchase price. It looks like the full set in print will be a $100 investment.

Where ICE makes its money is on the PDF version of their books. Typically they are set to about 60% of the print cost, in the $15-$18 range. Where most publishers give the PDF for free with a printed book ICE doesn’t. They charge full price for the PDF even when bundled.

Given their [ICE] past pricing structure it looks like RMu will cost about $75 to buy as PDFs, $100 to buy as books and $175 to buy together. ICE would make between $20 for a full set of printed books, $50 for a full set of PDFs and $70 for a full set of bundles.

The last question is, how much money does RMu need to make to be a success?

Mystic Week

In all my years of Rolemaster, I have played one mystic and I confess to being underwhelmed by the profession.

To me, the Mystic should be what the Warrior Mage was designed to be. I liked the idea of when not in armour of having the full power of the Esseance realm to call upon, but also being able to don armour and still having magic on tap. Although it would be the more personal and subtle mentalism spell lists.

There is a great overlap between Esseance and Mentalism realms. Meaning that the Mystic can choose which version of a list to learn from either realm. It makes little sense to have the same list from both realms but you can think in terms of what do I want to have access to in a combat situation and what do I want when I am not armoured up?

The mystic base lists are where things start to lose their magic. Everything here is simply ‘been done before’. I don’t think there is a single evocative or exciting spell on any of the mystic base lists.

The ability to step into and out of armour is cool, but a magician or illusionist with Transcend armour could do it better.

The only thing going for the Mystic over an Illusionist is the Self Healing list.

Stepping from the past into the present with the RMu Mystic and I think the equation changes but I am not sure if for the better or worse.

If the finalised RMu insists on starting at 3rd level and with the spells as skills mechanic it is easy for the mystic to have a wide-ranging repertoire of spells. This is good. The general power boost that spell casters have received in RMu is also good for the mystic. The bounty of powerpoints is another help.

With Overcasting now easy and accepted as core, the mystic can have viable attacking spells from session 1. This is all good.

The downside is that they are still exceptionally boring. Everything they can do can be done better by just about any pure essence or mentalism profession.

I have played a lot of mentalism professions and the dash of essence that the Mystic brings adds so little to the mix that it is hard to get excited.

So What To Change?

I think that the mystics base lists are junk. They all need to go. The problem is what to replace them with?

Mystics are common to most cultures but at the same time they are wildly different. You could get half a dozen people in a room and get half a dozen suggestions as to what a mystic should be able to do. For me, I think of Mystics almost on a par with Astrologers or even Seers. That would make them pretty cool, but hard to GM, being able to get all the answers far too easily.

I can also see Mystics filling the role of Witch, the Witch has far more interesting base lists. The same can be said of the Beast Master, if you think in terms of spirit animals and animalistic mysticism.

I cannot help but feel that the Mystic was created as a profession to support the symmetry, we have the Channeling/Esseance Sorcerer, and the Channeling/Mentalism Astrologer. A Esseance/Mentalism profession was needed. I just don’t think the writers knew what to do with it.

I am really hoping that Hurin or Brian have some awesome base lists for the Mystic. I want to love this profession. I also want to see their take on what a Mystic is.

Warrior Mage vs Elemental Warrior

I was away last week on one of my gaming weekends, GMing for my group i have played with since school.

The game is mostly RM2 but with the RM Classic core books replacing Character & Campaign Law, and the Combat Companion replacing Arms Law for most fights. When I am running the big end of level bosses I revert back to Arms Law for the combat and critical tables.

In the party, we have an old-style Warrior Mage and a combat companion Elemental Warrior.

The most striking difference between the two is the lack of utility in the Warrior Mage. By that, I mean that the character does not have a wide range of spell lists. He is by all means highly effective in combat but outside it, he is struggling.

The Elemental Warrior by contrast always seems to have options, magically, but doesn’t seem to lack any of the combat prowess.

It doesn’t help that the WM player built a character with purely combat in mind. He has two weapon combo, chainmail, transcend armour and his combat magic and almost nothing else.

The Elemental Warrior player set out to create a more rounded character and in consequence has more options outside of combat.

How much is professional and now much is player?

I cannot answer that.

In the campaign I am running we have noticed something odd happening. I moved people to milestone experience for this campaign. What you kill doesn’t give kill points, and no experience for taking criticals and all that sort of thing.

What has happened is that over time the players seem to take more enjoyment out of avoiding combat than they did when there were kill points available. In this last session the intended adventure was to storm a mountaintop hideout of the big bad villain. The characters solution was to employ Cracks Call and Rock to Earth to try and bring down that part of the mountain.

This isn’t a sudden change in behaviour. It has been happening slowly over time. For want of a better phrase, I have player characters that are risk-averse. They are still murder hobos but they prefer not to take any risks or get their own hands dirty.

This is not something I have ever encountered before!

It is also proving a problem for the 100% Combat – Gungho – Warrior Mage who is finding himself ill equipped for a a game I am setting up as Hack and Slash but my players are treating as Avoid and Defeat.

It is a pity that I have to wait months now to see if my strategy for resolving this will work.

Burning of Novikov

There is a new adventure available on DriveThruRPG that is compatible with RM2/RMC and RMFRP. This time it was not written by me. It was written by an Argentinian writer called Ignacio M and art by Dyson Logos and Rick Hershey.

My involvement was to hunt down the book and page references for the different versions of Rolemaster.

What is exciting about The Descendant Revenge: Burning of Novikov for us is that this is the first of a three-part series, it is new writer bringing their ideas to Rolemaster and it is another low-level adventure for people who may be interesting in trying out Rolemaster but don’t want to spend too much money on a Shadow World sourcebook just to get the adventures.

Add this one, or three, to the standalone adventures that Terry is writing and it starts to make Rolemaster look more like a living breathing system.

Ignacio referred to Rolemaster as a ‘cult game from back in the 80s’. I think that is part of the problem. Because there are so few signs of life, people forget that Rolemaster is still alive and kicking.

Normally, a mention of Rolemaster brings on references to Chartmaster and Rulesmaster, so cult game form the 80s is an improvement, of sorts.

I am hoping that I have started a very small snowball rolling here.

Descent has already gathered a few sales, which is good. Ignacio is pleased and is telling people, other writers about it. If I can encourage more writers to write for Rolemaster that has to be good.

I am going to end with a tired old message: *IF* Iron Crown had a community content program, which is free to set up, and if they don’t know how then I am more than happy to do it for them, these adventures would be better. Rather than referring to just book and page for monster stats they would give the GM what they needed right there on the page. If people were allowed to use some of the artwork from the core books then we would not be using stock art from, mostly, DnD inspired artists, we would be using genuine Rolemaster art. Rather than pointing to stock NPCs from Character Law, we would see more fully statted out NPCs.

Right now ICE earns nothing from these adventures. The writers skirt around the restricted parts of ICE’s intellectual property. Not having a CCP is not protecting Rolemaster from anything. It is not protecting the brand or funneling people to the official adventures because third party adventures are being written and released regardless.

The only effect of ignoring CCP content and content creators is that ICE is losing 20% of something in a vain effort to protect 100% of nothing.

In previous Community Content discussions, it was all rather theoretical, but now the third party content is real, it is happening and real money that could be spent on moving RMu along in the form of freelance line editors and layout artists is being lost.

There is something else being lost as well. Every writer buys the rules that they are aiming to write to. They need to know what bases they need to hit. Every writer will promote their own work. A Rolemaster CCP would drive sales of RMu when it is released and the current rules today. Not many copies but even one copy is money in the bank. The more writers the greater the social media reach. All this is being lost.

Two 10th Level Fighters Dueling With Daggers

There is a guy on one of the OSE Discord servers I lurk in that reminds me a lot of Hurin. He isn’t Hurin under a different name unless Hurin has a secret double life in Australia, but that is beside the point.

This guy is one of the big personalities in the OSR/OSRIC/DnD nerd community. He happened to say the line that is the title of this post that two 10th level fighters dueling with daggers was a low point of DnD.

It was a throwaway line but it struck a chord with me. I can see the scene being imagined as two guys, probably with 60-70HP grinding away hours doing 1d4 + strength bonus damage when they did manage to hit. In old school DnD a combat round was a minute long. This fight could go on for hours.

Except that it doesn’t.

There are two flaws in this thinking. The first is that if a challenge carries no risk and has no consequences to the character’s story then you shouldn’t be rolling for it. The other flaw was the idea that 1d4+ strength bonus was damage, it isn’t.

I will take the second flaw first. The very concept of hit points is widely misunderstood. Hit points are your character’s skill, and an element of luck at avoiding being hit or harmed. In Rolemaster terms, it would be like having a finite pool of Parry that you burn through adding it to your DB.

That description of Hit Points was in the original Dungeon Master’s Guide. It would be ridiculous to think that just because a character had had a successful adventure or two, that they could now survive being stabbed with a sword more times. Hit Points as skill at parrying, dodging and evasion make perfect sense in contrast. This is why Fighters get more hit points than Magic-Users, they are trained to parry, dodge and evade. You Con bonus is not because you are ‘meatier’ it is because fatigue can slow a person’s reactions when parrying, dodging and evading.

DnD and Chainmail evolved out of tabletop war games where typically a unit that was hit was destroyed. To introduce named heroes into that needed a way for them to have more than a ‘one hit, you are dead’ mechanic. The core concept that if you are stabbed with a sword, hit with a mace or stabbed with a dagger, you will die unless someone saved you. That is why HPs go down to -8, each describing the severity of the mortal wound.

DnD characters are binary. They have 1HP if you think of hit points as meat. If you have 1HP then you are fighting fit, if you don’t have 1HP then you are dead or dying. All hit points above 1 are burned up in avoiding being hit.

Those are the rules pretty much as written in the original DnD.

The next problem with our two 10th level fighters is the hour-long combat. Knowing what hit points are has eliminated the idea of them each being stabbed 15 times and still standing. We have turned that into an interplay with both fighters lunging, feinting, dodging.

The problem is that the first half of the battle is of little or no consequence. You cannot kill a 10th level fighter is a dagger strike. Many strikes may but the first definitely won’t.

It is relatively easy to eyeball a battle as GM, or DM in this case, and see that Fighter 1 has a slightly better to hit number and slightly better damage due to a bigger strength bonus. Why not play the first round or two, let the Character get the size of his opponent. Ask the player how he intends to play out this fight, underhand and dirty or is it more an elegant gentleman’s duel? Now skip forward 10 rounds. If one fighter is more likely to land hits than the other then one takes four dagger strikes and the other may only take three. You can make sure that the number of hits and the damage is in line with the actual abilities of the two combatants. Now describe how the fight went up until this point. Is the other fighter the better or more skilled fighter? Is he or she using their strength to their advantage or is their speed frustrating your attempts to corner them? Tell the player what the character would know. If the character went into this thinking it would be an easy win but now finds themselves at a disadvantage they may want to change tack.

You get the player’s input and then skip forward another 10 rounds. Deal out typical damage and describe the impact this duel is having. Where was the fight taking place? In a banquet hall? In a clearing in the woods? Are there seconds standing by looking concerned? 10 more rounds have gone by, you could be down to half hits and your opponent is looking a lot fresher and more confident than you. What do you do?

By now it is possible that one or the other is at half hit points. Does that change their perception? Is the duel taking place in a larger context? Is now the time to concede honorably?

You can now skip forward another 10 rounds. At this point, you could if you wanted to, play out the rest of the combat. The banquet hall could be a complete wreck with tables upturned, benches smashed to smithereens and the floor awash with trampled food. From this point on the actions can have real consequences, the rule to not roll for things that don’t matter no longer applies.

What could have been a grinding hundred rounds of roll to hit, roll 1d4 for damage has been avoided and turned into narrative description in which the player gets to take an active part.

So What About Rolemaster?

A RM2 10th level Fighter probably has about a 100OB with dagger. Based on one rank per level of half of their sword skill, about +18 from Stat and +30 from Professional bonus.

Assuming this is an unarmoured fight in a banquet hall, just because I like the idea of food fights, with both combatants using AT1. They need about 90 to make contact with each other and about 100 to do a critical.

If they parried with half their OB and we give them a +10 Qu DB they, open ended rolls to hurt each other. One in 20 strikes will yield any damage and assuming a typical final roll of 96 + 50 at the attack roll, + 50OB – 60DB give a final result of 136 or 16ES.

Just eyeballing it suggests that you would need to do a typical 4 E criticals to take someone down, they are fatal or debilitating 25% of the time. So we are looking at possibly 1 in 20 x 4, or 80 combat rounds. I would say that the first bleeding critical on either side would finish the fight. Not so much from breeding out the penalties from lost hits would wipe out your OB, reducing your ability to deliver any damage and reducing your parry DB.

Almost all E Slash criticals do bleeding and 2-4 hits per round are common.

For all their training and experience, a Rolemaster fight between two high level fighters will actually be decided, more often than not, but the very first lucky roll.

You could even strategize for this. Fight until you have that first crit and then all-out parry until your foe bleeds out.

Looking at RMu and there is a bigger issue, passive DB inflation. Our 10th level fighters are likely to have +20 ranks (at least) in Running. By 10th level, you can have a decent Qu bonus with is x3 for DB. If you parried with +50 of your OB, you are looking at +80DB vs a +50OB, a net -30 on your attack roll. Open-ended is needed to even do hits of damage and a 96+50 attack roll yields only 4BP. I know that JDale has increased the damage in the RMu tables but they have not made 4 and a B puncture equal to 16 and an E slash critical.

I am not known for using things like exhaustion points but it looks like having to wait, a statistical average of, 20 rounds just to do 4 hits of damage. A fight like this could last three-quarters of an hour for the characters and take days of real time to play.

The chances of the fight coming down to just a lucky blow, probably a double open-ended roll is more likely than any actual skill on the part of the combatants.

This does not seem right to me.