“what is necessary, but nothing more AND nothing less”

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.

Though, he was an extreme-minimalist. Minimalism isn’t “the least”. It’s “what is necessary, but nothing more AND nothing less”.

The quote above comes from the Stargazer’s World site in a comment on Michael Wolf’s review of RMU. The comment was by a regular contributor called Johnkzin.

It is an interesting idea, what is necessary, but nothing more AND nothing less.

I have had that going around my head all week. They are talking about wargames and RPGs are not wargames. What that means to me is that to play the game at the table the monster stats are not part of that 4 page limit. Monsters and their stats are easily condensed down to what the GM needs at the table but the monster book is a resource and not ‘rules’.

I think spells and spell lists are part of the PC or NPC. You can give your players a copy of their own lists, I think that is pretty much common practice, and the same for NPCs. The rest of spell law is just reference material and not rules needed at the gaming table.

I also think that character creation is not needed at the table and does not need to count towards our 4 page limit.

That removes a lot of bulk.

So what do we need? Arms Law for one and skill resolution for a second. Base Spells and resistance rolls for third. One is relatively big and the other relatively small and spell casting is just a simple look up. So how low can we go?

The following two documents are a single page (2 sides) super condensed combat and skills resolution version of Rolemaster. This is really not intended to challenge Arms Law in any way and it is not meant to be historically accurate. You will also notice that it draws on bits of MERP, bits of RMU and everything in between.

What you get is a single attack table that is generic but below it are modifications for each weapon so to all intents and purposes each weapon is differentiated.

You get a hit location system using the units dice to give a 1-0 result.

The critical is then rolled for that location and the bonus damage, stun and bleeding scales with the critical severity. The GM also has to insert descriptive words like blow/strike/hit to vary things a little. Each critical does come in two parts for armoured and unarmoured so what looks like just 16 possible criticals is actually nearer to 100 possible outcomes.

Why would anyone ever want to use this?

One of the best roleplaying sessions I ever played in took place on bicycles riding though country lanes. We used the stop watch function on digital watches (this was the early 80s) for dice and we knew our characters and the rules of D&D well enough to not need any books. That sort of game session is almost impossible with Rolemaster because of its table dependence. On the other hand if you had a dice roller app on your phone and just these two pdfs you could pretty much run an impromptu game session with nothing else.

I would go so far as to say that you could run an entire game session using this and most of your players would not notice the difference unless a particular favourite critical should have come up.

This is a bit too minimalist even for me but it was an interesting experiment.

Does anyone think they could do a 2 page character creation? I suspect I could, but then I have had a week’s head start.

Rolemaster & Fantasy RPG’s. What are monsters really?

Since this is my last blog post for several weeks I thought I would write on a more general topic: Monsters. While “Monsters” are the mainstay of fantasy RPG’s, they were not entirely embraced by Rolemaster. Again, probably due to the influence of the generally monster-less Middle Earth and Pete Fenlon’s original campaign.

Even my earliest experiences with RM coming off of AD&D, I always appreciated the monster-lite approach that was in sharp contrast to the Gygaxian Naturalism found in the Monster Manual and Fiend Folio. The parade of fantastical creatures felt like an endless one-up manship that could never be slated.

Even Rolemaster’s “Creatures & Treasures” generally avoided the term monster and looking through it, there were very few truly bizarre creatures. The standard dragon/griffin/unicorn mythical tropes were all there but the homogenization process of monster creation was lacking. Shadow World introduced a few cool “monsters” (artificial creatures) but these were setting driven and fit into the conceptual world framework.

In the real world, “Monsters” are imaginary, fictional beings. What then would you call creatures that were as real and encounter-able as horses, giraffes or alligators? In a few recent Post, I discussed whether monsters should be treated like any other race or creature; those with intelligence should be considered a “Race” just as much as a human or Elf.

The larger issue of course is whether the term “Monster” becomes less an abstract idea then a defining rule mechanic. For instance, D&D created spells for summoning or controlling “Monsters” and spells for summoning or controlling “Animals”. Suddenly we have a delineating wall–a need to classify creatures as monsters or animals. A simplistic approach would be to define “Animals” as creatures that exist in our real world, while “Monsters” are fantasy creatures that exist in the rule books. Doesn’t that sort of feel like ‘breaking the fourth wall’ from a rule perspective? Another mechanism would be that Clerics/Druids can Summon/Control Animals while Mages can summon/control Monsters. Again, that feels quite arbitrary doesn’t it?

These are real questions I ask myself while I work on various spell list re-writes. Putting aside Gates/Summons/Calls, how does one define creatures in terms of spell mechanics. These rules should be flexible enough to address different settings (than Shadow World), different game styles, but still be strict enough to avoid vagueness or excessive rule lawyer-ing.

Since I think it’s impossible to delineate a creature from an animal from a monster in general rule set terms it requires more concrete attributes. Some possible game mechanic criteria:

  1. Creature size. For me, this was the first and foremost important criteria. 1st level spell users shouldn’t be able to “spell” super-large creatures easily, if at all, not matter what their deadliness.
  2. Creature intelligence. This gets to the general difference behind animals and intelligent beings and allows for spell limitations due to intelligence levels.
  3. Creature morality/alignment. Rolemaster doesn’t use alignments, but for settings that do, perhaps limiting spell users on a creatures alignment might make sense.
  4. Creature natural environment. Requiring that a creature is indigenous to the local environment makes sense as well.

I believe that the term “Monster” is just too arbitrary to be useful in game mechanics. Remember, that the “Monster” you just killed probably had a mother somewhere!!!

 

Rolemaster deconstruction: critical tables.

We’ve spent quite a bit of time deconstructing Rolemaster, analyzing RMU and trading thoughts on various house rules.  One thing is evident, that while some tinkering may be necessary, the critical charts are the core of RM differentiation and perhaps the most beloved mechanic of the system.  I think these critical charts work so well is that they provide expository for combat damage. Where most early RPG’s relied upon simple hit damage, critical charts allow a GM to provide flavor to the combat without having to ad lib damage effects. So while some see charts as crunchy or clunky, I see a powerful tool for combat narrative.

A year ago, Peter blogged about the RM critical charts, but I wanted to take it one more step–how do the original critical charts stand up after almost 40 years?

The 3 basic weapon critical charts are the Crush, Slash and Puncture that elegantly handle the imaginable ways most weapons can deliver kinetic damage. More importantly, almost any damage delivering device a GM can think of (traps, spell effects, environmental) can probably utilize these 3 core crit charts to model effects. I can’t think of any other critical types that are needed, nor why any of these three are unneeded. They stand the test of time. A+

The next three important critical charts are the Heat, Electricity & Cold tables. While they provide the basis for the Magician spells, they can also be used for extreme environment effects (magma, blizzards, natural lightning etc).  A+

Martial Arts. Of all the attack forms, having cool martial arts requires a novel mechanic. Again, while basic damage delivery is mundane and uninspiring, critical charts provide the  cinematic approach that brings unarmed combat the “fantasy movie” treatment. I’ve played Monks in AD&D–besides the special level abilities, the damage delivery is as boring as all the other weapon attacks. A

So what other Critical Charts remain that I don’t use?

  1. vs. Large & Super Large Creatures. 2 critical charts help balance the system geared towards human size combatants. Interestingly, both of these charts go up to 251 and also accommodate special weapons: magic, Holy, Slaying. For an early RPG, this isn’t a bad band-aid to sizing problems, but it’s still a band-aid. D
  2. Impact Critical. Found in Spell Law, this chart is for other elemental spells that delivery damage due to mass/velocity and not from a special property.  It’s a cool crit chart, but is it necessary when the Crush critical table could do the same? Alternatively, this might be the better chart for Falling/Crush and Bash attacks which currently use the Crush Crit table? For someone looking to par down the charts, perhaps this one is redundant? C
  3. Tiny Animals. Like the “Large” or “Super Large” charts, this table is meant address small creature damage. While I like the Beta sizing rules (which would just adjust crits down) there are other solutions as well. D
  4. Unbalancing. This is an interesting chart. If you read the effects, it does seem like there is a focus on stuns and unbalancing. However, much of the crit results are similar to the Impact and Crush crits and it should be obvious that any major impact from a weapon or creature should have a “unbalancing” effect.  New RMU beta rules already incorporate unbalancing and various stun effects into all critical types. It’s interesting, but I think it’s redundant. Crush/Impact/Unbalancing should be consolidated into 1 chart. B-
  5. Grappling.  In RM, grappling is a poorly executed mechanic so this crit table helps define it without adding much to a workable system. Grapple/entanglement/ensnare crit chart needs to be reworked, but more importantly there needs to be a core mechanic to address this in general: penalties to MM and ability to escape etc. B-

So of course there are tons of other critical charts found in Companions and Shadow World books. They are a great add-on and cool but are there any that should be “Core”? I have 3 that I use that compliment the 8 I use from above:

Stress – Mental. I use this for mind attacks, spell failure, concentration issues, time or dimensional travel, meditation or even secondary fear effects.

Stress – Physical. For failed MM’s, slips, fatigue issues etc this results in tears, sprains, and bruising.

Shrapnel – This is the great catch all for secondary explosion effects, insect swarm attacks, shattering objects etc.

That’s it for me — 11 perfectly distilled critical charts that handle almost any situation or damage effect. This of course excludes unique spell crit charts (nether, plasma) that I might use in special circumstances or is required by a spell list.

What do you think? Did I miss anything that could be “Core” or one that is widely useful that these charts don’t address?

Rolemaster deconstruction: questioning the undead.

The “Undead”–a popular creature class drawn from a wide range of cultures, legends and mythology. Rolemaster has Egyptian Mummies, European Vampires, and Ghosts combined with the established D&D creatures like Wraiths & Ghouls. But are all of these actual “Undead”? If not, what are Undead? Are they:

  1. Animated corpses? If they are just magically infused bodies/skeletons are they truly undead anymore than an enchanted sword?
  2. Re-Animated corpses via a “spirit” or “will”? Is the body/corpse/skeleton infused with a soul or spirit? Is that Undead or is that a imbedded intelligence?
  3. A non-corporeal entity via a “spirit” or “will”? Does a persons dis-embodied spirit define an Undead?
  4. A being created via a spell or magic ritual? Does a entity that becomes something else, post death or beyond death meet the definition of an Undead?
  5. A possessed corpse? Is a corpse possessed by another entity an “Undead”?
  6. Something else?

Certainly in it’s more simplistic form an Undead is merely a creature or entity that is functional “after death”. The problem with that all-encompassing definition is that it embraces a wide variety of  Undead tropes.

  1. Only be hit by silver weapons.
  2. Only be hit by Holy weapons.
  3. Only be hit by Magic weapons.
  4. Only be affected by “turning”
  5. Can or cannot be banished.
  6. Immune to stuns/bleeding etc
  7. Causes a stat or level “drain” of one sort or another.
  8. Affected by the “moon” (if only one) or sunlight.
  9. Susceptible to “Clerics”.

So what is the underlying mechanic or philosophy behind Undead? Are animated corpses “undead” or just magically infused meat puppets? How does one draw a spirit from beyond? How are Undead created? How are special Undead created? Why do typical Undead need to follow common western European tropes (Mummy, Vampire, Wolfman, Zombie?). If you were to create a world from scratch, would you just populate it with common fantasy Undead? Is there a better, more consistent way to create Undead? What is “draining”? How does it work? How do you recover lost stats or levels? What spells protect against Undead? What type of Undead Does a Clerics spell turning work against a animated corpse? Does the Clerics patron god allow for powers against Undead or that specific type of Undead? If you allow many types of Undead, should they require different spells to deal with them? Do the Undead fit into the setting, afterlife and “soul” mechanics of the world?

Once you take away the Judaeo-Christian concept of Undead/Possession and symbology (crosses, silver, holy water), I’m not it’s clear what the strict definition of an Undead might be.

What do you do?

 

Turning Tropes Upside Down: Feral Elves and other thoughts.

When I was writing “Priest-King” a few years back, I ended up locating the module in SW Agyra and started fleshing out the geographic area. The land to the immediate south was Chaal-chu and in Terry’s description (Master Atlas p.34) was this fascinating tidbit:

In an (apparently) unique and frightening aberration, there
are Half-elven Eritari tribes in Chaal-chu who are cannibalistic.
They believe that feeding on their full-mortal cousins the Thesian
tribes will extend their lives.

I blogged about Elves back in June and last year as well, so it’s known that I’m not a fan of Elves in general. It’s hard to beat immortality and although the system tries to balance things with stat bonuses and other mechanics, it still doesn’t feel right. Elves are just too good. However, “Feral” Elves or Cannibalistic Half-Elves–sign me up for that!!

This is another great tidbit that is sprinkled throughout the Master Atlas, the idea of a primitive, regressed, Elven tribe, is ripe for gaming opportunities. Maybe these cannibals are more animal cunning then intelligent and wise. I visual them as  Reavers — terrifying!

This trope subversion is another reason why I like the Malazan series so much. In that setting, Erickson has included traditional “monster races” as normal races:

For instance, one of the powerful ancient races are the Jaghut, which I think are Ogres. Another race are T-Rex like creatures that had advanced technology!

We have racial stereotypes in our real world and so too in our fantasy settings: gruff Dwarfs, barbaric Orcs, flighty Elves etc. Why not flip some of these? Why not have a powerful, peaceful nation be made up of Orcs? For me, I’m going to enjoy my feral, cannibal half-elves! I know my players will too….

Rolemaster Deconstructed: Action Resolution Mechanics

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.

Maneuvers: This is probably the most “pure” mechanic where a success is a 100/101 or better modified by penalties and skill bonuses.

Combat: Weapon tables go to 150 and there is no real emphasis on a 100+ result. There are a number of penalties and skill bonuses.

Resistance Rolls: RM uses a lvl vs lvl chart to generate a threshold number the resister needs to make.

SCR: hmm..I haven’t used this one is so long I forgot how it worked in RM and RM2…some sort of table?

Anyway, the point is that those are 4 different mechanics that seem close..maybe close enough to “unify”? Can we design a 101+ mechanic for all action resolution? The hardest one would be combat; giving up the individual weapon charts would be hard for me! Has RMU mostly done this? Does this need be fixed?

Rolemaster Skill Deconstruction: Perception, is it even a skill?

PERCEPTION: This skill affects how much information and how many clues a character gets through observation. It may be used to notice the right things, to find carelessly hidden objects, to see that pile of old clothes in the corner, to notice the imperfection in the wall that hides the secret door, the trigger for the trap ahead, the ambush. These are the type of things that the GM cannot mention to the players because to do so would call them to special attention that the character’s perception might not allow. (ref. Character Law)

Arguably one of the most important skills for any character to have is Perception. At least in my player groups, it’s a skill that is taken at least 1 rank every level. Why is it so important? Perception is the gateway for the game narrative. This is critical for table top role-playing where most information is provided by a GM through exposition. Information can be provided or withheld based on a players perception skill–it’s a throttle that can increase or decrease the game experience!

Like many elements of Rolemaster, the perception skill was probably based on the “find traps” or “detect secret door” ability in D&D. But RM perception is a massive expansion of that specific ability and it’s not just an active skill, but can be used as a passive one which greatly improves it’s utility. In my game it’s almost automatic that a player will announce that they are going to make a perception check. Basically what they are asking, is for any “hidden knowledge” based on a skill roll. For me, that’s very reductionist, it lowers the roleplaying experience down to a randomized game mechanic. And because every character in the group has perception, it’s also not uncommon for every player to make a perception check to maximize the probability of a successful result. Even if every character has an average +50 skill bonus, one of 4 or 5 players is going to roll high. At higher levels every character is a “crack observer”. No absent minded or myopic mages in my groups!

As a GM, I usually WANT the group to find secret doors and other mysteries to enhance their enjoyment or reward them. So having them able to perform successful perception checks can be important. On the other hand, these rolls also take some of the narrative control from me. Either way there is no denying the importance or impact of the Perception skill.

So what makes up perception? Quality of eyesight? Tactile sensitivity? Smell? Hearing? If that’s the case, than perception is based on innate physical abilities. Can you train up better vision? Teach yourself better hearing? Probably not. Perception should be purely physical based with an added emphasis on any racial ability.

Or is perception a trainable skill with “rules”, “systems” and processes that can be taught and learned? Aren’t spies taught the ability to notice small details? Are policemen taught to “detect” things? Aren’t soldiers taught to detect tripwires and boobytraps?

If perception is mostly physical capacity then perhaps it shouldn’t be a skill at all. However, if it is a trainable skill shouldn’t it be considered quite specialized and not classified as a general skill? Shouldn’t it be left to professions like thieves, assassins or mystics? Wouldn’t that make it more interesting for game play and give a cool niche role for certain profession types?

What are your thoughts?

Diversity vs. Playability: Skills in Rolemaster

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).

Further to this is the issue of the dreaded skill bloat. It seems that many folks object – quite reasonably, I feel – to the tremendous explosion in increasingly fine-grained skills introduced by the RM2 companions (and carried over to RMFRP, although restrained and managed by the category system). I understand the objections: if you have, say, 300 skills and 50 professions, that’s a lot of trawling through tables in order to generate a character, and a lot of skills to study up on, in order to decide whether your Burglar is better off taking Defensive Manoeuvre, Feinting or Tumbling Attack, or just ignoring it all and retiring to a farm after buying ranks in Horticulture, Herding, Animal Handling, Animal Healing and Weather-watching.

I only wanted to play Rolemaster!

But, and here’s the thing, I love having that range of options – ridiculous though that may seem – simply because of the ways in which, as a GM, I can fine-tune races, cultures, professions and NPCs. I can understand how you might justify having a Prepare Herbs, Herb Lore and Using Prepared Herbs skill, or a Using/Removing Poison, Poison Perception and Poison Lore skill. I can imagine a rough-and-ready soldier who knows nothing of herbs, but has grown used to applying unguents to wounds. I can equally imagine a scholarly-type who has learned a bit about poison but has never handled it – or even considered using it! That argument makes sense to me, although there is, conceivably, a limit beyond which realism need go.

There are ways of managing skill bloat without consolidating or eliminating skills. The last RM2 campaign I ran I divided skills into Core, Professional and Extra-Professional skills. Everyone, regardless of profession, race or whatever had instant and permanent access to the Core skills. Then, each profession had 25 professional skills to which they had access. All skills outside that group of Core + Professional were restricted, requiring the expenditure of Character Points (which accumulated as the character reached Prime Levels, of which more on another occasion).

I’m including a link to a table showing an example of what I did in my attempts to manage skill bloat whilst maintaining breadth and diversity. This is the RM2 Hunter from the Arms Companion. I’ve not included the development point costs for copyright reasons, but the table is hopefully sufficient to demonstrate the idea. The listed skills show those available to the Hunter at level 1. They can’t consider new skills until reaching their next Prime Level (i.e. level 3). At each Prime Level, a character gains Character Points equivalent to 3 + the modifier derived from their Prime Statistic (the first appearing of their Prime Requisites, in this case Quickness), as if it were a Power Point stat, rounded down. (For example, if Bhorg the Hunter has a Qu stat of 95, he’d gain an extra 2 Character Points, giving him 5 in total. Bhorg could then spend his Character Points unlocking access to an Extra-Professional skill, or buying talents, or saving them for later).

I thought it a reasonably elegant solution, although like all my solutions, it generated a fair amount of work to get it up and running. I’d be interested in your thoughts on possible futures for this approach, any problems you locate and any possible fixes.

Rolemaster Races & Monsters: Friends or Foes?

I’m curious and interested about exploring niches of Rolemaster and fantasy RPG’s in a novel way–subverting tropes, high level adventures, monsters as PC’s, eliminating the Profession system etc. In my last blog I discussed some one-off adventures I’m working on that consists of a party of “monsters” and both Peter and I have written blogs about certain creatures being classified as a Race or Monster. All of this touches upon whether various creatures or traditional monsters would make good PC’s–a subject I’m looking forward to exploring much like I’m doing with 50th lvl characters.

But these questions ignore the broader issue–why are certain races and creatures “Monsters” or adversaries to begin with? Should PC appropriate races be determined by a race’s intrinsic morality? Does RMU’s creature creation system open the door for any creature (assuming a base level of  intelligence) to be played as a PC? Assigning levels, special abilities and skills to creatures draws them into the Character Law system–why not open the door a bit wider for PCs–not just more traditional races, but “monsters” as well?

 

Perhaps the residue of Gygaxian Naturalism reinforces our views that monsters reside outside the natural world and setting. Without a childhood, ecosystem, culture and hopes and dreams these monsters lack the foundations of “Personhood”–they are merely there to be obstacle to the players. But what if that weren’t the case? Perhaps your game world would be like the cantina setting in ANH or TFA–filled with an endless variety of races, creatures and monsters anthropomorphized for the purposes of a working game narrative. Perhaps “monsters” aren’t inherently evil, but motivated by the same self-interest and beliefs that direct us all.

 

Rolemaster Unification: One Size Rule fits ALL!

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:

  1. Toughness: A size difference implies that a larger target will take less damage from a smaller. However, a GM can also apply a size label to a creature that is different from their actual size to make them more tough and harder to damage. For example, a Steel Golem may be human sized, but for combat purposes be treated as Large or Very Large.
  2. Deadliness: Larger size opponents should do more damage to smaller targets relatively. But again, a GM can adjust size to model a unique deadliness or efficacy of a smaller creature to perform as if larger as in the example above.
  3. Geometry: Size labels can impart information about the general dimensions (DIMS) in relation to other objects. This allows the size rules to not only apply to beings, but to objects like vehicles, space ships, wagons, carts etc. This allows easier comparison of one object to another. For example, a Skyship to a flying Dragon.
  4. Capacity: Tying into geometry above, using the size rules to impart carrying capacity: weight allowance or # of passengers can impart useful game mechanics without further explanation. A medium rowboat could hold 1 human size passenger, a large tent could shelter 2 people, a very large cabin could hold 4-6 people.
  5. Weight: While size rules can bend and adjust to scale certain effects, it is also a placeholder for weight/mass. That can be useful in Ram/Butt/Crush results.

What mechanic can use the Size rules? Combatants and melee have already been changed in newer Beta rules, but that doesn’t mean the mechanical framework should be dismissed.

  1. Spells. Spells are often defined by range, AoE and a presumed default size. Should a massive dragon cast the same size firebolt as a 7th level magician? With size rules, it doesn’t matter–size is established via the Spells or the size rules. In addition, size rules can establish effective radii. A small fireball might have a radius of 5′ while a medium would have a 10′ radius.
  2. Traps. Looking through the old MERP modules it’s clear that traps were a prominent feature. Most traps deadliness were modified by 2 components: a + to hit and a multiple of damage. Both had to described. With size rules you can just scale traps up or down via size. Not only does that model efficacy but it sets size parameters as well. A “Small” 5′ wide pit trap isn’t going to be a very effective on a Huge Troll.
  3. Structures. As discussed above in capacity, the size rules can establish occupancy limits for huts, tents, lean-to’s, cabins, towers etc.
  4. Vehicles. Rolemaster is part of a wider genre ecosystem. Spaceship hull sizes can be quantified in the same way a Dragon, Kraken or other gigantic creature.

The great aspect to the size rules is that its incredibly easy to add  categories-especially if you don’t worry about qualitative labels. I use 10 sizes, I-X, just to make scaling calculations easy and direct. Is it possible to add more? Yes, it’s easy and “scalable”. Certainly, for Scifi or modern settings it might be helpful to expand the sizing: smaller categories for molecular/nano level objects and much larger to incorporate massive space stations or even planet size categories!

I’m not re-arguing the role of size scaling in combat–only recognizing the power of scaling efficacy as short-hand for the Rolemaster system to unify 5 varying aspects of a creature or object. As a GM I find it invaluable.