Part of my deconstruction of Spell Law was to come up with simpler rules for various alchemical processes that could be more easily used “in game”. One of the appeals of original RM was the framework for creating magic items, but the time and effort involved in making items needed to occur outside gameplay.… Read the rest
This is a topic I have touched on once or twice in the past but it must be a year or more since last time. It was also something that Intothatdarkness mentioned in a comment yesterday.
I do not use the Encumbrance rules as written.… Read the rest
A couple of weeks ago I mentioned Dyson’s Dodecahedron as a great source of maps. Today I thought I would mention Lloyd Neill’s occasional Death and Dismemberment blog (http://deathanddismemberment.blogspot.co.uk/).
Neill is an OSR/D&D and Rolemaster enthusiast and house rule fan which is kind of a prerequisite for Rolemaster GMs I guess.… Read the rest
I know that many people love the minute detail that the full spectrum of RM2 professions provided. The professions were basically a package of individual skill and base lists.
Keeping the base lists within professionless and level-less RM is easy.
The individual skill costs are completely compatible with level-less but I am open to ideas about how to create that flexibility with professionless gaming.… Read the rest
If we’re soapboxing, I’ll jump on one of mine: First Level shouldn’t suck! The whole premise behind first level should be giving a player a character who’s gone through her formative years and experiences and is ready to set out on her own, not some abstraction of early adolescence who can’t survive being stung by a bee, let alone a minor encounter with a wild dog.… Read the rest
Like a lot Rolemaster’s content, much of the mechanics around Undead are design artifacts from D&D; more specifically the issues of “Turning” and “Draining”.
Turning. It’s generally accepted in RPG’s that Clerics have the holy ability to “Turn” undead: basically, repel or even destroy them based on the level of the cleric.… Read the rest
Even in the earliest editions Rolemaster Arms Law contained a detailed chart of weapons with a variety of data: mods to hit ATs, length, weight, speed, notes etc. Beyond any additional to hit bonuses we never really referred to that chart at all–but it did give hints to useful information that could be incorporated into combat.… Read the rest
I’m starting the process of consolidating all of my uploaded files on the RM Forums over here to the Rolemasterblog.com. I’ve uploaded over 200 docs scattered throughout the Rolemaster and Shadow World threads, but to see them or download them requires a user account.… Read the rest