This month’s Director’s Briefing suggested that there could be special printed materials for the organised play games at GenCon, should the con go ahead.
I have been lurking on the fringes of many discord servers and the feeling is probably 50/50 that it won’t happen and equally 50/50 as to whether people will attend even if it does run.
I saw the build up to GaryCon and right now the build up to Con of Champions [CoC].
CoC is significant, Tabletop.events who is organising it provides all the software and support for many smaller cons and they are in trouble. CoC is a fund raising initiative to keep the company alive.
GenCon, is 80 days away. Is that a long time in pandemic terms? It is my guess that Americans will be free to go to a mass gathering in 80 day’s time, but there will be no exhibitors or visitors from Europe.
Indiana’s roadmap for reopening the state economy only extends to July 4th but it doesn’t seem to me that you could run a con under those guidelines.
The very idea that there could be something of RMu that is ready to ‘show and tell’ at a major con is great news. We have all been wildly speculating and my bet was for an RMu GMs screen. It would give the Con GMs all the updated tables in one place, and the outside is a great place to show off branding and art.
You can get a GM four-fold GM screen with full-colour inserts printed and under $30, including a profit margin if you put them on sale!
My mind is ever commercial. If I am right and the screen is the ‘special thing’ then I can see diehard RMu fans clamouring to get them. That on its own could start the RMu product line and feed funds into finishing the books.
Another interesting bit of positive news is that there have been so many posts on this blog since the lockdown has been going on that I have struggled to find a day when someone else hasn’t already posted something.
A thriving and active community is a good thing!
Last week I highlighted the ICE RPG discord server. At the time of writing it had 51 users. It now has 64. I am in the UK and I am used to discord being all tumbleweed and silence before midday and America wakes up. Even now there are 20 people online.
Yesterday, Terry Amthor joined the server!
If you have any time to kill, get on to discord and give it a try.
I’m not sure that’s a good title for this blog post, but I’m writing this “on the run” but look at that picture. To me, that could have been my roleplaying group back in the early 80’s. How about you? If that seems familiar it’s because A LOT of Rolemaster players are in their 40’s and 50’s now.
First, I should say it’s fantastic that we can enjoy the same game we have played for 30+ years or have rediscovered RPG’s later in life with friends and family. However, my second thought is that everyone I’m seeing on the RM Forums (out of commission right now), RolemasterBlog.com and the new Discord server are all around my age. Where are the new young Rolemaster players–like in that photo? We know that RPG market is growing…
Before this starts off like a lot of our blog posts with critiques of ICE let me say this. I.C.E. is a “virtual company” with no real employees or hard assets. They are leveraging their existing IP and putting out a few new products through a mostly volunteer basis. I have no expectation that they ramp up into another serious production/print/gaming company.
The issue that I want to raise is about authorship. Who will be writing new products for I.C.E. in the future? My brother Matt developed the SW Players Guide, built the Nomikos Library resource, contributed to most of the ICE material published in the early 2000’s and was on the ground floor for RMU development, but he’s mostly moved on to other endeavors. It seems like Nicholas and perhaps one other person does the bulk of the writing for HARP. RMU is being shepherded by a small volunteer group of 2-3 people and Terry is the sole author for Shadow World. While I’m not a published ICE author, I do write quite a bit of content–but I’m 50. I can see myself writing stuff for another 10 years, but that’s not that long. RMU and Priest-King have both been in development for 10 years and that doesn’t seem that long ago. Terry is 60. He has a impressive publishing resume, but how long will he be inspired to write? Nicholas has a busy and demanding career; how much work can he realistically do?
Let’s tie the two together. I.C.E. was founded by young people in college, most in their early 20’s. The growth in RPG players is: overseas, youth and females. Does I.C.E. now need to recruit new, relevant writers to appeal to today’s player demographics? What happens in just the next decade as we all enter our 60’s and even 70’s? Will our writing be relevant or we just existing for the small core of die hards our own age? Who takes over after that? Does ICE sell it’s catalog to a young upstart company or established gaming entity?
If you want to get your daily dose of Rolemaster, HARP, or RMu, there is now a well supported discord server.
Follow this link https://discord.gg/YBrepAB And it will take you straight there. If you haven’t used discord it is pretty much the IRC, Internet Relay Chat, of the 90s brought up to date.
There are even voice chat games going on.
When I checked this morning, there were 50+ members and even in my timezone there were 15 online.
We cannot magic the forums back up, but between the blog and the discord we can keep the community together and active!
Another cloudy day of stay-at-home quarantining, so I thought I would throw this out to our faithful blog readers! Please respond in comments by #, answer as few or many as you would like.
Favorite magic item. Do you have a favorite item found in a RM book or module or something you made up yourself?
Best 1-5th lvl spell for a non-spelluser to have. What single low level RM spell would be the most useful to a non-spell user?
Favorite spell. What is your favorite RM spell. Why?
Favorite weapon. Most of my players seem to make weapon choices based on the attack chart and/or how common it might be as a magical item. However, weapons can be a great component of a character build. Putting aside efficacy, what RM weapon is the coolest?
What is the best adventure module you’ve played using the RM rules. It doesn’t have to be a ICE product.
Favorite profession. Why?
Favorite setting. Do you have one or do you just run adventures without a setting?
Favorite Shadow World NPC. If you are familiar with SW, do you have a favorite?
Coolest skill. Yes, perception might be the overall utility skill, but what skill (from any RM edition) do you think is the coolest?
Best non-cover artwork. We’ve discussed cover art quite a bit in this blog and elsewhere, but interior art is also important in providing tone and atmosphere. Do you have a favorite piece of interior art found in an ICE product?
While the purpose of by “spin cycle” blog articles is to re-purpose MERP and other modules for use in Shadow World, Assassins of Dol Amroth (AoDA) is an excellent module for quick, easy to run adventures in any setting.
Cover Art. First, the cover is another great Angus McBride piece, showing a female assassin ready to ambush a shadowy mounted figure. Is she the hunter or the prey? There are small details like the soft boot covers for stealth, the gargoyle broach and the color patterns on the inner cloak (is it reversible?) that add a lot of depth to the scene.
Scope. Rather than a hybrid regional overview with adventures, “AoDA” is a simple product comprised of 3 adventures: Murder on the Docks, A Home be the Sea and The Hill of Shades. There are 18 pre-set PC’s; 6 for each adventure with stats and descriptions. The professions are basic MERP: Warrior, Scout, Thief, Ranger, Animist, Bard and Mage that could easily be adapted back to RoleMaster.
Adventure 1: Murder on the Docks. This is a short, simple adventure, pitting the group against a formidable assassin in a run down warehouse. Reading it through the first time, some things weren’t made clear and there wasn’t a clear segue into the next adventure, but it did keep the theme of “Assassins”! Total of 6 pages with artwork, most of it dealing withe warehouse layout. I think it’s good for a short gaming session.
Adventure 2: A Home by the Sea. In a run down manor, the PC’s will encounter another group of Assassins. Again, this is really a self contained adventure that could be played in a single session. Of the eight pages, most of it are lengthy room descriptions for the manor layout. This was true for Adventure 1’s warehouse descriptions. Kudos to the author–many MERP modules had only the briefest descriptions for rooms.
Adventure 3: The Hill of Shades. The denouement of the module is the players confrontation with the Assassins guild in their secret hideout. Again, these are straight foward single session adventures, but easy to use and great drop in for a campaign to build player experience.
Overall, this product is more a generalized adventure series than a true Middle Earth product, but it’s fun and basic. Artwork is generic and most has little to do with the content and the layouts and maps are about as weak as you’ll see in any ICE product. However, if you need some filler material or want some challenges regarding assassins then this could easily work. For Shadow World, this is a great drop for virtually any city.
If you hadn’t seen the headline already, D&D was the best year in the game’s 46 years. You can read more about it HERE. Some interesting takeaways: 39% of players are female and sales of the introductory boxed edition increased by 300%.
Now, we can all comment once again on “what if’s” and marketing and product strategies that I.C.E. could employ with RMU, but I’d would rather focus on the broader issues:
The rising tide raises all boats. Rolemaster and other systems all road D&D’s coattails and benefited from D&D’s popularity and market growth.
Back in the 80’s I vaguely recall that the female RPG player market was not even 10%: 39% AND GROWING is fantastic and shows how much popular culture has embraced, and been embraced by women.
In general, this is a positive trend for RPG’s–15 years ago, it felt like the industry was dying.
D&D has it’s share of famous people players–what about Rolemaster? I think Joe Abercrombie (famous for a fantasy writer) mentioned playing Rolemaster on a blog post. Anyone else know of a famous RM shout-out?
Finally, not being familiar with D&D since the early 80’s (although I did play Pathfinder with Matt a few years ago), is RM/RMU that much different than 5e? I’ve read that D&D has embraced skill systems and other attributes that were novel 40 years ago. RMU aside, what makes d100 RM worth exploring by some of these D&D players.
Europe. Sales increased by 65%. That’s a good fact.
It’s nice to see a hobby that I’ve enjoyed for 40 years still popular, growing and well represented in mainstream pop culture!
As part of my project of translating RM2 classes into RMU, I am turning to consider a personal favorite class of mine, the Armsmaster/Noble Warrior. I’d be eager to hear your opinions on how to make him awesome in RMU.
As I’m doing that, I’m also considering another pet project: creating a Rolemaster version of another favorite class of mine, Dungeons & Dragons’ Warlord. So if you have any thoughts on the Warlord, now is the time to make them known!
Why am I treating them together? Because I think they are quite similar classes, and work best as semi-spell users with a martial, heavy-armor focus. I’d like to make them into two separate classes. I see the Armsmaster as a kind of supreme individual combatant, a Kensei/Swordmaster devoted to swordsmanship; but I see the Warlord as a battlefield commander/centurion/tactician who is all about buffing and empowering the group as he leads from the front.
Why do I want to bring these classes to RMU? Well, aside from the fact that they are just darn fun to play, I think RMU does lack a heavy-armor based Mentalism semi; and we had one in previous editions. JDale has even given us his own suggested costs for the Armsmaster in RMU. But by default, RMU offers us just the Magent, who is more stealth based, and the Monk, who tends not to use armor at all. What if you want to maximize one of the great benefits of the Mentalism realm (i.e. no Transcendence penalties) to create a more martial semi who combines martial skill with a commanding presence and force of will? What if you want to play as Alexander the Great, William the Conqueror, Saladin, Genghis Khan, or Oda Nobunaga? Then the Armsmaster or Warlord is what you want.
First, let’s do a little history of the Armsmaster/Noble Warrior class. The Noble Warrior first appeared in RM2’s Companion III. He was presented as essentially a Paladin without the religious element: he had an exacting moral code, and high entrance requirements, as Paladins had in past systems going back to D&D, but he was more of a vassal to a lord than a champion of a god or goddess. He was therefore a semi-spell user of Mentalism rather than Channeling. Companion III only offered two new spell lists for him: Noble Armor, which had defensive and armor buffs; and Noble Weapon, which had weapon and attack buffs. RoCoIII advised taking his other lists from those of the Paladin (one list was suggested), Beastmaster (two lists), and Monk (five lists).
Rolemaster Companion VII offered a similar class, called the Armsmaster, with virtually identical skill costs, but presented it more as a kind of soldier-class (without the moral code), and fleshed the class out better with a full suite of five spell lists: Battle Trance; Commands; Encampments; Martial Law; and Warriorblade. These lists included several more group-oriented and military style lists, with spells that buffed groups and military skills (tactics, military organization, leadership), and were useful in mass combat. The archetype here was more William the Conqueror than Miyamoto Musashi.
Finally, the RMSS Mentalism Companion seems to me to have brought these two classes together, under the name Armsmaster, with six full base lists of their own: Armor Mastery; Battle Law; Fortress Law; Martial Law; Warrior Law; and Weapon Mastery. It had both individually oriented and group oriented lists.
This brings me to the Warlord. I see an opportunity here to create two quite distinctive classes for RMU. Many of the Armsmaster spells deal with group buffs, in a way that the Noble Warrior’s spells really did not. There’s enough in the Armsmaster lists to just focus the Armsmaster on individual combat. This version of the Armsmaster could be a lone Samurai, a Kensei ‘sword-saint’ like Musashi, or a knight errant. He would be to the Fighter what the Magent is to the Rogue: namely, a semi-spell version of the class, whose power comes as much from mental discipline and force of will as from physical training.
Doing that gives me the space necessary to create another, more group-combat and command-oriented Mentalism semi, namely, the Warlord. As I understand it, the Warlord emerged out of D&D 3.5 expansion material’s Marshal class, which was intended as a group-oriented commander. (Real history note: the medieval ‘marshal’ was usually the officer who commanded the army on behalf of the king – the king’s tactician, if you will). The class was renamed Warlord for 4th edition D&D, and it was a ton of fun to play. I played one through an entire campaign and in fact it was perhaps the most enjoyable character I’ve ever played.
Reactions to the Warlord class were mixed overall, it should be noted, for several reasons. Some people really disliked the idea of a martial class that could heal; the Warlord could inspire his allies to regain hit points in a way that broke the suspension of disbelief for some players (‘shouting a severed arm back on’ was one common complaint, even if it was a little misguided, since D&D did not normally describe hit point damage in terms of severed body parts). Others objected to the name: in English, Warlord has a somewhat sinister connotation, as a term one might apply to Somali pirates or Taliban terrorists. Still others disliked the class because it was a core class in 4e when some others were left out (e.g. Druid and Sorcerer). And some people criticized the class because they just plain old hated 4e in general.
So how can we translate the Warlord into Rolemaster without cheesing people off? I plan to do the following:
–The Warlord will be a group-oriented buffer, but he will not be healing wounds like a Cleric. He won’t be casting clotting or severe cartilage damage healing or regenerate limb. Instead, his spells will be doing things like granting temporary hit points through spells like Unpain (the Warlord inspires you to push through your pain), fatigue relief (the drill sergeant is on your case to get up and move), and stun relief (your commander snaps you back to reality and gets you back into action).
–The Warlord will have an alternate name or names for those who don’t like the connotation: Marshal is probably the leading candidate, though I also like Captain (which was used in the Middle Ages for someone of the knightly class). We can’t use Leader because that was already used for a pure Arms-using class in Rolemaster Companion IV, and the debate about the term ‘Warlord’ has shown that many players dislike ‘leader’ because it implies that the rest of the party have to take orders from that character.
So that’s the plan so far. What do you think? Are there any particular Armsmaster spells or Warlord powers that you can recommend I include? There are lots of spells to make – 6 lists each for two different classes! – so there’s probably a slot for your favorite. Let me know.
On my “to do” list is to wrap up my “Legends of Shadow World” 5 part adventure for 50th lvl players. I’ll update the RM Forums when that eventually gets back up and running, but for now I’ll update this page with the remaining chapters.
“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.
In the first two installments of this trilogy of blogs, we saw how previous editions of Rolemaster struggled to simulate grappling, primarily because they tried to fit grappling into the standard paradigm of attack chart and critical chart. This forced wrestlers to choose between being bad wrestlers or good murderers, because successful attacks always did some concussion hit damage, and criticals were both erratic and deadly. The RM2 companions and RMSS/FRP tried to solve the problem by adding new skills, but this just increased skill bloat, without reducing the swingy-ness or the lethality of Grappling. We also saw how D&D currently offers a simple and reasonable nonlethal option for grappling, and how RMU innovates as well by adding a Grapple% to the Grappling critical chart and changing the action economy to one that runs on Action Points.
Using the new tools provided by the beta RMU rules, and simultaneously adopting the best of what previous RM editions and the present edition of D&D have to offer, I here present two options for better representing grappling in RMU. I call the first suggestion the ‘Tweak’ Option because it represents some relatively modest additons to the existing RMU rules: mostly just adding a couple of basic grappling maneuvers. I call the second option the Alternative Option because it offers an another way of resolving nonlethal grapples that you can use instead of or along with the default RMU option. But note that you can mix and match elements of these two options to produce exactly the system you want. You could for example implement the Tweak Option’s two basic maneuvers but also use the Alternative Option’s method of resolving grappling attempts with skill checks rather than attack and critical charts (see below).
Both solutions involve adding some additional actions, or combat maneuvers, to the RMU list of actions and their action point costs. I think adding some specific moves is the secret to enabling varied and realistic grappling without risking skill bloat. Thus, instead of RMSS’s Tackle skill, you just have a Tackle maneuver, which you can use so long as you have at least 1 rank in Unarmed: Wrestling. Now, you don’t have to worry every level up about buying a distinct Tackle skill in addition to Wrestling skill; instead, tackling just enters the repertoire of things you can do with your Wrestling skill. We thus avoid skill bloat while also allowing wrestlers to do all the things they love to do.
Another beneficial feature of this maneuvers system is that it allows you to choose which specific maneuvers you want to add to your game, thus enabling you to tailor the RMU grappling rules to your own playstyle, whether it is simple, complex, or anything in between. You can also easily adjust the Action Point costs of individual maneuvers to whatever you think appropriate for your game. And if you like the system, you can add further distinctive moves for various grappling styles, such as Judo’s rear naked choke, and you can assign them different prerequisites in terms of position, Grapple%, and even skill ranks (or you can keep the move simple, and your combat more fantasy-esque, by just ignoring those prerequisites).
Adding formalized maneuvers works especially well for grappling because although real-life wrestling involves a great deal of improvisation, it also encompasses a vast array of set moves with specific names, both offensive and defensive (single-leg takedown, double-leg takedown, fireman’s carry/throw, sprawl, etc.). These manuevers are thus somewhat analogous to the standard maneuvers Rolemaster has already implemented for its weapon combat (e.g. parry, shield block, dodge, disarm, subdue).
Perhaps best of all, adding these sorts of moves to Rolemaster is now easier than ever, because of the changes RMU makes to the action economy. As Aspire2Hope noted, the shorter RMU round (5 seconds as opposed to 10) makes RMU’s combat considerably more specific and less abstract. The fact that the 5 second RMU round can then be broken down still further, into 4 action points of roughly 1.25 seconds each, moves Rolemaster further away from the abstract ‘flurry of blows’ approach of earlier editions and towards a true second-by-second and move-by-move combat system. It is almost as if RMU were tailor made for this sort of grappling system.
The Tweak Option
The first of the two options I offer here is the Tweak Option. The Tweak Option just adds two new, basic combat actions – Takedown and Shove – to RMU’s grappling rules and action costs table. These additional actions (detailed below) are the sorts of actions that grapplers are going to want to make frequently, so formalizing them with specific AP costs, prerequisites, and written descriptions provides helpful guidance for how to implement them, mechanically.
I express these maneuvers below in a manner similar to the way JDale presented his combat styles a while back (IIRC, since the forums are down and I can’t check this); I suspect my moves could be integrated into his system with little effort. Do note though that the prerequisites I list are optional, and the action point costs are tentative (feedback especially welcome on these!). These actions are also similar to the combat moves you find in games such as All Flesh Must Be Eaten (thanks Mark for that reference!). The fact that we can express these maneuvers so simply is also a feature of RMU’s streamlined action point system:
Tackle/Takedown
Cost: 3 AP
Prerequisites (optional): Unarmed (skill)
Modifiers: As melee attack
Effect: You try to tackle your target. Roll an Unarmed skill check, opposed by your target’s skill check (Acrobatics, Contortions, or Unarmed). If you win, your target is knocked down (supine), with you on top. If you are using tokens/figures and squares or hexes, you occupy the target’s square.
Shove
Cost: 3 AP
Prerequisites: Unarmed (skill)
Modifiers: As melee attack
Effect: You try to push your target. Roll an Unarmed skill check, opposed by your target’s skill check (Acrobatics, Contortions, or Unarmed). If you win, your target is knocked down (supine), or 5’ backwards (your choice).
Size: The last thing to consider is how to handle size. Because in grappling, size really matters; that’s why wrestling has so many weight categories. D&D as we saw prohibits characters from grappling creatures more than one size larger than their own. But RMU has many more weight categories than D&D, and the RMU categories are more finely graded, so we should probably add some typical Rolemaster open-endedness instead. I suggest that combatants in RMU get a bonus to size-dependent maneuvers equivalent to 50 times the square of the size advantage. So a human fighting a Halfling (one size difference) gets a +50 bonus to any maneuvers. A Troll fighting a Halfling gets a +200 bonus. So yes, the Halfling can still try to take that Troll down, and might get very lucky. But he’ll probably have to roll at least double open-ended to do it. And he’ll have to roll high open-ended 8 times or more to trip a dragon. (If you want a still more granular approach to relative weights, you can use the bonuses in the RMU Feats of Strength rules, which rely on a precise comparison of combatants’ weights even within a size category).
The Alternative Option
The Alternative Option involves adding a few more moves, but also offers an alternative, nonlethal method for resolving basic grappling attacks: namely, opposed skill checks. This is the system that D&D uses, and it seems to work fine; at least I don’t see too many people complaining that grappling isn’t random or deadly enough in D&D. The system I present here is influenced by the D&D system, and is thus both simpler and in some ways more realistic than the present RMU system insofar as it requires no attack chart (or even critical chart – see below). It also has the advantage of allowing me to grapple my young son without killing him, just like I do every day in real life. This solution also has an RMU twist, though, because it uses RMU skills, and can still use part of the RMU Grappling Critical chart if you want it to. To resolve grapples nonlethally in RMU, then, try adding this move:
Grapple (basic, nonlethal)
Cost:3 AP
Prerequisites: Unarmed (skill)
Modifiers: As melee attack
Effect: Make an Unarmed skill roll, opposed by your target’s skill roll (target’s choice of Acrobatics, Contortions, or Unarmed). If you win, roll a critical on the Grapple critical chart. The severity of the critical is determined by how much your roll exceeded your target’s: 1-10 = A critical; 11-20 = B; 21-30 = C; 31-40 = D; 41-50 = E; 51-60 = F; etc. Apply any results of ‘Grapple%’ to your target, but ignore all other results. All other RMU Grappling rules apply (see Arms and Character Law, 2.7 ‘Criticals and Injuries: Grapple’).
Alternatively, if you don’t want to use the Grappling critical chart at all, then the Grapple% you impose with a successful attack equals the amount by which your roll beat your target’s (e.g. if you beat his roll by 30, you impose a 30% Grapple).
Note that this system allows you to resolve grappling attacks without any chart at all. You can still use the RMU Grappling critical chart whenever you feel like it of course, if for example you want your combat to have a chance at being lethal; and you can also at any time switch to the current RMU Grapple attack chart if you want to represent the more hostile grapples of the sort that wild creatures perform, or if the party Ranger is possessed by a demon, and the party Fighter is trying to wrestle him to the ground. You still have that flexibility.
This chartless method of resolving grappling explains how wrestlers can spar for hours without dying due to concussion hit loss. In the Rolemaster rules as they are currently written, which rely on both attack and critical charts, each successful attack causes some concussion hit damage, and even B criticals can be deadly. This means that wrestlers (especially level 1 adolescents) cannot sustain such attacks indefinitely without being knocked out or even killed. In real life, though, a single practice session for wrestlers sees them subjected to literally dozens of attacks; yet they aren’t constantly falling unconscious and dying. This is what I mean when I say a nonlethal method of resolution is actually more realistic at representing wrestling.
Now that we understand the basic system of moves and nonlethal skill resolution, we can proceed to offer some sample advanced maneuvers:
Single-Leg Takedown
Cost: 3 AP
Prerequisites: Unarmed (skill); at least 25% Grapple (position).
Modifiers: +15 to your skill check; otherwise as melee attack
Effect: Roll an Unarmed skill check, opposed by your target’s skill (Acrobatics, Contortions, or Unarmed). If you win, your target is knocked down (supine), with you on top.
Double-Leg Takedown
Cost: 3 AP
Prerequisites: Unarmed (skill); at least 50% Grapple (position)
Modifiers: +30 to your skill check; otherwise as melee attack
Effect: Roll an Unarmed skill check, opposed by your target’s skill (Acrobatics, Contortions, or Unarmed). If you win, your target is knocked down (supine), with you on top.
Rear Naked Choke
Cost: 8 AP
Prerequisites: Unarmed or Subdual rank 5 (skill); at least 50% Grapple (position); rear (position); a breathing target
Modifiers: -25 if target is standing; otherwise as melee attack
Effect: Having taken your opponent’s back, you leverage your arms around his throat and squeeze.Roll an Unarmed skill check, opposed by your target’s skill (Acrobatics, Contortions, or Unarmed). If you win, your target falls unconscious.
Note that the single-leg takedown is better than the basic grapple or takedown: it benefits from a +15 modifier. This is because it also requires that you have a hold of one of your opponent’s legs first (the 25% grapple prerequisite). So if you can set this up by doing a basic grapple first, you will have a better chance of landing it. Similarly, the double-leg takedown has a better modifier (+30), but requires that you have a hold of both legs (50% grapple). Finally, the rear naked choke renders an opponent unconscious, but has the highest requirements and takes the most time: it costs 8 AP, and can only be performed if you already have rear position. These different maneuvers simulate the way a grappler breaks down an opponent.
Suggested Additional Rules
–Close Quarters: If you think these options make wrestling too strong, you could allow a target’s Grapple penalties to be reduced by her RMU Restricted Quarters skill, since that skill represents training in fighting in tight spaces, with a restricted range of movement. This creates an appropriate and pretty effective counter skill to wrestling, but one that only Arms users are likely to be able to afford. (Spellcasters already have lots of other tools for evading grapples, such as Teleport spells).
–Multiple Hands: How do you handle a grappler with multiple hands? You could give a bonus (e.g. +10) to grappling attacks/defenses for each additional hand a combatant employs, beyond the first. Vard Orcs will definitely be happy with that!
–Subdual: One skill that could nicely complement Unarmed: Wrestling is RMU’s Subdual skill. I like the idea of making Subdual an alternative grappling skill that could be used for moves such as the rear naked choke. This is why I list Subdual as an alternative prerequisite skill in my Rear Naked Choke move above.
–Ground and Pound: If you want to simulate an MMA-style ‘ground and pound’, whereby a wrestler first gains position on an opponent and then delivers strikes to him, you can just switch to Unarmed: Strikes once you have obtained sufficient Grapple%. All positional bonuses still apply, and you can still use the default RMU rules for breaking grips.
Conclusion
I could throw some more moves at you, but this is already a ridiculously long article, and I think now you all get the basic idea. You can probably think of many more maneuvers to add. I certainly will, and both earlier editions of Rolemaster (e.g. the Martial Arts Companion) and other games (e.g. All Flesh Must Be Eaten) give dozens more moves too. And that of course is part of the fun of the system. You can create entire combat styles that represent real or fantasy fighting traditions. And you can make grappling as simple or as complex as you want it to be.
The most important point to note, though, is that RMU already has a chassis better built for grappling than any prior edition of Rolemaster. The action point system, the 5-second round, and the new grappling critical chart all make our job far easier than it has ever been. As long as you are willing to recognize that grappling doesn’t really fit very well into the standard Rolemaster attack chart, and that D&D can have a good idea or two sometimes, then I think the door is open to a much better system of grappling for RMU.