“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.Read the rest

Player Combat Charts

Do you give your players a copy of their combat chart for rolling their own attack?

I know lots of people do this but I am not one of them. I believe the objective is to speed up combat. Everyone has one copy of every chart they use so there is no page flipping back and forth through Arms Law.… Read the rest

Rolemaster Combat Maneuvers: Fighting Naked.

So RM & RMU has introduced a variety of combat maneuvers and combat penalties: blind fighting, close quarters, protect, mounted combat etc. How about a new one: Naked Fighting.

Sure you might not have the advantage of armor, but you would, or could, have the advantage of “shock & awe”.… Read the rest

Rolemaster, Combat, and Firearms

Hurin’s recent post got me thinking about combat and general and Rolemaster’s combat in particular and how various Rolemaster products handle firearms. That (of course) led me to thinking about how I’ve revised those rules for settings outside of standard fantasy.… Read the rest

Body Development

Rolemaster Logo

This is just a short post today as I am still thinking about whether I am going down the right road or not.

Do we actually need a Body Development skill?

Every race has a racial maximum so it is a bit of a development tax, every character has to buy it, on low level characters.… Read the rest

RM Combat Hack: Missile Parry

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Popular fiction is replete with master swordsmen deflecting arrows with their blades or martial artists knocking aside or even catching thrown weapons. In our efforts to reduce skill bloat and add a “cinematic” quality to game play we’ve allowed the ability to parry missiles along with the standard option of applying OB to DB against melee weapons.… Read the rest

Initiative, the third leg of the RM combat stool.

8.1

When it was first introduced in Arms Law the fluid concept of splitting a weapon skill between offense and defense was very compelling. It helped that RM’s d100 system provided a larger result range than the competing d20 systems that allowed for any number of modifiers to be used within that basic framework: multi-attack, drawing weapon, parry rules, combat modifiers etc.… Read the rest