Grappling with Grappling, Part III: New Options for Grappling in RMU

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

Grappling with Grappling, Part II: The RMU and D&D Approaches

In part I of this series, I explained how the first editions of Rolemaster initially tried to fit wrestling into their normal attack paradigm. They used specific attack charts (Sweeps & Throws, Grappling), which were tied to specific critical charts (Sweeps & Throws, Grappling); and they also offered a non-lethal option by capping results at

Grappling with Grappling, Part I: The Problem

Rolemaster has never done a particularly good job of capturing the mechanics of grappling or wrestling. With the new edition of Rolemaster around the corner, discussion of RMU’s grappling mechanics recently came up on the ICE forums (before they went down). I thought this would be a good occasion to review these rules and offer

“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

Rolemaster Combat Hack: Expanded weapon modifiers for Rolemaster.

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