“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

Firearms in Rolemaster – The Mechanics

In my last entry I talked a bit about how I revised the attack tables for firearms in Rolemaster. That’s not the only change you need to make if you plan on adding realistic firearms to a game using any flavor of the Rolemaster rules. I’m a firm believer in using a two second, phased round for firearms, but you also need to make some core mechanics adjustments. That’s what I’m talking about today.

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. It also got me thinking about the proposition that lots of combat mechanics equals an emphasis on combat.

RM Combat Hack: Simplified armor & encumbrance

While both encumbrance and fatigue are critical elements in our game it’s always added an extra step of record keeping that was onerous. We’ve played around with several mechanisms but found that the new piecemeal armor and fatigue rule in RMU work great but we’ve taken it one step further. First, we’ve eliminated the Maneuvering in Armor skill.