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
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
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
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
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
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.… Read the rest
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
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