“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.
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 105 if you wanted to pull your punches (or grapples as the case may be). The main problem with this approach was that it forced would-be grapplers to choose between being bad wrestlers (since even a maximum result at 105 on the attack chart was unlikely to immobilize an opponent) or good murderers (since the higher results often ended in serious injury or death). In an attempt to solve these problems, the RM2 Companions and RMSS/FRP offered options that mixed different attack charts (Grapple, Sweeps, even Striking) with the different critical charts (Grappling, Sweeps, Unbalancing) almost interchangeably. The Companions and RMSS/FRP also added more skills, such that RMSS had separate skills for Sweeps and Throws; Tackling; Wrestling; and Blocking. But all this really did was introduce skill bloat. In RMSS, you literally had to switch skills three times (from Blocking to Tackling to Wrestling) if you wanted to stop an opponent from running past you and take him to the ground. And RMSS/FRP never solved the problem of the grappler’s Hobson’s Choice between bad wrestling and good murdering.
The final result, then, was still rather unrealistic. I wrestle with my 5-year-old son pretty much every day, but if I used the RM2 or RMSS grappling rules to do this, I would either be very bad at catching him (an attack table result of 105 is unlikely to give me a good grip on him, unless I get lucky with my critical roll), or I would have outright killed him years ago. But in reality I can catch him pretty easily, and the worst injury I have ever given him was a small red mark on his temple due to the fact that I had not cut my fingernails closely enough that day. The earlier editions of Rolemaster never gave me a system that allows me to wrestle him effectively without risking murdering him.
So what’s the solution? The new edition of Rolemaster gives us with some very useful new tools, and I think we can add to them a few ideas from Dungeons & Dragons. Together, I think these finally solve the problem of grappling.
RMU offers us a new system closely tied to earlier editions of Rolemaster. There is still a Grappling table and a Sweeps Throws table, and both still have their own distinct critical tables. But there are also clearer rules for subduing attacks, as well as a Subdual critical table (I think that is an RMSS innovation?). There is also a Wrestling skill, which is a specialization of the Unarmed skill, right alongside Martial Arts Strikes and Sweeps & Throws, where I think it fits well. But thankfully there are no separate ‘Athletic Games’ or ‘Tackling’ or ‘Blocking’ skills to bloat the RMU skill list.
But perhaps the most important change RMU makes is the reworking of the Grappling critical chart. It now includes numerical ‘Grapple %’ results alongside its descriptions of other effects. The Grapple% is a penalty that applies to all the target’s actions so long as it remains grappled. This penalty represents how good a grip/lock the grappler has on her opponent. So when attacked by a grappler who obtains a critical against you, you might suffer a result of ‘30% Grapple’, which means you are at -30 until you break that grapple. Breaking the Grapple is a 4 AP or full-round action, and you can use the Wrestling, Contortions, ‘or other appropriate grappling skill’ to perform it. The amount you roll over 100 is the amount by which you reduce your Grapple% penalty.
So far, so good. The discussion on the forums in recent weeks focused on an apparent oversight in the RMU rules about moving while grappled. In the RMU Rules As Written (RAW), any grapple% result stops all movement for the grappler and the grapplee until the hold is broken. This is a bit of a problem, because it means a Halfing gaining the slightest Grapple% (5%) on a Troll could rather easily stop him from moving altogether. Forum posters suggested various ways of solving this. My own suggestion was to add a stipulation that a grappled target takes on the added encumbrance (including body weight) of his/her grappler. This would mean that the Troll could rather easily drag the Halfling around, but a Halfling grabbed by a Troll would be more or less completely immobilized. In commenting on my suggestion, JDale coined our new RMU slogan — ‘That’s reasonable’ — so I am hoping this might be the solution the developers adopt.
Overall, I like the innovation of adding a grappling % to the critical results, and I think it is one of the keys to improving grappling, but I feel RMU still lacks a two things, namely:
–A controlled, consistently nonlethal Grappling option. In reality, as opposed to the RM grappling rules, a champion wrestler is able to put you where he wants you, and keep you there. That control is to me the very essence of wrestling. But this also means a champion is not going to hurt you inadvertently. Yet, the RMU Grappling attack table still inflicts concussion hit damage (even if it is low), and the RMU Grappling critical chart still causes broken bones, severe injuries, and death on even B criticals. So I still can’t wrestle my son within the RMU Rules As Written. I still have to choose between having less control than I do in reality, or being less effective than I am in reality.
–More standardized maneuvers with specific AP costs, such as ‘takedown/tackle’, so I don’t have to constantly houserule common maneuvers. RMU has thankfully done away with the skill bloat that gave us separate skills for Blocking, Tackling, Wrestling, and Athletic Games. We can now just use Wrestling for all these, and treat Blocking and Tackling as Wrestling maneuvers. But to do that easily, we still need exact AP costs and some basic guidance as to how to handle these as maneuvers.
Dungeons & Dragons offers some ideas for how we can solve these last remaining problems. Why bother with D&D? Well, D&D has a system that is in some ways simpler and better at capturing nonlethal grappling (for a good breakdown, see: https://www.enworld.org/threads/the-grapplers-manual-2-0-grappling-in-5th-edition.468737/ ). D&D is also by far the most heavily played and playtested system in the world, which means that there is a good chance your players are already familiar with it, and there are some lessons we can learn from the vast amount of feedback it has accumulated. The relevant aspects of the D&D system are these:
–Grappling is resolved by an opposed skill check (attacker’s Athletics skill vs. defender’s Athletics or Acrobatics skill) rather than a regular attack. Grappling therefore never does hit point damage. Its primary effect is to impose the ‘Grappled’ condition, which reduces the target’s speed to 0.
–Characters can make additional moves beyond the initial grabbing, most notably tackling/takedowns (the ‘Shove’ action).
–Size limits grappling. You can’t grapple a creature more than 1 size larger than you. And you can’t drag a creature you’ve grappled if it weighs more than your carrying capacity.
D&D thus offers quite a lot, namely: a controlled, nonlethal mechanic for resolving Grappling attacks (i.e. using skill checks rather than attack charts); clear rules for takedowns; and a detailed explanation of how size affects grappling.
In my third and final part of this trilogy of blogs, I’ll give specific rules for how similar measures can be implemented to improve grappling in RMU.
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 a few suggestions as to how they can be improved.
In this post, which is the first of three I will make on grappling, I will just survey the rules for wrestling in previous editions (pre-RMU) of Rolemaster. This will get us all up to speed on how Rolemaster has tried to solve the problem of wrestling, and I think it will also make several things abundantly clear: The original Rolemaster’s system of attack charts and criticals never really captured wrestling’s effects very well, and subsequent editions merely added new skills without fixing the underlying problems, which resulted in a confusing proliferation of skills, and frankly a rather hopeless mess of mechanics. I think Rolemaster can do better than that.
Full disclosure: this is a topic dear to my heart. I actually wrestled a little bit (the real kind—what Americans call ‘amateur’ or ‘olympic’ wresting, as opposed to the fake ‘professional’ wrestling) in middle and high school. I love the sport. It is the hardest one I have ever done, for it demands every ounce of your energy and attention. And the list of UFC champions will testify that it is one of the most effective martial arts in the world.
The rules for grappling in RM2 were pretty simple. There was an attack table for ‘Grapple/Grasp/Envelop/Swallow’ (the picture showed a squid and a snake), which did relatively few hit points in damage and resulted in Grapple criticals. One unique thing about this table was the note at the bottom saying that for each round that a creature obtained a critical against its target, the creature got a +10 to OB against that target. This seemed to be an attempt to show a creature sinking in a deeper hold on its target. There was also a Martial Arts: Sweeps and Throws skill, which was meant to simulate martial arts such as Judo and Wrestling. Its attack chart too did relatively few hit points and resulted in Grapple criticals. There was a note that combatants trying to subdue an enemy without doing serious damage could roll on the Grapple or the Sweeps attack table, with a maximum result of 105; this was the cutoff for ‘Small’ attacks, with a maximum critical of ‘B’ severity, which ensured that the attack would be non-lethal… but also make the attack less likely to actually grapple or immobilize its target. On more severe results, the Grapple critical chart could inflict some serious injuries, including death. 91-5 on a C for example resulted in the target being stunned and unable to parry for 44 rounds (is that a record?) and at -95 afterwards. This forced wrestlers to make a choice between the lesser of two evils: play it safe and be a bad wrestler; or be a good wrestler and risk murdering your opponent. That wasn’t ideal.
I imagine RM2’s Unbalancing chart could also be used to represent grapples, but it includes lots of broken bones and very serious injuries, including death, so it isn’t ideal either for capturing two wrestlers in a sparring match.
RM2 also had the Subdual skill, but is was far more Vulcan Nerve Pinch than Rear Naked Choke, and it required a lot more setup than wrestlers did. It was more of a fantasy skill to render unconscious a foe that you approached unawares, and who had no armor on its upper body. You also had to develop the skill separately for different types of creatures. Mechanically, you had to roll 101+ on a skill check, and your bonus was halved if your foe was in melee, so it wasn’t really something a wrestler thought of doing. Even if you succeeded, the defender still got an RR versus your skill ranks in Subduing. To this day, I’m not quite sure what stat affected this RR (I am assuming Constitution?).
The RM companions did not add much more. Companion IV lamented the lack of ability to attack to subdue, and offered some additional options for that, such as changing lethal criticals to non-lethal criticals, provided the attacker accepted a penalty (-20 or more) to the attack’s OB, and that the attack was of a type that could be used non-lethally (e.g. yes for Grapples, no for Lightning Bolts). The Arms Companion added the ‘Melee Scuffle’ skill, which was essentially a tripping skill that used 40% of your activity for the round.
RMSS/FRP tried to solve the problem by adding many more wrestling-like skills. However, these skills seemed at times to overlap with and even contradict one another, and even then, they never really offered wrestlers any other option than the traditional ones of being either a bad wrestler or a good murderer. The RMSS core rules added a Tackling skill, which fell under the Martial Arts: Strikes category. The description of Tackling said it was the skill to use for bringing someone to the ground and temporarily immobilizing them. Tackling used the Martial Arts: Strikes attack table, but with results capped at rank 1, and the criticals were Grappling rather than MA Srikes. Confusingly, RMSS then added that if the contest continued after the initial tackle, then a separate ‘Wrestling’ skill was to be used (I guess no one was thinking of Greco-Roman wrestling here). This Wrestling skill was in the MA: Sweeps category rather than Strikes, and used the Sweeps attack chart rather than the Strikes attack chart, but again with Grappling criticals and a cap of rank 1 results. One problem with this was that the skill descriptions said Tackling had more of an intent to injure whereas Wrestling was just aimed at immobilization, but mechanically, both attacks used exactly the same criticals (Grappling). And those Grappling criticals resulted in lots of broken bones and even instant death.
To add further confusion, RMSS also had yet another separate skill called ‘Athletic Games’, in an entirely separate category (Athletic Games: Brawn), whose written description specifically cited ‘Wrestling’ as one of these games. The lesson here, kids, is that adding more skills is not the solution to every problem! RM2 had had a secondary skill called ‘Athletic Games’, but the description in Rolemaster Companions I and II never mentioned Wrestling, so I am assuming RMSS just added that in here.
RMFRP also redid the Grappling critical charts, changing some of the results. For example, it changed 00 on an E critical from crushing foe’s windpipe to crushing foe’s windpipe and literally ripping his head off. So much for sparring I guess.
The RMSS Martial Arts Companion added an optional rule that adjusted the maximum damage of Wrestling according to the difference in sizes of the combatants. That was kind of neat. It also offered a ‘Locking Holds’ skill, that used the Sweeps attack chart (again limited to rank 1 results) and a new ‘Locking Holds’ critical chart. Again, that was pretty cool. Unfortunately, that chart’s results included lots and lots of broken bones, so it wasn’t very suitable for wrestling.
The RMFRP School of Hard Knocks further confused matters (to me at least) by citing ‘wrestling’ as an example of its Athletic Games: Brawn skill, but then going on to talk mostly about ball sports. To further confuse you, the School of Hard Knocks’ description of the Tackling skill was illustrated by two figures that are clearly Wrestling.
So what does this trip through memory lane prove? To me, it clearly shows that adding a plethora of new skills will not solve the problem of realistically representing grappling. RMSS’s multiplication of skills just amplified confusion over how to resolve wrestling actions. The real solution – for me at least – lies in using existing skills and mechanics instead, and simplifying them to produce a more realistic and workable system. Wrestlers should not have to choose between being bad wrestlers or good murderers.
My next post will compare how two other systems can offer help in achieving these goals. The two systems are: Dungeons and Dragons, which offers a very simple and reasonably good method for resolving grapples (especially the non-lethal kind); and RMU, which presents a new Grapple critical table, new size rules, and a simpler action economy, which enable us to simplify the rules for grappling while at the same time making them more realistic than they have ever been. In my third and final post of this trilogy on Grappling, I’ll offer my own houserules for handling grappling in RMU.
I like to think of plots as a mix of two completely different ingredients. The first is a really simple structure making them easy to manage, even after the first contact with the player characters.
The second is just enough chaos, mayhem and evil doings to make the plot worthwhile in completing. Assuming most players characters and party’s are good, of course.
I have always been a fan of post-it notes. I have started to write my plot structures using five post-its.
Plot Hook and initial barrier
A non-combat challenge
Obstacles to overcome
A major final encounter
An unexpected twist or gateway to further adventure
The point of the post-it note is that I can stick to the page of my GM notes at the place where there could be an interesting side plot.
If the characters stroll right on past the plot hook, it goes back in my folder for another day.
There are two big gains in this, from a campaign point of view.
I can create adventures separate from the actual campaign’s overarching plot. Salt them into the game sessions and let the players do what seems natural.
Tweaking a plot hook to make it seem new is minor, so unused plots can be reintroduced at a different point, at which time the characters may want to bite on the hook.
This is not railroading. I am not saying “I have written this and you will play it, like or not!” It is more a case of keeping fresh options open to the characters. Every session can easily offer up three or more side quests which may make perfect sense to the characters.
The actual structure is designed to behave more like a cake than like a recipe. It is not a step by step order of events. It is more like ingredients. Just as you cannot get the egg our of a cake once you have made it. So obstacles are an intrinsic part of a great adventure.
The structure means that most character professions, if you use them, can play a role. Only one element of the structure implies a fight or battle. It could be that your barbarian struggles with all the other elements except the fight, whereas you healer may revel in everything bar the battle.
Adventures should give every character a chance to shine. Using the structure as a remember to build more than just a list of combat encounters is a useful reminder.
I like to think of it as five opportunities to be horrible to the characters, just as they are likely to be horrible to your villain. Remember it takes a lot longer to create an evil necromancer than it does for the party to kill them!
With the ICE Forums apparently self isolating, means there is no where for people to ask questions, sign post other fans to great/interesting/amusing resources or any of other things that we used the forums for.
To that end, I want to extend the blog to anyone who wants to use it.
A blog is not a forum, which makes it a little less wieldly but…
If you have a question to ask, something that is going to probably gather a lot of different opinions then just ask the question as a comment under this post. I am going to ‘sticky’ this post so it remains visible.
Each question I will turn into a post of its own, probably one per day if that seems like a suitable rate. The discussions will then grow in the comments under each question. The posts will remain for ever, as a resource to others.
Anyone who wants to write in a long-form. There have been a few people who like to share campaign information or ideas, for example. If you register with the blog and then use the Contact Me link and ask to be upgraded to a Writer. I will then give you the required permissions to write your own posts and respond to comments. Using your Forum username or something similar will make life easier for everyone to join the dots.
Blogging is a lot of fun. Unlike the forum, you can use a lot more rich media, you can upload images or files without having to wait for approval, which can take a very long time on the forums.
This blog was started to try and help promote Rolemaster, but now it can also work to keep the community together.
Well, I am not 100% sure of the actual date but the Rolemaster Fanzine has reached its 36th issue, making it 3 years old.
Over the past three years the fanzine has changed quite a bit, but it has now settled down to a seemingly regular “An adventure plus some articles” each month.
The emphasis is very much that this is a Game Master fanzine, not for players so much. The reasoning is that the GM may well want to run the adventure and having the players read it first rarely makes for an exciting time.
I saw this month that ICE are looking for writers. If you have anything that you don’t think is substantial enough to put forward as a full on submission consider the fanzine.
I pay, on a commission share basis. I give everyone who contributes a share of the earnings through DTRPG. They deal with everything the instant each copy is sold. I suspect that there is no human involvement. You can spend you earnings as either account credit to get a discount on RPG books or withdraw it via PayPal.
When I started this blog it was just me. Over time I think we have something like 10 to 12 different writers. I would like to see the fanzine grow to have a range of voices.
In another development, fanzine-wise, I am getting all the back issues out as paperbacks on Amazon. The publication order is a little haphazard but only because the newest issues are paperback friendly. When I wrote the old issues this was not a consideration.
Bored at home? Looking for something to do? Check out these RMU characters I made by hand. You can find them in the Downloads>RMU dropdown menu above. They were done in Excel, on my own homemade character sheet. They include two of almost every class (at level 2 and at level 5).
I built these characters for several reasons. First, I wanted to have a stable of pregens for any playtestests I run, like the one I did at GenCon last year. I also wanted to include them in the introductory adventures I am writing. I find that one of the barriers to playing Rolemaster for new groups especially is the complexities of the character creation process, so having characters ready to go I think might entice more people to give the system a try. Another thing I wanted to do was to see which classes are viable in combat, and which might need help — and indeed this process was quite enlightening. Finally, I wanted to have a list of ‘Templates’, or a set of skills to buy for 60 DP (the allotment each character gets each level), as a guide to players for how to make a viable build. That too can be overwhelming for new players: not just making a character, but levelling her up.
I built characters of almost every class. I didn’t include the non-PC classes Laborer or Scholar, nor did I try my hand at a No Profession (though a heavy armor Mentalist semi would be a very good class indeed in RMU!). I also didn’t build a Dabbler, because I simply could not make a combat-viable one; I preferred instead to make my own (homebrewed) Warrior Mage, which is much more capable. I also didn’t make a Healer, since I think players already have lots of Healing options, most notably Cleric and Lay Healer.
A few things to note about my characters:
–‘RAW’ or ‘Kosher’ means characters built according to the RMU beta2 Rules As Written. Homebrew means I have included either my own new spell lists (for the Bard, Druid, and Ranger) or both my own new spell lists as well as my own new class (the Warrior Mage is one I made from scratch).
–I built these characters without using the Footwork skill or Knacks, since I don’t need or use either of those. I also didn’t much use the Grace skill, since the mechanics of it are still in flux, and I worry it is a bit overpowered. But I did use it for a few classes that I thought could make the most use of it.
–Some of the later costs for Combat Training skills are a bit of an estimate, since the released beta2 rules only include costs for the first four Combat Training skills.
–The full list of talents for each race involved a bit of guesswork, since the talents are changing as we speak (as Creature Law reduces the number of them). JDale was very helpful however in giving guidance on the talents for the new races I used (High Men, Hvasstonn, Idiyva, Nycamerith, and Sstoi), though, so those should be accurate,. Thanks very much to the always helpful JDale!
–These characters are built for combat. My players are classic Hack and Slashers, which means that in my group, any classes that can’t contribute in combat simply don’t get played. That’s why I needed to add new spells lists (many of which were reworked versions of old RM2 spell lists) for the Bard, Ranger, and Druid. Otherwise, these classes really did not offer much in terms of combat ability. If you play a more combat-light style, you would probably want to exchange some of the combat skills for more spells, and Lore, Crafting, and Social skills.
–I have built Clerics and Druids as both healers and as more battle-versions, so that’s why you’ll see multiple Clerics and Druids, with some focused more on healing and others fighting. I found that even the battle Cleric could still heal quite well though (the Druid wasn’t as effective at that, since he doesn’t get Lifekeeping/-Giving spells like the Cleric does).
–The characters are all Shadow World characters insofar as their languages and lore go, so as long as you are ok with some of the new RMU races being in Shadow World, these should be ready for Kulthea.
I have also added my templates for each class. You will find them in the Downloads>RMU>Templates for RMU Classes file. I also plan to blog soon on what I’ve learned about which classes in particular need help. But for now, enjoy!
During this pandemic season, a lot of people are taking their games online in roll20 or Fantasy grounds. Some of these will be regular groups who cannot meet up just moving their campaign online. Other people are reaching out to join online games with people they have never played with before.
If you are in that latter group you probably don’t want to launch into a multi-year sprawling campaign. This is where the micro-campaign or campaign seed comes into its own.
There are two great formats for this.
Micro-Settings
The GRAmel model provides an introduction to a setting, a collection of setting specific monsters, so key NPCs, maybe some new equipment or magical items and any setting specific house rules. The third part is the a detailed multi-part adventure to showcase some or all of the above.
That package then forms about 30 to 40 pages. Enough to read through in an afternoon. The provided adventure is good for a few sessions and after that you can start to do your own world building to make the micro-setting your own.
The GRAmel versions are designed for their own RPG [Adventurers!] but there is no reason not to apply the same idea to Rolemaster or Space Master. It is only a document format afterall.
Within Without Beyond
The second option is called WWB and I believe originated with Warhammer WFRP. A world is described in terms of:
The Enemy Within
The Enemy Without
The Enemy Beyond
In fantasy settings particularly a characters access to information about the world can be extremely limited. This format works by explaining the characters view of the world and then describing the internal threats from within their own society or culture.
The Enemy Without are threats from beyond the physical borders. They could massed armies on the borders, or political threats from rivals or invading tribes of fantastical beasts.
The Enemy Beyond is where magical or divine threats are described. Those mad cultists trying to bring dark gods back, just for a laugh, or the alignment of stars that are going to set free the devoured of worlds.
A fourth section in this format is a list of Adventure Ideas. These ideas make use of the internal and external threats to create adventure hooks that you can expand upon.
Comparing Approaches
The GRAmel method is by far the more accessible. It is one step short of pick up and play. You do need to at least read it. Beyond that you have an adventure to run there and then and all the tools needed to make it work seemlessly.
The second method is one that has greater longevity. You could not possibly interweave every thread into a starting adventure without overwhelming new players and characters. What you can do is plant seeds that you can develop later and keep slowly building the complexity of the game world. You could choose just one element for your first foray into the campaign and as the characters world view expands you bring more elements into the mix.
I cannot say which is better. I don’t believe one is better than the other. I personally prefer the GRAmel method. They are more fun to plan and write for yourself. Most people can write that potted summary of their new fantasy world. It doesn’t have to a massive campaign setting source book. Just enough to set the tone. Once you have that you swap to making monsters, then NPCs and magic items.
This method is great fun to create. Nothing is overwhelming or to time consuming. You get to hop from one thing to another as your whim takes you.
If you prefer your fantasy more epic and sweeping, then I guess that the Enemy method is going to be more your style.
If you have time to kill, why not try making a micro setting. See if you enjoy it?
I have recently been doing a lot of Print on Demand work recently and this set off a train of thought. Coupled with the fact that Ironcrown.com is broken again I started to think about physical copies of RMu.
Obviously, none of us have seen the final texts. Up until last week, it seemed that JDale was still open to making minor changes, based upon Hurin’s Gen Con feedback. So the books cannot be in editing if they are still in flux.
Assuming the text is finalized this week. Nicholas could get this edited in April.
May would be for commissioning art and final text changes.
June art would start coming back and the books could go into layout.
I would suggest that the earliest possible date to see RMu on the shelves is July 2020.
OK, I accept that that is an entirely arbitrary timeline. There is an awful lot of things that can slow it down. But assuming it not far off, we really could see RMu in 2020.
One of the things that got this thought into my head was a book I was preparing for Print on Demand. It was 123 pages and the printing cost would have been $13.12. It was my intention to sell the book for $14.99.
The print costs, in this case, were so high that I had to make a choice between increasing the sales price, to say $19.99 or making almost no money on the sale. The $1.87 profit would be split between DriveThru and me so I was really looking at less and $1.30 per sale.
The PDF has zero overhead costs and sells for $9.99.
The problem is that even selling at $19.99 I would make less money, not more, when offering a physical, and theoretically, premium product.
This book is almost exactly the same dimensions in page layout, page count and paper quality and weight as Navigator RPG will be. Selling a full game for $19.99 make more sense. I can see how that would be desirable. GMs love books.
But what would it cost to buy physical copies of the RMu books?
I am using the old Beta 2 page counts. I would expect the final books to have more pages than the beta books purely because we haven’t seen much taken out but there have been plenty of things added, Creature Law being the exception.
Arms & Character Law
The Beta is 188 pages. The final books will have art and we have seen a few more skills added. The books certainly needed some clearer explanations in places but the text held up pretty well. When I edit the page count often drops by about t10% and by the time you add in the art it typically grows by 10%. So going with the 188 pages there are two formats we could choose.
All previous Arms Laws have had black and white interiors, I have chosen the premium B/W paper.
The softcover, perfect bound Arms Law would cost $11.39, and in hardback, $15.89. That is the printing cost only.
Treasure Law
The next book is TL. It comes in at 339 pages and there have been very few suggested changes to this book, so I think we can go with that page count. Assuming that editing and art don’t shrink or grow it by much either way.
Softcover would be $19.21 and Hardback $23.71.
Spell Law
Rather like TL, I don’t think this will change much. The bulk of the book is the spell lists and even if they are all updated the number of them and format remains constant.
Softcover $26.26, Harback $30.76.
Creature Law
This is the big unknown. We all know that the book has been split into two. I believe I read somewhere that the ‘core monsters’ come in at 600 pages. This would leave about 300 pages left over for Part 2.
All the previous core monster books were about 200 to 300 pages. So it is really hard to estimate. If it is at the bottom end then the cost would be on a par with ACL. If it is up around 300 pages then it would cost about the same as TL. If it is nearer 600 pages, after art is included it would be:
Softcover $32.73 and Hardcover $37.73.
A Full Set
To buy the books you are looking at $75 to $90 simply to print them. Looking at the existing Print on Demand titles, all these figures hold up. The pricing model used by ICE is that they make a typical $5 profit on each physical sale, which adds about $7 to the purchase price. It looks like the full set in print will be a $100 investment.
Where ICE makes its money is on the PDF version of their books. Typically they are set to about 60% of the print cost, in the $15-$18 range. Where most publishers give the PDF for free with a printed book ICE doesn’t. They charge full price for the PDF even when bundled.
Given their [ICE] past pricing structure it looks like RMu will cost about $75 to buy as PDFs, $100 to buy as books and $175 to buy together. ICE would make between $20 for a full set of printed books, $50 for a full set of PDFs and $70 for a full set of bundles.
The last question is, how much money does RMu need to make to be a success?