Intro
Like many of the contributors on this forum, I’m in my mid 40’s and have been playing RM since the early 1980’s. And like most GM’s I’ve house ruled, hacked, re-written or created quite a bit of material over the last 30+ years. For the last few years I’ve done a complete re-write of Spell Law, drafted by own Character Law and have been waiting for the new RMU Arms Law (too many tables to do myself!).
The ongoing RMU discussions has been a great opportunity to discuss common problems with RM and a lot of great solutions that MAY be incorporated into the new rule set. However, it seems to me that RMU isn’t meant to be a complete re-imagining of RM but more of an integration and streamlining of past editions.
I thought I’d write some posts on issues I have with RM; problems resulting in accepted rules that may have never been re-evaluated in subsequent RM editions and RMU. These posts are more meant to spark discussion or challenge mental models than to litigate my own solutions. Given the quality and depth of gaming experience on these boards I look forward to any thoughts or arguments!
Part 1: Eliminate Maneuvering in Armor skill and enjoy a simplified encumbrance system.
I have to imagine in the initial development of RM that the Maneuvering in Armor (MnA) skill served several purposes. First, RM was a skill based system so most actions, static or MM were encapsulated as skills. Second and perhaps more importantly, making MnA a skill reinforced class specialization and class tropes: “magic users can’t wear armor”. Of course this stems from the well balanced party: fighter, thief, magic user and cleric. In D&D these tropes were enforced by simple class restrictions. MnA wasn’t really a skill really, it just offset penalties associated with the weight and limitations of armor. RMU has broadened this now into contra-skills (skills used to offset penalties; grace, reverse strike, dual wield etc) and this may be a good solution. Strangely, in the original RM, Shield wasn’t made into a skill—you could pick up a shield without any training and get its defensive advantages. You could argue then that Shield was more of skill than just donning heavy clothes or a metal shirt.
So why have MnA at all? A few thoughts:
1. Is it really a skill? I’m sure medieval re-enactors would argue it takes skill to operate in heavy armor and I would probably agree to some extent…but is it more of a handicap (ie weights added to horses in racing) than a trainable skill? If you put a 110lb weak person in heavy armor and have them practice day and night I’m not sure they will improve a “skill”, but may improve their strength and endurance. Armor should incur penalties, but those can be “offset” by increasing your weapon skill or MM skill.
2. Is it needed to maintain Professional Specialization? Without MnA armor can still have substantial failure and MM penalties which would disincentive spellcasters from wearing it. I don’t subscribe to the “spellcaster can’t wear armor” school; it’s D&D DNA and so imbedded into RPG that we don’t question it. There are plenty of fantasy settings that feature armed & armored magicians and spellcasters. So if I don’t need that differentiation then I don’t need a skill to reinforce it.
3. Is it worth the hassle? I like the granularity in RM—that’s why it’s my system of choice. But for me the original combination of the armor penalty chart, MnA skill, encumbrance and movement/pace rules were overly complex.
I think RMU has gotten it mostly right: encumbrance penalty is equal to your total encumbrance (as %) less your encumbrance allowance. I also think that’s where it needs to be left. There is no need for both a Armor Manuever Penalty and an Encumbrance Penalty, all that's needed is encumbrance penalty.
1. Calculate total encumbrance as % of body weight. (in RMU armor is now stated as % to scale for size)
2. Reduce total encumbrance by your encumbrance allowance (10% weight + Str bn ) to get your encumbrance penalty
3. Specific armor types have fixed penalties for missile & perception
4. Encumbrance penalty (EP) is then applied to all appropriate actions.
5. EP can reduce Quickness Bonus (optional)
6. EP is applied to all MM (and melee optionally if you want to be cruel)
7. EP is added to fatigue rules (if used)
8. Movement is decreased by % equal to EP penalty. (no need to reduce pace categories based on encumbrance categories. i.e. if you sprint at 5x with a 50% EP your total distance is halved—effectively reducing your pace to 2.5 without having to consult a chart)
9. EP or Total Encumbrance can be used as an ESF modifier to Essence casting(or partial to channeling)
No more armor penalties offset by MnA used in conjunction with encumbrance and pace modifier charts. Players only need to keep track of their EP. It’s simple and less complicated for new players. The only task is to assign new Enc. Penalties to armor (see my chart attached below--need to be approved btw)—it scales well to piecemeal armor and allows for real advantages for quality, lighter materials when constructing armor. I set encumbrances penalties that were high enough that unless you had heroic strength (101+) you were going to have a net penalty from armor. That doesn’t include the remainder of your kit. Armor has a real cost in terms of performance to wear it.
Attached is the chart that I use (RMU AT's). It’s based on piecemeal but for reference a total plate kit (standard steel) would be (66%). A fighter with a 100 str would offset that by 25 so the MM penalty for Full Plate would be -41. That penalty represents the real limitations of wearing full plate while riding a horse, climbing a wall or swimming! A PC could reduce the weight or penalty via spells (temporarily) or get armor fabricated with magic, superior and/or lighter material.
Conclusion. Maneuvering in Armor Skill is not necessary and adds complexity.
next week...Poking Sacred Cows pt. 2: Problems with Magic Items