My group of friends and I are preparing a new campaign and, after years playing d&d, decided to give a try to RMFRP.
We are having a hard time trying to understand how the game works, but the most difficult subject is parrying. we find it quite confusing.
Lots of thanks. The game looks great but it's quite complex.
I advise keeping to the RAW for a while before you start house ruling, you will probably find that you'll slip to dnd rules.
One of the major issues is that as DM converting to GM that you'll have to be more careful at what you through at the players. In dnd you can chuck a couple of dozen gobbos at an experienced team and they'll have no issues, RM is obviously different. I suggest you also use a Fate Point system, we use a loose one that allows a reroll. You only get Fate points at the end of an adventure so they are very precious. I have been requoted by the other players in my game for many years for chastising a fellow player for spending one to avoid loosing an arm, "don't spend a Fate Point, I can heal it after combat; just put it in your back pack for now".
One MAJOR thing you need to remember is that RM herbs are basically the equivalent to DnD potions. Make sure one player picks up foraging and cooking. You can then have side adventures for them to gather herbs in dangerous places which will essentially be treasure that they can sell or use!
I think that once your players get used to, parry one attacker, shield on another and pray for the rest that tactics will start to arise. As a player that is predominantly a spell caster I often focus on buffing the party or crowd control (CC). Spells like blade turn or calm and shield are very efficient. Get your party mage to buy the talent Spacial (RoCo1) or if not using that then Spell Mastery so that they can get range self to touch.
Then in your example I would have put either a shield spell or bladeturn or calm on the third critter.
Some examples:
1- Shield* - 1 target, 1 min/level, range 10' - Creates and invisible force shield... subtracts 30 from melee attacks. (RoCo III, 8.61 Power Words, page 60).
3- Blur* - 1 target, 1 min/level, range 10 - subtracts 10 from all attacks. Note, this effectively grants 30 DB in the case of 3 attackers.
(Spell Lore 3.2.7, Shield Mastery, page 89)
7 - Bladeturn I - 1 attack, range 100' - Causes 100 to be subtracted from the attack. (Spell Lore 13.7, Shield Mastery, page 81)
3 - Levitation - Duration 1min/level Range Self (needs Spell Mastery or Spatial Talent) - Allows caster to move up or down vertically 10'/round. (Spell Lore , 14.2 Movement, page 114)
4- Calm - Duration 1min/level Range 100' - Target will take no offensive action, will fight only in self defence.
These last two spells are what in my mind makes RM so great. Spells that are used in slightly unusual ways to enhance the game. A caster could also use Levitation to buff alies. However, feel free to let the goblin pull out a sling and use it with a reduced OB. If attacking from flying though there should be a Moving Maneuver to stabilise yourself, this should be either raw AG or Flying/Gliding skill.