Recent posts

#1
Rolemaster / Re: What skill to use for stea...
Last post by jdale - Today at 07:10:09 PM
If you're stealing by palming things, that's Trickery.

If you're stealing by going into a store and hiding things out of your person when you're out of view, that could be Concealment to hide the thing, and maybe Stalking to get the opportunity to do so (although you could also achieve that for example by having an accomplice distract the storekeeper).

I would generally ask the player how they want to accomplish the theft and explain how their skill applies. There's often more than one valid answer.

There is a list of every RMSS/RMFRP skill and its RMU equivalent in https://www.drivethrurpg.com/en/product/562285/shadow-world-rolemaster-unified-conversion-guide which is a free download.

For gambling, it says:

For a purely luck-based game, just roll the dice. When cheating, use Trickery (opposed by Perception). For a game with a heavy social or psychological aspect (e.g., poker), use Acting, Influence, and/or Social Awareness. For a game that is random but odds-based (e.g., Roulette), Mathematics might be applicable. For a very complex game with elaborate rules or strategy, treat it as a Vocation.

Ranged: Thrown is interesting for throwing dice, but I think Trickery is a better match still. Thrown might be usable as a similar skill though, or complementary skill.
#2
RMC/RM2 / New YouTube 20 part Series - H...
Last post by Horrors & Heroes - Today at 02:44:11 PM
I've just started a new 20 part video series: How to Play Rolemaster Classic.
The aim is to walk through RMC/RM2 step by step, using the rules as written, with (almost) no optional rules and no house rules. I'm hoping the series will be useful for new players, returning players, and GMs who want something clear they can point people toward when introducing the system.

Episode 01 is an introduction: what Rolemaster Classic is, why it has the reputation it does, what makes it worth playing, and how the series will approach the rules.

Rolemaster has always had one of the best fantasy RPG engines out there: open-ended rolls, detailed characters, brutal combat, and those glorious critical tables. I'd love this series to help more people discover it, or rediscover it.

I hope you find it worthwhile — and if you think it would be useful to others, I'd be very grateful if you helped spread the word.

Episode 01: How to Play Rolemaster Classic
Episode 1
#3
Rolemaster / Re: Fillable Character Sheet
Last post by Chorpa - Today at 10:20:29 AM
Noticed that I hadn't properly formatted a lot of the fillable areas in the first Character Sheet.

Now it should be properly formatted and more easy on the eye.

Rolemaster Unified Fillable Character Sheet 1.1
#4
Other Settings / Re: Cyberspace
Last post by Hurin - Today at 08:50:29 AM
https://www.icewebring.com/ice-products/cyberspace/
#5
Other Settings / Re: Cyberspace
Last post by Micael - June 08, 2026, 04:01:40 PM
Don't know Cyberspace - any difference to Space master with Robotics manual or Dark space? Perhaps more like Shadow run?
#6
Other Settings / Re: Cyberspace
Last post by jlerossignol - June 08, 2026, 01:10:26 AM
Yep. I like it.
#7
Rolemaster / Re: RMU Official Rulings
Last post by Hurin - June 06, 2026, 11:20:17 AM
Don't Do A New Calculation to Determine the Modifiers for Spell Failure Rolls (Just Use the total SCR Modifier)

JDale specified that you don't need to do an entirely new calculation for the Spell Failure Roll after a spell fails. You can just take the final SCR mod, change any minus to a plus, and apply that to the Spell Failure Roll. This means that modifiers such as Ranks, Realm Stat, and List Type will also work to mitigate the Spell Failure Roll.

Discussion on Discord

Friday, April 10, 2026 5:13 AM Amano: The spell failure section says "add up all the modifiers". Is that just "other modifiers" or does it include ranks, realm stat and list type? I had assumed it did but the example makes no mention of these modifiers so now I'm not so sure.

What about other other modifiers like eloquence and spell focus items?

...

Friday, April 10, 2026 9:47 AM jdale: You already just did the work of adding up all the modifiers for the SCR. Use that number.
#8
Rolemaster / Re: Paladin spell detect enemi...
Last post by Hurin - June 06, 2026, 10:51:27 AM
First, take a look at the spell type. It is not Force (F), so there is normally no RR allowed.

It is an Informational (I) type spell. See the writeup on what that means on Core Law, pp. 21-2 (and the chart on p. 21). There it notes that targets do get an RR versus detection type spells (this is one exception to the general rule about I spells), but they need to succeed by 50+ in order to stop the spell effect, and their degree of success (on the chart) determines whether they detect the spell or not.
#9
Rolemaster / Re: What skill to use for stea...
Last post by Hurin - June 06, 2026, 10:45:19 AM
I would use Perception to spot things, Trading and/or Lore: Materials for estimating their value, and Concealment to hide that you're stealing them.

For Gambling, I would use Ranged: Thrown if you're trying to cheat the dice, and Science: Mathematics if you're card counting.

#10
Rolemaster / Paladin spell detect enemies
Last post by Ruffie - June 06, 2026, 03:06:14 AM
This question is about the paladin spell detect enemies (but could work for all detection spells I guess)

Can the target resist the "probing" from this spell? If a paladin casts detect enemies (or undead) on a room does the detected enemy get any kind of warning or possibility to resist?