Essence of RM:
1) D100
2) Individual Weapon tables
3) Crit tables based on weapon damage type
4) Professions that can buy any skill
5) System became very easy to adapt to any game world, ie very modular and easy to add rules.
7) Creating PC's took long but gave the player lots of background info.
It was rare that 2 PC's looked the same, vs. other games in which all PC's became to look the same after a time based on the best skill, talent, spell, power, ability, etc picks.
What I would like to see:
1) Integration of scaling in RM spell lists: I said a long while back that I would like to see a limited set of options included in each spell that would "power up" the spell but cost significantly more PP than higher versions of that spell. For example a Rank 1 spell: Light 10' radius might have an option to increase its radius to 20' for an extra 4 PP. The Rank 2 spell: Light 20' costs 2 PP with other options. Why does it cost 4 PP to pump up the Rank 1 Light 10' radius to 20' radius? Because the spell is not designed to do that and the PC has not learned the technique to cast the harder Rank 2 spell yet. This gives some scale-ability by adding extra PP costs but to off set this spells might cost more PP than in RM2/C or RMSS/FRP.
2) Going on the above I would like to see some cantrips added, so that rank 1 spells now would cost 5 PP and then cantrips could be added at the lower PP cost.
3) Spell Lists the provide "job" aid (I did not want to use profession) are very reasonable PP cost but low power level. Such as Black-Smithing Law that provides for spells that just aid in the crafting of that task, no great benefit to crafting magic items but great help to the everyday blacksmith who had PP and the ability to learn the list.
4) Universal Spell List: Some lists that every realm could by at the same cost. Sort of like the TP Spell Lists in RMSS/FRP.
There is more but that is enough for now.
MDC