The tables assume that the target is attempting to not be hit. Motion is built into them. If someone were immobile, the chances of not hitting in a 10 second round are so low as to not even be worth requiring a roll. If you have a paralyzed target and take a round to kill him, it should be automatic. (Note that you don't take more hits in RMU when wearing armor, but most misunderstandings of the RM attack roll come from ignoring that the charts assume an active target, not a static target.)
And that is part of the problem...
The Motion should be in the Characters/Targets/Opponents DB.... not in the attack tables..
THis was Part of the problem with the tables in RMSS and back to the originals.... Only they had a two fold issues... the both penalized your DB for wearing armor and you were hit "earlier" for wearing armor.
They Attempted to fix this in the current version of RMU... but they are still making the same mistake.
Instead of Saying "I hit you and because you are wearing armor you take no damage"
They Say "I hit you AND you Take Damage".
Let me explain what I mean by this.
I will go back to my statement from the previous post.
I Want there to be a basic Equal Chance to Miss across the board.
AS things Stand...(even in RMU) ALL THINGS BEING EQUAL... If you Wear armor and stand Completely Still, YOu DO nothing to defend yourself, you will take damage Before a Person Completely Unarmored.
If we are to believe what the Rolemaster charts are telling us, If I were to take a fist Sized Rock and Toss it "gently" at my friends Head Why he first wore nothing and then He wore an AT 20 helm, He might take NO damage from the rock while armorless becuase I would miss...for some odd reason... But with the same attack roll and him wearing an AT 20 helm... And Him Standing again, Comeltetely still, I would Hit him AND do damage.
Let me give you an example From the RMU Tables.
2 guys stands completely still and I swing a Long sword at them... I get a total result of 77.
Remember.. they are doing NOTHING to defend themselves Zero DB for both... They might as well be laying ON the Ground Unconscious.
with a 77 I "missed" the guy in no armor.... But the the guy in plate? well for some reason the Magnetic Gravitational forces Drew My sword unerringly to the plate guy and struck him dealing 4 points of damage as well.
So Not only did the armor cause him to Be hit ,where the Armour unconscious guy was some how missed, but the armor ALSO cause him to be hurt when he was Hit OVER the unarmored guy.
All things being equal... Both of them should have either been missed, or hit but if it was a hit, all things being equal, the unarmored guy should have taken more damage.
Now remember, this comes from a Gm who has LOVED RM from the beginning... but I have Seen its flaws over the years and have been willing to admit them, and desire correction.
Rolemaster Makes a Big mistake in "Assuming" defense within the charts Rather than Leaving Defense as a Modifier to the attack roll.
ALL the charts should do is Determine the results AFTER a Hit, Not whether you hit or not. Success should be, Like all other skills.... achieve a Hit on 100%. or 101 and higher.
ARMOR should at that point determine How much Less Damage you took over the Guy who wasn't wearing armour.
The guy in Armor Should have a harder time Dodge yes.... The Defense penalty Should have been LEFT in the game in RMU and instead the attack charts should have been changed so that Everyone Gets "Hit" at the same time.
My idea is of using a simple formula to determine all results... Damage, Stun, Bleeding, Injury penalty and chance to Damage a vital organ or severe/disable a limb.
This is done by applying the formula against How much the attacker achieved a result over 100 after defense and ll other modifiers to his attack. Each weapon has it's own formula. Crushing weapons tend to do more damage and stun but less likely to cause bleeding. (yes this removes the crit charts as well) Slashing weapons Cause more bleeding , Peircing weapons do less damage than the other 2 types but have a creater chance to cause penalizing injuries and chances to hit vital organs.
Armor? Armor reduces the amount of damage taken, (Soft leather, for instance, might give a 10% reduction in hits taken where plate Might give 60%) it helps prevent bleeding, it reduces injury penalties, it reduces the chances of Critical injuries.