So how does i.e. Paladin Strike spells work compared to a combat spell from beastmaster
Hi,
we never played it that way but always took the rule from some later Companion, that an instant spell, the ones with (*) , cost 10% action.
That allows all those classes with +Attack spells to basically use it every round (and drain power points in no time).
Note however, that (even if hasted), you can only cast one spell per round. That can get tricky. If the Paladin plans to attack and uses its Strike* spell, he cannot react to a sudden attack with a bladeturn/deflection (both instant too) . If he just announces a normal swing, he could do that.
It is possible to prepare another spell (90 % action) and cast an instant spell (often used for shield or bladeturn by our casters to survive till they finally get of the fire bolt).
We think, because it fits so neatly, it was exactly meant like that.
The original arms law, spell law are usually a little confusing, because they somehow sweat the original idea to be an addition to another RPG system (like AD&D) and not an own system. It gets a little better with the reworked RMC2 rules but a look into RMSS often helps to understand the ideas from my point of view.
Anyway RM was never used to be a fixed ruleset. Its a toolbox, make your own RPG with it.
The idea of a Paladin standing in front row holding off attacking enemys on weapon's point and then PAUSING one round (100% death penalty because he has no parry) to cast an instant spell never made any sense to us.