I agree with your initial statements LM... it may prove a larger chart or reduce the actual color text too much for our tastes.
However, what I have been doing is trying to find a way to help create a simplified version that would go into a core book, thereby combating the stereotypes RM suffers by those not truly familiar with it. My intention would be for them to expand things back out in an "Arms Law" or "Combat Companion" book later on. So, it might HAVE to be a simpler version to start off with. Then they could start presenting the 'expansions' to the new players that will be what the existing players would want and be waiting for.
Essentially I think RM needs to revisit what it was trying to do before with RMSS and RMFRP, but take it in a direction that is going to circumvent the misconceptions that people who don't play RM have about the game by simplifying the absolute basic core of the system to a point that most existing RM users will likely turn their noses up at it... UNTIL the expansions start to arrive which are done in a more thought out, organized, controlled manner. i.e. no more expansion books without much effort put into consistent power level control to prevent proliferation or power creep. Basically we need a core book that is a new version of the game system that rhymed with BURP (the game that shall not be named). A gateway to the true RM.
The Catch22 here is that, in my opinion, to gain NEW players RM needs to have a simple "starter" point and overcome the criticism it has suffered in the past (deserved or not). Then take the good aspects of all the past versions and products and mesh them together in a manner that is appealing to RM2/RMC and RMSS/RMFRP users alike. The problem will be that us veteran RM users will need to accept that we are probably NOT going to like the initial release in such a revamp.
So, one of the biggest criticisms of RM has been the supposed number of rolls and charts. I, personally, have no issue at all with these things and I think any gamer worth their salt shouldn't be blindly swallowing all the rhetoric that gets spouted about RM from people who haven't played it, let along even actually learned anything about it, in many cases. But, I think if RM is to gain new players, its going to have to get over those hurdles regardless.
Cory,
I get that logic, of having a slimmed down combat system choice for people who want one, and you can find something like that in the RMX core book, which has a feel very similar to the game which should not be named.
That was only in the tabling simplifications though, I suspect if you really wanted to actually make a slim and easy version of RM combat that moved fast, the target to go after is phases and interruptions. . .a combat with 8 combatants vs 4 in RM takes 10x as long to resolve rather than 2x, because every combatant's each phased declaration can interrupt or change each action that comes after, causing a constant revising or changing of declarations as the round goes. . .
So if you really wanted a fast, easy, quick resolving RM, then run it out in classic AD&D initiative style rounds. . .
i.e
1) Declare OB/DB splits.
2) roll initiative
3) go in initiative order, where each person does ALL of their actions for the round in initiative order with no phases and no interuptions, you get and complete all your actions in a single block, then the next person does the same, etc, etc, in initiative order.
Now that would move way faster. You could also toss in RMX tables to get the simplest possible set of tables. . .but I bet if you tested it out, running all out full RMSS books and tables using the simple style round would go way faster than using classic RMSS rounds using the simplified RMX tables.
It's the round structure and granularity, with complicated actions broken into phases and the capacity for interruptions or interactions between declarations within that complex round that make RM rounds take a lot of time and give it a reputation for complexity.