I submitted to the vault but I think I can post my house rules even here: all the original ideas are there, polished and refined for fast gameplay.
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General rule: how to do subtractions
In the rules set described below it often happens that you have to subtract two two-digit numbers.
Instead of subtracting as you normally do, you must subtract from the tens digit of the first number the tens digit of the second number and multiply the result by ten.
For example, if the first number is 84 and the second is 59 then the result will be 30 (that is (8-5)*10).
If the first number is 44 and the second is -19 the result will be 50 (that is (4 - (-1))*10 ) and so on.
All or nothing skill rolls
For all or nothing skill rolls the formula to determine if the attempt is successful or not is:
1d100 OE ≤ Skill Value + Difficulty modifiers
For example if the Skill value is 35, the difficulty modifier is -10 and the result is 11 then the attempt is successful.
Percentage skill rolls
For percentage skill rolls the formula to determine the final percentage is:
50% + Skill Value - 1d100 OE
For example for a skill value of 73 and a result of 40 the final percentage is 80%
Bonus skill rolls
For bonus skill rolls the formula to determine the bonus is:
(Skill value - 1d100 OE)/2
For example if the skill value is 82 and the result is 15 the final bonus is +35.
Resistance rolls
For RR the formula to successfully resist the effect is:
1d100 ≤ 50 +(Defender level - Attacker level)*3 + RR modifiers
Attack rolls
For attack rolls the formula to determine if the attack is successful is:
1d100 ≤ 50 + OB - DB
For each 20 points of difference between the threshold and the roll one more damage dice (see the next paragraph) is rolled and the result is called ‘critical it’.
For example if the threshold is 94 and the roll is 61 the difference is 30: 1 more damage dice.
20-39 points below the threshold is called A critical. (1 more damage dice)
40-59 points below the threshold is called B critical. (2 more damage dices)
60-79 points below the threshold is called C critical. (3 more damage dices)
80-99 points below the threshold is called D critical. (4 more damage dices)
100 or more points below the threshold is called E critical. (5 more damage dices)
Called shots
Usually the location hitted is the torso but with a penalty of -20 to the OB is possible for the attacker to choose a different location.
Damage
Each weapon has a damage dice depending on its size. Possible damage dice are d6, d8, d10. d12 and d20.
For example a sword has the d10, a tiny animal claw has the d6 and a huge ballista has the d20.
When you hit a target you roll a certain number of damage dice as explained before, applying the exploding dice rule (see the next paragraph), sum the results and subtract the AT of the location hitted (a standard subtraction).
The result is subtracted from the hit points of the defender.
For example you roll 3d10 and obtain 10, 6 and 5.
Then you re-roll the 10 and obtain an 8.
The final result is 10+8+6+5=29 hits.
If the target has AT 9 then he suffers 20 points of damage.
Exploding dices
when you roll the maximum on the damage dice you re-roll and sum until you get a result different from the maximum.
Injuries
Every time you hit a target inflicting one or more damage, the target suffers an injury.
Injuries are classified by four parameters: severity, location, target and consequences.
Severity is determined only by the number of hits inflicted. Superficial (1-10), light (11-20), medium (21-30) and severe (31 or more).
Location is usually the torso unless the attacker has targeted a specific location.
Target is determined only for injuries of severity light or superior.
There are six possible targets: muscle, tendons, bones, nerves, organs and skin. In order to maintain the system light there are no specific rules to determine the target.
The game master must use his own judgement basing his decision on severity, location and weapon used:
for example a severe injury to the head caused by a warhammer can target bones (the skull) or organs (the brain).
Consequences are determined by the game master only for injuries of severity light or superior using the following guidelines:
light injuries can cause penalties from -1 to -20, 1-5 points of bleeding or 1 round of stun.
Medium injuries can cause penalties from -21 to -50, 6-10 points of bleeding or 2 rounds of stun.
Severe injuries can cause penalties from -51 to -100, 10 or more points of bleeding, maiming or instant death.
Maiming: it happens if 1d100 ≤ 30 - AT of the location.
Instant death: it happens if 1d100 ≤ 20 - AT of the location.
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As you can say you could use Rolemaster, with the spells in Spell Law, the options for players and the healing rules in Chracter Law almost without changes.