I'll give you my personal wish-list rough draft of a complete new Rolemaster line.
This is pretty much off the top of my head for the most part, but obviously I've thought about it before back when the 'Rolemaster X' was being discussed however long ago...
The biggest change I'd potentially like to see is the Spell List system possibly move towards HARP's setup, however Rolemaster MUST retain profession specific spell lists. No sharing like in HARP.
Main Rules Book: Put
everything you need to play the
basic professions and game. It's the main rules and geared towards newbies.
- Basic Rules
- Basic Races: Human, Elf, Dwarf, Halfling/Hobbit, Gnome, etc.
- Basic Professions: Warrior, Rogue, Thief, Mage, Cleric, Illusionist, Dabbler, Magent, Paladin.
- Profession Base Spell Lists and limited Open and Closed lists.
- Basic Weapon Type Tables (Broadshord, TH-Sword, Shortsword, Dagger, Hammer, War Mattock, Mace/Club, Morning Star, Bow, X-Bow, Staff, etc).
- Basic Critical Tables (Slash, Crush, Pierce, Fire, Cold, Electricity, etc)
Creatures & Monsters: Self Explanatory
Magic Items & Treasure - All kinds of magical items. Weapons, Clothing, Potions, Scrolls, Runes, Jewelry, etc, etc.
Gamemaster Law:
- All kinds of advice for GM's.
- Provide an optional constant round (Second by Second, CEATS, whatever) combat system.
Character Law:
- Background Options (Talents/Flaws) including general guidelines for creating new ones
- Possibly additional Races, Training packages
- Separating Race and Culture Adolescence Skills, Talents and Abilities.
Races & Cultures: Get into the more bizarre like Centaurs, Half-Giants, Mermen, Cat People, Birdmen, etc, etc.
Spell Law: Channeling: Along the lines of the existing Channeling Companion
- New expanded Semi and Pure Channeling Professions.
- Obviously more spell lists.
- More critical tables (such as Holy).
- Optional rules
Spell Law: Essence: Along the lines of the Essence Companion
- New expanded Semi and Pure Essence Professions
- Obviously more spell lists
- More critical tables (Plasma, Acid, Void, etc)
- Optional rules.
Spell Law: Mentalism: Along the lines of the Mentalism Companion
- New expanded Semi and Pure Mentalism Professions
- Obviously more spell lists
- More critical tables (Stress, Fear, etc)
- Optional rules.
Spell Law: Hybrids:
- Mostly new Hybrid Professions and their Base Spell Lists (Warlock, Mystic, etc. Most of them). Introduce the Hybrids with this book.
- Optional rules.
Arms Law: Weapons & Armor- New expanded Pure Arms Professions focusing on weapon usage.
- More weapons.
- Weapon Specialization
- More critical tables (Weapon Specific tables).
- Optional rules: Piecemeal Armor, Hit Location
Arms Law: Martial Arts - New expanded Pure Arms Professions focusing on hand-to-hand combat.
- More weapons.
- More critical tables (Attack Specific tables: Nerves, Joints).
- Optional rules: Combat Styles
Undead Companion - Mostly self explanatory. Maybe hold the Anti-Paladin and Necromancer professions for this one.
Outdoor Companion - Do for Rangers what the Channeling Companion did for Clerics
Stealth Companion - Assassination Rules, Poisons, Thieves Guilds, Critical Tables (something along the lines of an "Automatic Kill" chart), Specific Training Packages, Talents, Flaws, Background stuff...
Religion Companion - Discuss the actual creation and possibilities of various deity setups (Monotheistic, Pantheons, etc) and religions, etc.
Skills Companion - If initial skills are pared down this would allow for the expansion back out to a more robust skill system/list.
Sea Companion - Everything to do with ships. Ship types, stats, combat, technologies, etc.
War Companion - Covering large scale battles. Siege engines and equipment. Good place to put Castles & Ruins type information.
Equipment Companion - Fairly self explanatory.