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Systems & Settings => Rolemaster => Topic started by: Hurin on June 26, 2012, 12:14:15 PM

Title: What is the Essence of Rolemaster?
Post by: Hurin on June 26, 2012, 12:14:15 PM
Having heard the great news about the new, unifying edition of Rolemaster got me thinking: what is the essence of Rolemaster? Dungeons and Dragons is doing the same thing right now, as it tries to develop a new edition that unifies all the other editions. The answers to the question will of course help guide the developers in deciding what to keep, what to leave behind and what to modify in the new edition. So I'd like to offer this thread as a brainstorming session. What does Rolemaster mean to you?

To me, Rolemaster is critical tables. It is percentile dice. It is deciding for yourself, on each level up, which skills you want to emphasize.

A few other suggestions I'd personally have for the new edition:

--Cut down on spell preparation times. DnD 4e was onto something when they tried to give everyone a chance to do something fun each round. Turns that consist solely of 'I keep preparing' are not fun, and should be relatively rare. Some spells may need to be rebalanced, of course, if you do this, but I think it will make for a more fun game.

--Use the smoothed stat distribution from RCI and Privateers. The great thing about percentile dice is that they allow for fine gradations: a race can have a +3 or a +7 bonus to strength, rather than just +5 or +10. It means there is a difference between a 90 and a 94 strength score; it allows for characters to be more individualized.

--I have found DnD 4e's 'minor action, move action, standard action' turn system to be very helpful. I used it in a Rolemaster campaign and it worked perfectly. It helps to simplify what I personally believe to be an overly complex action turn sequence in the original Rolemaster, and speeds up the game.

Those are just some of my thoughts. What does Rolemaster mean to you?



Title: Re: What is the Essence of Rolemaster?
Post by: markc on June 26, 2012, 12:48:55 PM
 I do not know but I think the system is done and in the final stages of layout and printing. But I could be wrong.
MDC
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 26, 2012, 01:03:40 PM
In a word....flexible. You can do pretty much anything you want with RM since the rules are so modular. I never saw a problem with spell prep times, at least in RM2. There were enough instantaneous spells that casters could always do something. Unlike some, I never had a problem with the RM2 action sequence. I really never cared for RMSS, so didn't use it that much. It seemed to me to add too much without context and simply bogged things down.
Title: Re: What is the Essence of Rolemaster?
Post by: Hurin on June 26, 2012, 01:06:21 PM
The only problem I had with the RM2 action sequence was that spells always went first. I liked the idea of a quick thief or warrior monk being able to knock the Magician's staff before he had a chance to get a spell off.

Title: Re: What is the Essence of Rolemaster?
Post by: markc on June 26, 2012, 01:19:38 PM
The only problem I had with the RM2 action sequence was that spells always went first. I liked the idea of a quick thief or warrior monk being able to knock the Magician's staff before he had a chance to get a spell off.


 I am with you here that IMHO it is important in my game that "actors" be able to do this.
MDC
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 26, 2012, 01:30:42 PM
And that's why we came up with opportunity movement. Using that or opportunity missile (or melee) gave non-casters a chance to mess up the casting process. And that could then include fighters or others with a high quickness or agility bonus (I always used the bonus instead of the stat for determining who moved first).

And that gets back to the flexibility of RM... :)
Title: Re: What is the Essence of Rolemaster?
Post by: Hurin on June 26, 2012, 01:48:30 PM
And that's why we came up with opportunity movement. Using that or opportunity missile (or melee) gave non-casters a chance to mess up the casting process. And that could then include fighters or others with a high quickness or agility bonus (I always used the bonus instead of the stat for determining who moved first).

And that gets back to the flexibility of RM... :)

But would opportunity movement work on the first round of combat, when it really counts? Say the PCs open a door and find a Lich inside. First comes spell phase. Can anyone do anything before the Lich gets his spell off? The way we always played (and correct me if I am wrong) made that impossible. You can hold an action, of course, but you can't hold it before the combat has begun... and that's when it really mattered.
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 26, 2012, 02:40:57 PM
And that's why we came up with opportunity movement. Using that or opportunity missile (or melee) gave non-casters a chance to mess up the casting process. And that could then include fighters or others with a high quickness or agility bonus (I always used the bonus instead of the stat for determining who moved first).

And that gets back to the flexibility of RM... :)

But would opportunity movement work on the first round of combat, when it really counts? Say the PCs open a door and find a Lich inside. First comes spell phase. Can anyone do anything before the Lich gets his spell off? The way we always played (and correct me if I am wrong) made that impossible. You can hold an action, of course, but you can't hold it before the combat has begun... and that's when it really mattered.

It certainly *could*, depending on the situation. If the party's totally surprised, then I'd have difficulty allowing it. But if they're on guard, alert, and so on, then I'd say that a character with a RM2 QU bonus of +20 or more could use an equivalent of an opportunity attack to try to interfere with the spell. Another way I've handled this (if the party's moving slowly) is to allow characters to declare opportunity actions during normal game time. For example, if the party's moving slow enough a character with a crossbow could call opportunity missile, one with thrown weapons opportunity throw, ready swords opportunity melee, and so on. The catch, of course, is that their movement has to be slow enough to allow for the modification for opportunity actions (50% or so, depending on weapon and other considerations). There may be an associated OB penalty depending on the weapon being used. Typically my parties used the 50% mod and had at least one character toward the back with a "cocked and locked" crossbow (or ready dagger/javelin/throwing axe) and declared opportunity missile. It kept them at 50% movement, but also allowed quick attacks on pesky spellcasters.
Title: Re: What is the Essence of Rolemaster?
Post by: NicholasHMCaldwell on June 26, 2012, 03:51:56 PM
I do not know but I think the system is done and in the final stages of layout and printing. But I could be wrong.
MDC

The various books are currently at advanced draft stage.

Best wishes,
Nicholas
Title: Re: What is the Essence of Rolemaster?
Post by: Hurin on June 26, 2012, 04:14:00 PM

It certainly *could*, depending on the situation. If the party's totally surprised, then I'd have difficulty allowing it. But if they're on guard, alert, and so on, then I'd say that a character with a RM2 QU bonus of +20 or more could use an equivalent of an opportunity attack to try to interfere with the spell. Another way I've handled this (if the party's moving slowly) is to allow characters to declare opportunity actions during normal game time. For example, if the party's moving slow enough a character with a crossbow could call opportunity missile, one with thrown weapons opportunity throw, ready swords opportunity melee, and so on. The catch, of course, is that their movement has to be slow enough to allow for the modification for opportunity actions (50% or so, depending on weapon and other considerations). There may be an associated OB penalty depending on the weapon being used. Typically my parties used the 50% mod and had at least one character toward the back with a "cocked and locked" crossbow (or ready dagger/javelin/throwing axe) and declared opportunity missile. It kept them at 50% movement, but also allowed quick attacks on pesky spellcasters.

Those are some good suggestions, but it is all houserules, and somewhat complex. Personally, I prefer to keep initiative/actions simpler, and just have people act on their turn.
Title: Re: What is the Essence of Rolemaster?
Post by: Hurin on June 26, 2012, 04:15:23 PM
I do not know but I think the system is done and in the final stages of layout and printing. But I could be wrong.
MDC

The various books are currently at advanced draft stage.

Best wishes,
Nicholas

That is great news!
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 26, 2012, 04:37:31 PM

Those are some good suggestions, but it is all houserules, and somewhat complex. Personally, I prefer to keep initiative/actions simpler, and just have people act on their turn.

We never had a problem with it being complex, actually, and it came across as being fair to all concerned. That was our biggest point. I'd be concerned with a system that lets fast warrior monks or thieves basically bypass the whole initiative system with no cost to them. But to each his own, again highlighting that flexibility is perhaps THE main point of RM.
Title: Re: What is the Essence of Rolemaster?
Post by: yammahoper on June 26, 2012, 07:24:40 PM
The essence of RM:

1) critical based combat

2) all skills are learnable and cost is based on profession.

RM negatives;

1) table heavy

2) broken armor rules

3) poorly edited and explained
Title: Re: What is the Essence of Rolemaster?
Post by: jdale on June 26, 2012, 09:12:16 PM
What Yammahoper said... both good and bad. Flexibility is also true, although his second point addresses that.

The structure of the spell lists is also a very distinctive feature of Rolemaster.

I think there is room to trim down some tables and some rolls that depend on them, and fix armor (including the combat tables), while keeping the essence of the system.
Title: Re: What is the Essence of Rolemaster?
Post by: markc on June 26, 2012, 10:57:34 PM
I do not know but I think the system is done and in the final stages of layout and printing. But I could be wrong.
MDC

The various books are currently at advanced draft stage.

Best wishes,
Nicholas


 Great news.
MDC
Title: Re: What is the Essence of Rolemaster?
Post by: bpowell on June 26, 2012, 10:59:34 PM
The essence of RM:

1) critical based combat

2) all skills are learnable and cost is based on profession.

RM negatives;

1) table heavy

2) broken armor rules

3) poorly edited and explained

The major drawback is almost hat makes it so good.  We all love the criticals and the tables that spawn them, but needed 3-4 charts to run a combat can be tedious.
Title: Re: What is the Essence of Rolemaster?
Post by: thirqual on June 26, 2012, 11:16:59 PM
Well, it's 2012. Most of us have can bring a netbook/tablet/smartphone to the table, which can do table look up in a matter of seconds (including typing the values). I did so for criticals tables and attacks, it was neat (and I did that to teach myself python, qt and sqlite at the same time, so it is rather simple to program. I'd guess you would want java if you want to put it on a 'droid).
Title: Re: What is the Essence of Rolemaster?
Post by: Hurin on June 27, 2012, 01:34:08 AM
The essence of RM:


2) broken armor rules


I'm curious... what about the armor rules did you find to be broken?
Title: Re: What is the Essence of Rolemaster?
Post by: VladD on June 27, 2012, 04:28:05 AM
Let me pick up this gauntlet!

They are outdated.
For starters: the penalties received from wearing armor debilitate most players. Only a select few armor types, such as AT 15 and 16 and AT 19 and 20 would be worth your while to wear it, because AT 1 was so darn good that a 35 quickness bonus would yield better protection than all the other ATs. All the penalties for most armors should at least be halved to be on par.

Couple this to the copious amount of defense spells and a character could be neigh unstoppable. Most of my unarmored players' characters reach 75-100 DB easy at level 6. Add some spells that make people misjudge where you are and the occasional +50/+100 DB instant spell and RM is a lot less deadly.

One reason for wearing armor is if you decide to forgo any quickness, and don't mind moving slow, or make maneuver rolls for running and sprinting.
Another reason is that while wearing AT 1, IF your foe managed an OE roll, then you are *bleeped* pretty good.

Another reason for calling the old armor system bad is because it didn't have padded, scale, lamellar and combination armor incorporated.
Wearing a brigandine and maille hauberk was common for professional combatants between 1100 and 1350, but it wasn't in the charts. I resorted to giving it AT 19... which is probably overrated, but the armor was better than AT 18, without question.
This is but one example, but there are plenty more: Oriental lamellar armors, korazin, maille and scale/ lamellae or plate, rod and slat armors, and gambeson/ arming doublet...

So lets hope Unified RM will tackle some or all of these problems!
Title: Re: What is the Essence of Rolemaster?
Post by: bennis1980 on June 27, 2012, 04:32:20 AM
Well, it's 2012. Most of us have can bring a netbook/tablet/smartphone to the table, which can do table look up in a matter of seconds (including typing the values). I did so for criticals tables and attacks, it was neat (and I did that to teach myself python, qt and sqlite at the same time, so it is rather simple to program. I'd guess you would want java if you want to put it on a 'droid).

Or you could use Fantasy Grounds which basically looks up the tables for you (without taking away the control)
Title: Re: What is the Essence of Rolemaster?
Post by: RandalThor on June 27, 2012, 06:44:39 AM
For me, RM was: Crits (able to kill in a single blow - even if that was relatively rare), skills matter, and it was the main rules system for Shadow World.

I totally agree with the armor situation, and think that RM should just switch to the way HARP does armor - as a DB bonus. It still can/does affect quickness and skill / maneuver rolls, just not quite so complicated. Plus, you don't need an entire page for a single weapons table, you can have multiple weapon-type tables on a single page, making the multi-page look up situation much less of a problem.
Title: Re: What is the Essence of Rolemaster?
Post by: jdale on June 27, 2012, 10:18:27 AM
Let me pick up this gauntlet!

They are outdated.
For starters: the penalties received from wearing armor debilitate most players. Only a select few armor types, such as AT 15 and 16 and AT 19 and 20 would be worth your while to wear it, because AT 1 was so darn good that a 35 quickness bonus would yield better protection than all the other ATs. All the penalties for most armors should at least be halved to be on par.

Expanding on this part, the issue is that the armor tables include the idea that heavier armor slows you down. While valid, this is redundant with the quickness penalties. But the quickness penalties are easier to adjust for armor skill and for strength. If you are extremely strong, a chain shirt really isn't going to slow you down at all. If you're a 90-lbs weakling ( = mage!), it may. But on the broadsword table hits start 20 earlier for AT13 than AT1! That's like a -20 quickness penalty built into the table that strength and skill cannot compensate for. It's huge.

That's part of why martial artists are so good in RM. The tables are built to favor them.

This also creates weird situations like surprise attacks. The target doesn't get their Qu bonus, but they still get the inherent mobility assumed in the table. I would take the mobility part out and deal with it entirely as a Qu modifier. That will make it a lot more clear what is going on.

The tables are also strange in terms of how they treat weapons and other attacks. The advantage of martial arts also comes because there is a tremendous difference in how easy it is to get hits with different weapons and types of attacks. A broadsword is a good weapon. Hits against AT 1 start at 80, criticals start at 85. Martial arts strikes start at 40 and criticals start at 55! That's like a +30 bonus built into unarmed combat! Huge! Put a martial artist against a swordsman of equal skill, who would seriously argue it is significantly easier for the martial artist to get a hit?

The easiest weapon to get a hit with is the quarter staff. Hits start at 61... but criticals not till 100. Then rapier... then short sword... then morning star. It's easier to get hits with a short sword than a broadsword. Why? Makes no sense.

I've played with making my own tables. You can too! http://www.madreporite.com/rpg/combat_table_generator.zip  (Excel file)

Even though we use software that does all the table lookups for you, I still would like to see these streamlined a lot. And if they are retained, make them more consistent.
Title: Re: What is the Essence of Rolemaster?
Post by: markc on June 27, 2012, 10:25:58 AM
Essence of RM:
1) D100
2) Individual Weapon tables
3) Crit tables based on weapon damage type
4) Professions that can buy any skill
5) System became very easy to adapt to any game world, ie very modular and easy to add rules.
7) Creating PC's took long but gave the player lots of background info.
 8) It was rare that 2 PC's looked the same, vs. other games in which all PC's became to look the same after a time based on the best skill, talent, spell, power, ability, etc picks.


What I would like to see:
1) Integration of scaling in RM spell lists: I said a long while back that I would like to see a limited set of options included in each spell that would "power up" the spell but cost significantly more PP than higher versions of that spell. For example a Rank 1 spell: Light 10' radius might have an option to increase its radius to 20' for an extra 4 PP. The Rank 2 spell: Light 20' costs 2 PP with other options. Why does it cost 4 PP to pump up the Rank 1 Light 10' radius to 20' radius? Because the spell is not designed to do that and the PC has not learned the technique to cast the harder Rank 2 spell yet. This gives some scale-ability by adding extra PP costs but to off set this spells might cost more PP than in RM2/C or RMSS/FRP.
2) Going on the above I would like to see some cantrips added, so that rank 1 spells now would cost 5 PP and then cantrips could be added at the lower PP cost.
3) Spell Lists the provide "job" aid (I did not want to use profession) are very reasonable PP cost but low power level. Such as Black-Smithing Law that provides for spells that just aid in the crafting of that task, no great benefit to crafting magic items but great help to the everyday blacksmith who had PP and the ability to learn the list.
4) Universal Spell List: Some lists that every realm could by at the same cost. Sort of like the TP Spell Lists in RMSS/FRP.


  There is more but that is enough for now.
MDC 
Title: Re: What is the Essence of Rolemaster?
Post by: markc on June 27, 2012, 10:30:41 AM
Another I would like to see is an integrated approach to making creatures more PC like.
MDC
Title: Re: What is the Essence of Rolemaster?
Post by: TAK on June 27, 2012, 10:56:31 AM
Essence of RM:
1) D100
2) Individual Weapon tables
3) Crit tables based on weapon damage type
4) Professions that can buy any skill
5) System became very easy to adapt to any game world, ie very modular and easy to add rules.
7) Creating PC's took long but gave the player lots of background info.
 8) It was rare that 2 PC's looked the same, vs. other games in which all PC's became to look the same after a time based on the best skill, talent, spell, power, ability, etc picks.

Agree 100%
I don't wanna see any of this stuff gone, especially the individual weapon tables and crits, that I feel is the whole basis of the what makes Rolemaster stand out. That and professions can buy any skill/spell they want.
Title: Re: What is the Essence of Rolemaster?
Post by: bennis1980 on June 27, 2012, 11:04:38 AM
...
1) Integration of scaling in RM spell lists: I said a long while back that I would like to see a limited set of options included in each spell that would "power up" the spell but cost significantly more PP than higher versions of that spell. For example a Rank 1 spell: Light 10' radius might have an option to increase its radius to 20' for an extra 4 PP. The Rank 2 spell: Light 20' costs 2 PP with other options. Why does it cost 4 PP to pump up the Rank 1 Light 10' radius to 20' radius? Because the spell is not designed to do that and the PC has not learned the technique to cast the harder Rank 2 spell yet. This gives some scale-ability by adding extra PP costs but to off set this spells might cost more PP than in RM2/C or RMSS/FRP.
...

I would like to see something similar done. There are alot of repeated spells in most lists, but at higher level and with a "Spell I, Spell II ... Spell X" format. I think there is far too much repetition (on a single list, not in general). I would like to see less spells, but more emphasis put on the Spell Mastery skill. More PPs could be used to reduce the penalties to the skill - which would leave you with the same spells / PP cost, but less clutter when looking for a juicy spell.

Let me say how much I love the spell mastery skill and how I encourage all my spell users to develop it and use it. I love the challenge and imagination when they extend, bend, shape, stretch and augment a spell. It makes my spell casters play less generic characters, and I never know what they will come up with. THAT is the magic of RM spell law (IMHO)
Title: Re: What is the Essence of Rolemaster?
Post by: Hurin on June 27, 2012, 01:55:47 PM
Ok, I see why some peole have problems with the armor penalties. Those could probably be revisited. I like the idea of having strength bonuses negate some of the quickness penalties.

I would definitely not want to eliminate all the different armor types, however... those to me seem to be part of the essence of Rolemaster. I think some of the lamellar and brigandine/byrnie armors can be incorporated into the existing system. Ringmail on a byrnie seems pretty close to studded leather to me, or perhaps you could make it AT 15 with a DB bonus or something. I'm not saying the existing system is perfect, but you can't have 50 different types of armor, and I don't like the idea of eliminating AT altogether, as that would make it more like DnD, where there is no difference at all between a quick monk in robes and a slow warrior in plate.
Title: Re: What is the Essence of Rolemaster?
Post by: VladD on June 27, 2012, 03:21:02 PM
That being out in the open: I have a little question...

Now that unified is coming; I have a supplement that I wrote for RMFRP (and RMC could use it too) that incorporates 126 real life armors in to the 20 ATs system. They are statted out for RM and for D&D 3.75E.
To go with that I also have a table with almost all weapon types in existence (179) and because I had some time back then, with all the missing attack tables included. I intended it to be for publication, but that's now out of the question.
Would people be interested if I gave it to Peter Mork so he could fill a few issues of TGC?

I'm asking because it will double up some articles and tables recently published, but I'm sure my take on it will be of interest.
Title: Re: What is the Essence of Rolemaster?
Post by: OLF, i.e. Olf Le Fol on June 27, 2012, 03:42:42 PM
To go with that I also have a table with almost all weapon types in existence (179) and because I had some time back then, with all the missing attack tables included. I intended it to be for publication, but that's now out of the question.
Would people be interested if I gave it to Peter Mork so he could fill a few issues of TGC?
I'd be! If only because I've always been highly unsatisfied with the current choices of weapons offered!! Not sure I'd agree with their paradigm (I always disagreed with AL&CL's paradigm putting hacking weapon [e.g., two-handed sword] over piercing weapons against heavy armours whislt, afaik, it was the opposite and even swords gave more and more focus on the piercing aspect as armours evolved into heavier ones).
Title: Re: What is the Essence of Rolemaster?
Post by: ironmaul on June 27, 2012, 04:15:39 PM
Quote
What I would like to see:
1) Integration of scaling in RM spell lists: I said a long while back that I would like to see a limited set of options included in each spell that would "power up" the spell but cost significantly more PP than higher versions of that spell. For example a Rank 1 spell: Light 10' radius might have an option to increase its radius to 20' for an extra 4 PP. The Rank 2 spell: Light 20' costs 2 PP with other options. Why does it cost 4 PP to pump up the Rank 1 Light 10' radius to 20' radius? Because the spell is not designed to do that and the PC has not learned the technique to cast the harder Rank 2 spell yet. This gives some scale-ability by adding extra PP costs but to off set this spells might cost more PP than in RM2/C or RMSS/FRP.
2) Going on the above I would like to see some cantrips added, so that rank 1 spells now would cost 5 PP and then cantrips could be added at the lower PP cost.
AMEN!!
Title: Re: What is the Essence of Rolemaster?
Post by: markc on June 27, 2012, 10:29:08 PM
That being out in the open: I have a little question...

Now that unified is coming; I have a supplement that I wrote for RMFRP (and RMC could use it too) that incorporates 126 real life armors in to the 20 ATs system. They are statted out for RM and for D&D 3.75E.
To go with that I also have a table with almost all weapon types in existence (179) and because I had some time back then, with all the missing attack tables included. I intended it to be for publication, but that's now out of the question.
Would people be interested if I gave it to Peter Mork so he could fill a few issues of TGC?

I'm asking because it will double up some articles and tables recently published, but I'm sure my take on it will be of interest.


 I personally would love to see it either by email or in the Guild Companion monthly. I also think that I am not alone and many others would like to see what you have done.
MDC
Title: Re: What is the Essence of Rolemaster?
Post by: Arioch on June 28, 2012, 03:56:53 AM
That being out in the open: I have a little question...

Now that unified is coming; I have a supplement that I wrote for RMFRP (and RMC could use it too) that incorporates 126 real life armors in to the 20 ATs system. They are statted out for RM and for D&D 3.75E.
To go with that I also have a table with almost all weapon types in existence (179) and because I had some time back then, with all the missing attack tables included. I intended it to be for publication, but that's now out of the question.
Would people be interested if I gave it to Peter Mork so he could fill a few issues of TGC?

I'm asking because it will double up some articles and tables recently published, but I'm sure my take on it will be of interest.

I would love to see it!
Title: Re: What is the Essence of Rolemaster?
Post by: RandalThor on June 28, 2012, 06:36:52 AM
Oooh. I thought of another essence: The way you can play RM and not go into artificial/abstract thinking mode. By that I mean that I can use real-world tactics and they are effective in RM (provided it is the right tactic for the situation, that is), unlike in D&D where it only behooves you to slug it out, hoping your HP last longer. The ability - nay, the encouragement to be sneaky when needed, or suicidally brave when it is called for, and they have in-game/rules consequences, is the essence of RM.


Perhaps, for me, this is the One-True-Essence. (Or Essaence?)
Title: Re: What is the Essence of Rolemaster?
Post by: Lord Garth on June 28, 2012, 06:47:45 AM
The things that stand out for me are:

-Billions of spells
-Lethal crits which encourage "realistic" fight-styles (ie. Parry)
-Abundance of professions.

There are many more things which make Rolemaster Rolemaster, but those are my stand-outs.
Title: Re: What is the Essence of Rolemaster?
Post by: Dakadin on June 28, 2012, 10:15:06 AM
Oooh. I thought of another essence: The way you can play RM and not go into artificial/abstract thinking mode. By that I mean that I can use real-world tactics and they are effective in RM (provided it is the right tactic for the situation, that is), unlike in D&D where it only behooves you to slug it out, hoping your HP last longer. The ability - nay, the encouragement to be sneaky when needed, or suicidally brave when it is called for, and they have in-game/rules consequences, is the essence of RM.


Perhaps, for me, this is the One-True-Essence. (Or Essaence?)

Good point!  I love the fact that there are times when I will hesitate going into a situation where I am out numbered because I know I am going to be in big trouble unless I have some other tactical advantage. 

You will definitely learn a health respect for combat playing Rolemaster.
Title: Re: What is the Essence of Rolemaster?
Post by: vroomfogle on June 28, 2012, 11:02:12 AM
The perfect example I will give to people is that, in D&D if you've got several guys pointing crossbows at you, you just charge them and duke it out.  In RM, if you've got one guy pointing a crossbow at you, you are more likely to throw down your weapons.

If the goal is old school gaming/dungeon crawl scenario then the fact that you can just charge a bunch of crossbow-men is fine, however if you want more of a story where it's more then one slug-fest after another I find that very hard to do.  I've been playing Castles & Crusades and no matter it's nearly impossible to capture the players, there's just no real risk other then a death, but since you can see death coming (as your HP's drop) there's nearly always time to a) take potion, b) call for cleric, or c) run.    In RM even if you turn tail and run you can get dropped instantly.   That's key.
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 28, 2012, 11:52:53 AM
The perfect example I will give to people is that, in D&D if you've got several guys pointing crossbows at you, you just charge them and duke it out.  In RM, if you've got one guy pointing a crossbow at you, you are more likely to throw down your weapons.

If the goal is old school gaming/dungeon crawl scenario then the fact that you can just charge a bunch of crossbow-men is fine, however if you want more of a story where it's more then one slug-fest after another I find that very hard to do.  I've been playing Castles & Crusades and no matter it's nearly impossible to capture the players, there's just no real risk other then a death, but since you can see death coming (as your HP's drop) there's nearly always time to a) take potion, b) call for cleric, or c) run.    In RM even if you turn tail and run you can get dropped instantly.   That's key.

+1. I always had more fun in games where there WAS that chance of sudden death and you had to plan accordingly. Things like Top Secret and Recon (high damage with no magic healing meant a character could be killed in one round or BY one round in the case of Recon) forced you to either make sound tactical plans or run Paranoia style (as in a rack of pre-rolled characters waiting in the wings). Nothing is worse than a Gamma Word fight when both sides have clubs.
Title: Re: What is the Essence of Rolemaster?
Post by: markc on June 28, 2012, 01:11:19 PM
The perfect example I will give to people is that, in D&D if you've got several guys pointing crossbows at you, you just charge them and duke it out.  In RM, if you've got one guy pointing a crossbow at you, you are more likely to throw down your weapons.

If the goal is old school gaming/dungeon crawl scenario then the fact that you can just charge a bunch of crossbow-men is fine, however if you want more of a story where it's more then one slug-fest after another I find that very hard to do.  I've been playing Castles & Crusades and no matter it's nearly impossible to capture the players, there's just no real risk other then a death, but since you can see death coming (as your HP's drop) there's nearly always time to a) take potion, b) call for cleric, or c) run.    In RM even if you turn tail and run you can get dropped instantly.   That's key.
+1


 I fully agree and if you want some help for the players you can use Hero Points or something close to that to make the game how you want it.
MDC
Title: Re: What is the Essence of Rolemaster?
Post by: TAK on June 28, 2012, 01:51:04 PM
The perfect example I will give to people is that, in D&D if you've got several guys pointing crossbows at you, you just charge them and duke it out.  In RM, if you've got one guy pointing a crossbow at you, you are more likely to throw down your weapons.
+1

Funny, I just used crossbow in RM vs. crossbow in D&D as an example, on tuesday while talking to my soon to be RM GM. I've also mentioned before that the deadliness enhances roleplay as you can't just rush into combat all the time.

I think the system also makes you more interested in the world and actually living there (roleplaying) and this demands a lot from the GM as there tends to be a lot more improvisation.
Title: Re: What is the Essence of Rolemaster?
Post by: RandalThor on June 28, 2012, 01:52:25 PM
The perfect example I will give to people is that, in D&D if you've got several guys pointing crossbows at you, you just charge them and duke it out.  In RM, if you've got one guy pointing a crossbow at you, you are more likely to throw down your weapons.
I, too, have used the crossbow example, but more often now I go with the following: On one episode of Enterprise (the most recent TV series, set futher in the past of the Star Trek universe) the entire bridge crew of the Enterprise is held hostage by a single Andoran with a (phase-pulse-or whatever) rifle. That is blatantly impossible in D&D, and games like it. That is probably why, even when I was playing D20 (way back when), I never was interested in Modern D20 - I just can't imagine getting shot 12 times by a .50 pistol, and still running around like I am Okay-dokay. Give me a "death-spiral" over "fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-fine-dead", everytime.

Oh, and intothat darkness, my very first Top Secret character was killed with a single round: after 2-3 hours of creating the character, he was killed in the first round of combat (about 10-15 minutes into the game) by a single bullet to the head. So TS could kill with a single round, and not only in a single round, as well.

The fact that you want (need) to approach situations in a "realistic" manner, is key to me - I am not smart enough to translate everything into abstract game-rules (and, no, I am not great at chess, either), so I need/like my games to be as simulationist/realistic/versimilitude-ish as possible. RM does that for me.
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 28, 2012, 02:21:14 PM
Oh, and intothat darkness, my very first Top Secret character was killed with a single round: after 2-3 hours of creating the character, he was killed in the first round of combat (about 10-15 minutes into the game) by a single bullet to the head. So TS could kill with a single round, and not only in a single round, as well.

I know. For the average TS character the chance was always there that a single shot would do you in. Even after a few levels of XP-spending the chance was always still there. Hence the Fame and Fortune Points (which would have saved your first character if you chose to use one or the other). Recon was even more brutal (5d10 damage from a SINGLE 5.56mm round, and your hits were stock percentile-based).

Personally I loved the Fortune point aspect of TS. As a player, you NEVER knew how many you had (or shouldn't have known if the Admin was working correctly). You could use them whenever, but there would always come a day when you'd used up all your luck.
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 28, 2012, 02:23:52 PM
+1

Funny, I just used crossbow in RM vs. crossbow in D&D as an example, on tuesday while talking to my soon to be RM GM. I've also mentioned before that the deadliness enhances roleplay as you can't just rush into combat all the time.

I think the system also makes you more interested in the world and actually living there (roleplaying) and this demands a lot from the GM as there tends to be a lot more improvisation.

+1 from me, too. I also agree about the system making you more interested in the setting, especially if you use the system's flexibility to make it "fit" your world better. And the improvisation aspect is certainly there.
Title: Re: What is the Essence of Rolemaster?
Post by: RandalThor on June 28, 2012, 02:25:13 PM
Continuing the tangent: Did TS 1E have Fame & Fortune points? Well, anyway, if it did, the GM decided to not use any, the bum.
Title: Re: What is the Essence of Rolemaster?
Post by: intothatdarkness on June 28, 2012, 02:55:08 PM
Continuing the tangent: Did TS 1E have Fame & Fortune points? Well, anyway, if it did, the GM decided to not use any, the bum.

It certainly did. Sounds like you got hosed. The only difference between original TS 1 and Original TS 2 (everything before TS/SI) was that TS 1 had a Wresting value that you were supposed to use for something between hand-to-hand and possession combat (I don't have that book anymore, so don't remember the specifics, sorry).
Title: Re: What is the Essence of Rolemaster?
Post by: RandalThor on June 28, 2012, 04:00:36 PM
Continuing the tangent: Did TS 1E have Fame & Fortune points? Well, anyway, if it did, the GM decided to not use any, the bum.

It certainly did. Sounds like you got hosed. The only difference between original TS 1 and Original TS 2 (everything before TS/SI) was that TS 1 had a Wresting value that you were supposed to use for something between hand-to-hand and possession combat (I don't have that book anymore, so don't remember the specifics, sorry).
I do, but looking up would mean doing something, and that is just crazy talk!  :o

But, back OT, Rolemaster was is to me, a game I felt feel like my character was is 3D (and not 2D, like in D&D and other games), and just more real. Which is what my brain needs in order to be able to get into a game, too much abstraction and I am right out - like seeing the director or other "behind the camera" crewmember in a scene of a movie.