Rolemaster armor stuff:
House rules
TAKE 1 Armor as encumbrance
• Eliminate armor penalties and simply treat armor as added encumbrance.
• But the minimum maneuver penalty still applies to stealth and delicate operations.
• No maneuvering in armor skill exists.
• Exhaustion rules replaced by a quick post-fight dice-throw to avoid taking X number of concussion hits (hit points include fatigue, as in most versions of D&D). Now there is no need to track EPs.
TAKE 2 Reduce penalties
• Keep the armor penalties to maneuver but eliminate MiA skills and reduce all maneuver penalties to the minimum for each armor type. Ignore armor quickness penalty.
• Fold exhaustion into concussion hits, as above.
I think if I implement these house rules, the effects on play will be:
1
Less stuff to track.
2
Armor does not hamper maneuvers or quickness as much as in RAW, but the only nonmagical way to cancel out the penalties it does impose is to get big swole. Pumping iron, baby!
3 Sneaking about in anything much heavier than a gambeson or buff coat remains difficult. Mail and plate clinks, rattles, clanks.
4 effects on Realms/professions:
ESSENCE No real change for Essence casters, as they cannot cast in armor and therefore will seldom wear it.
CHANNELING Not much difference for Channeling casters, who will be wearing (lighter than metal) cloth and leather armors as a rule.
MENTALISM Mentalists may benefit as they can wear the heavier armors and now will not have to blow DPs on maneuvering in armor skill. I will have to keep that in mind when thinking about game balance/niche protection.
ARMS
Fighters will save DPs on the now-excised Maneuver in Armor skills.
Well-armored archers will be more effective. Too much so? Should I perhaps keep the minimum penalty for armor as the missile penalty?
Armor is less of a hindrance, overall, and characters who are not worried about casting spells or sneaking around have a stronger incentive to favor heavier armor types