I?m not sure if this would be possible, and the idea would probably be unpopular by the general RM crowd because it strikes at the core of the tried and true combat mechanic, but I see an issue with combining strength and agility in the use of most weapons and attacks. Okay, let me see if I can illustrate this well enough to explain why this doesn?t calculate right in my brain.
Fist off let me say that I don?t agree that strength should be as much of a factor in the ability to hit after a certain point. Strength, in my mind, should only be a factor in how much damage is caused when you do hit. The only time strength should be a factor in your ability to hit is if you?re not strong enough to control the blade (or ?head? or whatever) but this benefit would plateau at a certain level of strength.
Think about it. A troll?s massive strength isn?t going to allow him to hit any better with a dagger than that of a dwarf. They?re already well above the needed strength to control the blade so it is really just up to their hand-eye coordination to put the blade where it will be most effective. After that the massive strength of the troll is only going to increase the amount of concussive damage behind the blow. Now, why wouldn?t this logic carry over to larger weapons like swords, battleaxes, maces, and so on? Once the combatant reaches a certain level of strength the benefit of being able to control the blade plateaus thus ?capping? the benefits of strength in reference to control and the ability to hit.
Basically this boils down to a basic theory: agile fighters should hit more often but cause less damage when they do. Strong fighters should hit less often but cause greater damage when they do. Agile and strong fighters should hit often and cause a lot of damage when they do. On small scales this won?t make much difference. If an agile elf is fighting a strong dwarf the advantages and disadvantages will probably even out in the long run. But it is when you get big differences in size and strength that logic begins to stretch.
Let?s assume the RMC method of averaging ST/ST/AG for a melee weapon. Now, let?s assume three characters. All of these characters have the exact same training (5 ranks) in their respective melee attack OB. The first is an elf with high agility (+15) but poor strength (-5). The second is a dwarf with a high strength (+15) and a low agility (-5). The third character is a huge 15? troll-like creature with a massive strength (+30) and a very low agility (-20). Yes, I realize such a creature is a bit of an extreme, but I?m pushing the margins a bit to display where the mechanic breaks down.
The elf is going to have an OB of +26. The dwarf is going to have an OB of +33. The troll will have an OB of +38. You may already begin to see the issue. The troll isn?t going to hit very often, which makes sense, but when he does hit he?s not going to cause much damage at all! That just doesn?t make sense to me and seriously nerfs the threat of a creature that might otherwise blast through stone pillars with his bare fists.
Bottom line is this: I can certainly see the troll missing more often due to his lousy hand-eye coordination (represented by his low AG) but when he actually manages to make contact with that dwarf or elf he should be crushing them into something that resembles a wet prune! You could certainly ?patch? this by just giving the troll +100 to his OB to cause more damage, but then you also increase how often he?s going to hit. So you?ve only increased the problem.
Therefore one of my suggestions for bettering Rolemaster would be to find a way to separate ?to-hit? from ?damage.? The existing mechanic is a nifty way of creating a ?single roll? mechanic for combat and all, but I think the stress on logic ends up requiring too many patches in the long run. I?m sure, however, that such a change would not be popular due to the fact that the existing ?single roll? mechanic has been such a core feature of RM since its inception. But, I thought I?d toss out the idea to be discussed. Maybe it actually does work and I?m just missing a key piece of logic. Hopefully that can get cleared up too.