Rolemaster Fantasy Role Playing is published by Iron Crown Enterprises, Inc. Rolemaster is considered by many to be the poster child for highly detailed table driven combat systems. It is a combat-oriented, Tolkienesque fantasy game with men, elves, dwarfs, and halflings. Much of the supplemental material of the first edition was heavily focused on Tolkien’s Middle Earth. (Actually, the Middle Earth supplements were written for a “Rolemaster-lite” game called MERP – Middle Earth Role Playing – published by the same company. But, the games were so similar that many people used the MERP supplements for Rolemaster games.) Unfortunately, the Lord of the Rings material was eventually dropped. (Rumor has it that this move was primarily due to prohibitive royalties demanded by the Tolkien estate for use of the content, but the author has seen nothing official verifying this supposition.)
Alignment, Class, Game Master, Hit Points, Last Man Standing, Level, Point Spend Attribute, Generalized Contest, Race, Random Attribute, Rank, Success Reward (Experience Points)
The power of a Rolemaster character is gauged as a numeric “Level,” which rises as characters gain experience points. In addition, characters have 10 attributes (“Stats”): “Agility” (Ag), “Constitution” (Co), “Memory” (Me), “Reasoning” (Re), “Self Discipline” (SD), “Empathy” (Em), “Intuition” (In), “Presence” (Pr), “Quickness” (Qu), and “Strength” (St). These range in value from 1 to 101. Players initially set these values by spending points from a resource pool. (The size of the resource pool can be determined in various ways, but it ends up being around 660 points.) The amount to which these can be raised is limited by the character’s “Potential Stats,” which have no other function in the game than to indicate how good a character’s attributes can possibly become. The attribute values are modified slightly depending on the character’s Race (“Common Man,” “High Man,” “Wood Elf,” “Halfling,” etc.).
Characters also have a litany of skills. Each of these has a rank, which is purchased through the expenditure of “Development Points,” or “DPs.” The cost of each rank is based on the character’s class (“Profession”), such as “Fighter,” “Rogue,” “Cleric,” “Magician,” etc. As character’s gain levels, they earn more DPs that they can spend on raising the ranks of their various skills. Depending on the skill and class, some skills allow a character to only gain a single rank per level. In others, two or even three ranks can be purchased. Quite often, the cost to gain a second rank in a particular skill is considerably more expensive than the first. Again, these costs depend on both the skill in which the character is gaining a rank and the class possessed by the character.
Each skill has a skill bonus. The skill bonus is the sum of a number of modifiers. First is the skill category rank bonus, which is derived from the skill rank through the means of a table lookup. To this a pertinent attribute is added (depending on the nature of the skill) along with a class bonus, if any. Finally, any special adjustments are added. All of this work is done during character preparation, so that the overall total is available for immediate use during play.
Rolemaster uses classic task resolution. Characters attempt various actions using their skills. All skill rolls use percentile dice (d100) to generate a random number in an “open ended” roll. An open ended roll is performed as follows: Roll the d100 and note the result. If the rolled value fell into the range of 95-100, the dice are rolled again and the results added together. If the second roll again comes up in the range of 95-100, the player keeps rolling and accumulating greater and greater success until a value less than 95 is rolled and the sequence stops. On the other hand, if the initial rolled value fell into the range of 01-05, the dice are rolled again in an open ended fashion, but with the results being subtracted from the character’s success instead of added.
To perform contests, the player makes an open-ended roll. To the result is added the
character’s skill bonus along with any situational modifiers. Finally, to this result is
added another modifier based on the difficulty of the task. For easy tasks, this modifier
is positive. For difficult tasks, it is
negative. Once the overall sum is
obtained, the result is determined
through a table lookup.
For combat attacks, the “difficulty modifier” of any attack attempt is the opponent’s “Defensive Bonus,” or “DB”. DB indicates how difficult it is for an opponent to strike a character or monster in combat. It is derived from the Quickness attribute and is modified by the type of armor worn along with any magical adjustments. If a weapon strikes, it delivers damage that lowers the target’s hit points and inflicts other effects, such as bleeding and combat penalties of various sorts. The effects of a successful combat attack actually involve two rolls and two table lookups. The first is essentially an attack roll that determines damage and a criticality factor. The second determines any special damage effects based on the criticality factor.
Each combat round is split up into five phases. These phases exist to enable players to try to get their actions in before those of their opponents (with penalties). Conversely, a player may also delay his character’s actions in order to let him find the best opportunity to strike. So, players can decide to make “Snap,” “Normal,” or “Deliberate” actions.
Characters are awarded experience points for successful actions and for sustaining damage. The amount of experience awarded depends on the character’s level and the difficulty of the actions and the criticalities of the wounds sustained and delivered. The values are determined by, you guessed it, table lookups. Experience points are also earned for introducing ideas and concepts that help out on the adventure, for travel in unfamiliar territory, and for whatever else the GM decides to reward. When enough experience points accumulate, the character gains a level.
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