
The 8th Dwarf |

How much of Rolemaster stuff made it into 3E and 3./3.75? I've heard that a lot of the aspects of 3.x I like come from Rolemaster.
Skills are essentially RM divided by 5.
BAB - Can be thought as RM but I am sure that there were other influences.
The way I would house rule crits to use the RM crit table is to still use the armour type table and multiply the total role by 5 (it gives you the A,B,C,D or E crit).... but have the percentage you exceeded the opponents AC by = to the crit roll -

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houstonderek wrote:Not sure if this is the right guy Maps collection.Mairkurion {tm} wrote:Which one? I basically patterned all of my old world maps on their color region and world maps for Middle Earth (the way they rendered mountains, same symbols for marshlands and plains, forests, etc.). They were my favorite fantasy maps, followed closely by Harn.The 8th Dwarf wrote:One of the MERP cartographers has been posting his maps on his blog. Nice stuff.Crimson Jester wrote:I had a great module with smugglers an a wearhouse I wish I could remember it. I had a look around on EBay and Amazon for some MERP stuff - some of the books were fetching $120 USDThe 8th Dwarf wrote:Crimson Jester wrote:Not sure I do. Reminds me of first edition rolemaster character sheets.Rolemaster is my favourite all time RPG...... Especialy when using the MERP setting. Those were the days when a first level hobbit with a rock had a small chance of taking down a troll in full plate. It happened and it happened spectacularly.
We had a player playing a 19th level fighter. He got into it with a small goblin child. The child drew a knife, the PC defended himself but otherwise did not fight back. Best role I have ever seen a GM make. 100 on a B crit from a rusty dagger. Through one ear and out the other and in one round or main fighter went away.
Loved the Merp setting; hated the basic rules. Worked much better with the full set. I even have used a module or two for 3.5 DND
Not the same person, but those maps are pretty freaking awesome!

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Crimson Jester wrote:I had a great module with smugglers an a wearhouse I wish I could remember it. I had a look around on EBay and Amazon for some MERP stuff - some of the books were fetching $120 USDThe 8th Dwarf wrote:Crimson Jester wrote:Not sure I do. Reminds me of first edition rolemaster character sheets.Rolemaster is my favourite all time RPG...... Especialy when using the MERP setting. Those were the days when a first level hobbit with a rock had a small chance of taking down a troll in full plate. It happened and it happened spectacularly.
We had a player playing a 19th level fighter. He got into it with a small goblin child. The child drew a knife, the PC defended himself but otherwise did not fight back. Best role I have ever seen a GM make. 100 on a B crit from a rusty dagger. Through one ear and out the other and in one round or main fighter went away.
Loved the Merp setting; hated the basic rules. Worked much better with the full set. I even have used a module or two for 3.5 DND
Yes, I have too. Seems that people loved them. Low book count, coupled with most books kept in really good condition and people wanting to fill out their collections. The price is outrageous.

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The 8th Dwarf wrote:One of the MERP cartographers has been posting his maps on his blog. Nice stuff.Crimson Jester wrote:I had a great module with smugglers an a wearhouse I wish I could remember it. I had a look around on EBay and Amazon for some MERP stuff - some of the books were fetching $120 USDThe 8th Dwarf wrote:Crimson Jester wrote:Not sure I do. Reminds me of first edition rolemaster character sheets.Rolemaster is my favourite all time RPG...... Especialy when using the MERP setting. Those were the days when a first level hobbit with a rock had a small chance of taking down a troll in full plate. It happened and it happened spectacularly.
We had a player playing a 19th level fighter. He got into it with a small goblin child. The child drew a knife, the PC defended himself but otherwise did not fight back. Best role I have ever seen a GM make. 100 on a B crit from a rusty dagger. Through one ear and out the other and in one round or main fighter went away.
Loved the Merp setting; hated the basic rules. Worked much better with the full set. I even have used a module or two for 3.5 DND
really??

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Yes....YES! NEKKID TOP FOR PAGE 666!! MY FAWTL FRIENDS HAVE STRIPPED ME OF MY CLOTHING AND BRANDED ME WITH THE MARK OF THE BEAST!!!
You are a very Scary Black Man.

lynora |

I never thought I'd be glad to see the song lyrics, but one line per post, no quotes....such a sweet relief for my poor eyes. This is as bad as trying to put together a lenticular puzzle. If there's more than three quotes in the quote string, I'm not reading your post....or the ones around it as I'm trying to get it off the screen as fast as humanly possible. Like the idea of the new quote feature. The 3D effect of long quote strings is bad. Bad, bad, bad. :(

aeglos |

Also, yay, snow! Okay, not so fun to drive in or chip the icy snow off the car, but much better than freezing rain. :)
we have the driest november ever, same goes to oct. and sept.
down in the alps it's the same, no snow, no rainmy skiing holiday in january will become a hicking holiday if things don't change soon

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Freehold DM wrote:How much of Rolemaster stuff made it into 3E and 3./3.75? I've heard that a lot of the aspects of 3.x I like come from Rolemaster.Skills are essentially RM divided by 5.
BAB - Can be thought as RM but I am sure that there were other influences.
The way I would house rule crits to use the RM crit table is to still use the armour type table and multiply the total role by 5 (it gives you the A,B,C,D or E crit).... but have the percentage you exceeded the opponents AC by = to the crit roll -
Most of the skills in 3.0 are essentially the same.
The armor breaks down into the same categories.
While there are no feats in RM, they had starting options that are pretty much the same thing.
Some of the other mechanics are simplified versions of RM, such as DR/- mechanic.
Monte, converted a couple of key concepts from RM to 3.5 on his website.
I have even seen rules that cause "crits" for every +5 over the target AC when you hit, which is just a copy of RM rules.
Some of the newer 3.0 spells, can't remember which ones, but I remember thinking at the time it was a more simplistic version of a RM spell.
Of course keep in mind the original RM and RM2 were really just a large set of optional rules to use for AD&D in the first place. They even came with conversion rules. Plus the system made room for a lot of "optional" classes from old Dragon magazines, such as the Healer.

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The 8th Dwarf wrote:Freehold DM wrote:How much of Rolemaster stuff made it into 3E and 3./3.75? I've heard that a lot of the aspects of 3.x I like come from Rolemaster.Skills are essentially RM divided by 5.
BAB - Can be thought as RM but I am sure that there were other influences.
The way I would house rule crits to use the RM crit table is to still use the armour type table and multiply the total role by 5 (it gives you the A,B,C,D or E crit).... but have the percentage you exceeded the opponents AC by = to the crit roll -
Most of the skills in 3.0 are essentially the same.
The armor breaks down into the same categories.
While there are no feats in RM, they had starting options that are pretty much the same thing.
Some of the other mechanics are simplified versions of RM, such as DR/- mechanic.
Monte, converted a couple of key concepts from RM to 3.5 on his website.
I have even seen rules that cause "crits" for every +5 over the target AC when you hit, which is just a copy of RM rules.
Some of the newer 3.0 spells, can't remember which ones, but I remember thinking at the time it was a more simplistic version of a RM spell.
Of course keep in mind the original RM and RM2 were really just a large set of optional rules to use for AD&D in the first place. They even came with conversion rules. Plus the system made room for a lot of "optional" classes from old Dragon magazines, such as the Healer.
Arms Law, Spell Law, Claw Law. Proto-Rolemaster meant to replace the AD&D combat/magic system. Character Law and Campaign Law made the system complete in its own right.
Good times. Good times.