Using Rolemaster tables in MRQ?

AlexH

Mongoose
Sorry, sorry! I feel like i'm spamming the forums ;)

Here's a little story: I've always wanted to play Rolemaster. But, the complexity of the rules, the character creation, the scarcity of the books, etc... put me away. Then, i found Runequest, which has most of what i'm looking in an RPG...

Except the combat tables (from Rolemaster).

Since both systems are using some king of percentile opposed roll for combat, i was wondering if there was a way to convert the RM tables to use them in Runequest? I don't want to do the opposite, ie converting RQ stats for use in Rolemaster, it would complicate things too much for my taste.

Or, should i just make my own? Based on the difference in success between the attacker and defender... Or substracting one from the other, i don't know. Anyone ever thought of something like this? Would other people be interested in something like that?

Thanks!
 
I have played both RM and RQ since the late 1970's. I have messed a bit with different compinations, and have never had much success with it. They are just to different.

For one thing, one of the big strengths of RQ is that is simple and fast. RM on the other hand goes for a lot of detail, but it is very slow. You may think with practice you can get fast, but beleive me, it never gets fast, just less slow.

It can go faster if you limit the number of weapons your players use, and the number of spell lists and weapons effects, so that you have fewer tables to page through. but then, one of the big things about the system is the big variety of weapons, and the real ingame differences.

Perhaps if you have no more than three players that are into the game, and dont have to prod them for data, you can keep areasonable pace going.

But, I beleive from another thread this will be your first RQ game. I strongly suggest that you stick to RQ for a considerable period before you go messing with it. Gwet your players hooked to it first, then you vcan take the time to try to monkey around. If you try it right off, and you have problems, which you will always happens when you try to mesh things, you may lose your players before you get the bugs out. The its back to 4E and that would really suck.
 
Of course, you're absolutely right. I wasn't planning on changing things right off the bat, but it's something that'll always stick in the back of my mind, always thinking about how i could change this, tweak that, incorporate new tables here and there... ;)

And also, if someone would have already made some tables for RQ, i would check them out to see if they made sense.

God, i wish i were a game designer sometimes... :P
 
I am a big fan of Rolemaster/MERP and IMHO there is nothing in the Rolemaster combat tables, criticals included, that isn't covered by the RQ system with the exception of bleeding and it's not like RQ needs another way of sapping hit points...
 
Go to WWW.HARPHQ.com on that homepage you can download things for harp a wery good Rolemaster light/ merp system.. use their krit tables...
No for the Hits i would recomend the following system:
siz + con + Size mod.= Hits to use with the tables.
Size mod is=
small (size 4 to 8) +20 hits
Medium (9-18) +30 hits
Large (19-27) +40 hits
It's much easer to increase/ calculate new hits than to minimize the damage on the crit tables.
An starting human would have around 45 to 90 hits at lvl 1 remember that.
Said that HARP is a rpg you really should look in to if you want to run something Rolemaster like...
And good luck!
 
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