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For the 99% of your who don't know what Rolemaster is, I'll exaplain it for you.
Rolemaster is a very bendable roleplaying game. The main rules are composed of three books; The Standard Core Rules, Spell Law, and Arms Law. Anything else is optional and extra. However, you can adapt Spell Law, Arms Law, or even both into Dungeons and Dragons (there are rules in the Arms law)
Anyway, Spell law has all of the spell lists for standard RM classes, plus whole lists of closed and open spell lists (for each magic area: channeling, essence, and mentallism), evil spell lists, and non-standard RM spell lists. Its a pretty hefty book! However, the Core rules are larger. Then there's Arms law, a whole book of charts for weapons. The interesting thing about Rolemaster is that you only really need percentile dice (2d10) to use the game. So each weapon chart also has a chart or two of criticals (each with 100 different crits, which one you get depends on your critical roll).
I like this game a TON because it really gets into details, while not taking absoultly forever (unless your a newbie, like I was at one time...), but its not as lightinging quick as AD&D. And most of the detail work falls on the GM, not the characters.