Rolemaster

As there are two popular editions of Ironcrown Enterprises' classic roleplaying game, Rolemaster, there are also two different versions of guidelines for adapting the system to Middle-earth:

1. The 'classic' approach: Combining Rolemaster 2 and MERP

The first version of character creation guidelines and optional rules is primarily based on the second edition of Rolemaster (RM2), but incorporates some crucial aspects of MERP and the third edition of Rolemaster (RMSS or RMFRP), too. In the first file (MERPG_CharacterCreation.zip), you will find a 28-pages brochure covering character points, races and cultures, professions and miscellaneous other stuff which has to be considered if you are expanding MERP with Rolemaster. You'll also find some Training Packages designed for Middle-earth (originally presented in the Guild Companion) which have been edited for use with RM2. Please also regard the Spell DP Cost Table, since these development point costs are different from both RM2 and RMFRP/RMSS.

The second file (MERPG_Sheets.zip) is a collection of character sheets in Microsoft Excel, Word and Adobe PDF format. We recommend to make use of the sheet in MS Excel format, for all stat and level bonuses (and many other specs) are calculated automatically after you have recorded some basic information on the Cover Sheet. If you prefer doing the math on your own, there are various PDF and Word sheets, including a Cover Sheet, an Equipment & Status Record Sheet, and two different Skill Sheets of which you can pick your favourite: one is focusing on the more commonly used skills (bigger font), while the other one shows some additional and more obscure skills (smaller font).

Optional Rules

There is also a file (MERPG_Optional_Rules.zip) containing guidelines on restricting magic and changing a character's profession. Changing a character's profession is a very problematic issue in Rolemaster, but with these rules, game balance is maintained or perhaps even improved: Spell Users will likely become more rare, and they are no longer limited to casting spells that strictly. Instead, expect the magicians of your party to become able swordsmen in the future.

2. Middle-earth and Rolemaster Fantasy Role Playing

Two major problems occur when using Rolemaster Fantasy Role Playing (RMFRP, or RMSS in its first edition) for your Middle-earth campaigns: Firstly, low-level characters created under RMFRP tend to be more powerful than low-level NPCs as described in MERP sourcebooks, while high-level MERP characters may have an advantage over high-level RMFRP characters. The second problem is of a more general nature: due to the introduction of skill categories, character creation and advancement in RMFRP is even slower and more cumbersome than it was before.

To solve the latter problem, character sheets are only provided in Microsoft Excel format. Of course, a solution for the first problem is offered as well. To create a Middle-earth character using RMFRP, download and open the first file (RMSS_CharacterCreation.zip). This is a 30-pages brochure covering character points, races and cultures, professions and miscellaneous other stuff which has to be considered if you are expanding MERP with RMFRP. There is also an entirely new feature, the Culture Based Bonuses. These bonuses reflect the impact a character's culture of origin has on his outlook and skills - a factor at least as influential as his personal interests, which make up his professional abilities and DP costs.

The second file packages containing the character sheets and various game stats are provided in two versions. One incorporates flat profession bonuses as suggested in RMFRP (RMSS_Sheets_profbon.zip, not recommended for use with published MERP adventures and sourcebooks), while the other one retains the level bonus system from RM2/MERP. As mentioned above, this latter version (RMSS_Sheets_levbon.zip, recommended for use with MERP supplements) weakens low-level characters and pushes high-level heroes and villains. Both versions are provided in MS Excel format. Almost all stats are either calculated automatically (even the nasty ones like encumbrance and movement) or can be pasted from the accompanying 'RMSS Tables.xls'-files.

Optional Rules

Again, there is also a file (RMSS_Optional_Rules.zip) containing guidelines on restricting magic and on changing a character's profession. Changing a character's profession is a very problematic issue in Rolemaster, but with the rules provided here, game balance is maintained or perhaps even increased: Spell Users will likely become more rare, and they will not be so rigidly limited to casting spells. Instead, expect the magicians of your party to become able swordsmen in the future.

Notes on using the Heren Turambarion's adaptation of RMFRP/RMSS

No matter which variant of bonuses - profession or level - your GM decides to use, you have to obey one or two things so important that they are repeated here from the character creation brochure. Firstly, keep in mind that the character creation brochure takes precedence over all other rulebooks. Therefore, you should carefully read pages 2 to 4 and skim through the talents-section (p.18ff.) before you start to create your character. Please note that some changes occur between RMSS Talent Law and RMFRP Character Law. The latter book always takes precedence! All changes are summarized in the brochure.

Secondly, a note on temporary and potential stats. You must not spend more than 660 CPs on temporary stats before determining their according potentials. After the potential stat values are determined, you may increase temporary stats with any leftover CPs. Please note that potentials can either be determined by dice rolls (if the GM is available) or by a fixed modification which is implied in the MS Excel Character Sheet. However, the formula is incorrect for temporary stat values greater than 90! If a temp stat is higher than 90, please put in the according potential yourself (you can find it in the 'RMSS Tables.xls'-file).

A Character Creation Sourcebook for RMSS/RMFRP

We are happy to present you Whitford Bates' outstanding sourcebook on creating Middle-earth characters under the Rolemaster Standard System, a manual featuring the incredible amount of 259 pages of reference material covering races, professions, training packages, and much, much more! Please download the 2.96 MB PDF-file here.

General Suggestions and Miscellaneous Stuff (for all editions of Rolemaster)

In our campaigns, the following spells or spell lists from Spell Law are banned in order to stay "true" to Tolkien's works:

Banned lists from the Realm of Channeling

Barrier Law (if no material components are available nearby)

Lofty Movements

Creations

Organ Lore (only "Regeneration" spells are banned from this list)

Life Mastery

Summons (only "Demonic Gates" and "50. Gate" are banned)

Banned lists from the Realm of Essence

Gate Mastery

Lofty Bridge

Monk's Bridge

Banned lists from the Realm of Mentalism

Mind's Door

Movement

Escapes (only "50. Teleport I" is banned)

A Quick Combat System

In the Guild Companion's issue of July 2002, our Quick Combat System was published as a way "to speed up easy combat encounters without removing the risks of Rolemaster battle". Here you can download a convenient two-page print version of the Quick_Combat_System (US letter).

Revised Rolemaster Attack Tables

The Guild Companion's issue of May 2002 introduced a couple of revised Rolemaster attack tables designed by John Gaiardo. His goal was to find a solution for two well-known "armour anomalies", the relative ineffectiveness of lighter armour types and the "double penalty" (early concussion damage plus Quickness penalties) associated with heavier armour types. In play-testing, we found out that John's tables can also speed up combat resolution a lot if they are re-arranged and printed with the appropriate Critical Strike Tables on the backside. With his kind permission, you can download John's article from the Guildcompanion and the re-arranged tables here.