The Rolemaster game I am running with Rod and Robbie continues, and John has joined us as well. I feel like the point of this post is worth a new post instead of continuing the old one, but you can view that right here.
About a month, maybe longer, ago Rod had asked if we could use the full traditional initiative and turn system. Up until that point we had been using a streamlined version that you can find in the updated version of the “classic” rules. When we began it had been a while since I had played or run Rolemaster and I wanted us all to get our feet wet.
But I had also been thinking about just leaping into the full rules as well, so Rod’s request came at the right time. Combat had been okay, but as a central part of play in Rolemaster, it had not been as satisfying as expected or remembered. Memory can be problematic of course.
As I refreshed myself on the full turn order, I also decided to try some of the opponents presented in the rules, specifically the old Creatures & Treasures book. An opportunity came up during prep to put this into play, to see how an adversary designed explicitly for the rules faired versus one I had reverse engineered.
The difference leaped out at me. Even with similar stats, the skeletons I unleashed in the recent fight have and are performing far better than any of my Frankenstein creations. The combat has been more intense and I feel as if we have a good handle on the flow of combat with the more elaborate turn order.
Skeletons in Rolemaster are no pushovers.