MERP / RM Rules

The main problem in mixing RM and MERP is deciding which parts of each system to use and which to ignore. The MERP rules provide accurate race information, but use fewer stats so need to be translated, and there are some differences in the skills being used. Rolemaster has many more professions than MERP so you need to decide which to use and what race restrictions to place on them. The rules pages display the conventions I use in running campaigns, and some optional rules I employ too.

Professions

Guidelines for allowing or disallowing rolemaster professions in a Middle Earth setting. [more]

Breaking 150

If you roll really high in a combat situation you ought to have a chance to do serious damage, but the Arms Law rules simply stop at 150. If you think that's unfair read on. [more]

Called Shots

Rules for handling aiming at specific body parts. [more]

 

 


Copyright ©2004 - Martin Cartwright