INTRODUCTION. Character Law expands the Rolemaster Fantasy Role. Playing (RMFRP) character development process by providing a wealth of new choices. Role Master – Character Law & Campaign Law – Download as PDF File .pdf) or read online. Rolemaster. First Edition Product: Character Edition/Printing). Law. (1st. Stock #: CL Producer: Iron Crown Enterprises (ICE) Designers: Coleman Charlton.

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There are just enough to make it tough to choose but not too many. It was really cool to listen in on. Buying Skills was the slowest part of the creation… and initially rklemaster confused my players. It also gives the GM rules for designing their own races, which is a very simple process. Overall we were mightily impressed with Character Law.

Not so with Rolemaster: That being said, GMs have options to raise or lower the power level of their campaign by altering the starting points allowed. As an aside, min-maxing seemed very much harder to achieve because the players realised that everything is important… and the first rule of Rolemasterto my mind, is that you can choose anything but you are always making sacrifices of other stuff.

Rolemaster: An Evening with Character Law – The Iron TavernThe Iron Tavern

Easy to implement and something my rules-wary players asked for. My players loved the choices available and really seemed to get a kick out of the Height and Weight chart. In terms of style, this is a very clean read which is clear. The Rolemaster Books Two of the five core books for Rolemaster got released in the first wave: Combat, for the curious, is found in Arms Law which at the time of writing is expected to release to playtest in a few days.


Spell Law and Character Law. Overall, we also like the ease with which we have started playing. Next you select a Culture, which is a sort of background package of free Skill ranks. Two and one half-hours of play time is not bad for a serious RPG character session, and we spent 2 hours doing the details. There are 21 Professions to choose from. Character Law covers the core rules relating to creating and running a hero in Rolemaster.

The text explains the process of thought quite nicely, and my players set to reading and scribbling down thoughts for around minutes. There are loads of cool choices, including Reavers and the Underground culture, both of which we found to be chagacter cool.

Professions are what your hero is funnelled towards being good at without constraining you like classes might. We like the choice of 21 Professions, including Warrior Monks and Sorcerers because they are all pretty appealing.

Hit Points you begin with. This included about 30 minutes of time spent by the players writing notes in answer to the background questions in Chapter 3 of which more in a moment.

In addition to the material dedicated to a step-by-step walk-through of designing a hero, you also get chapters covering Equipment, Experience and Advancement, Maneuvers and Movement, and The Environment. The hour was here and this is an account of chafacter things went down.

Stats and Potentials There are 10 Stats, exactly as veteran Rolemaster players will expect.

Bearing in mind that we received the rules a scant 2 hours before meeting, we managed to build four heroes with four players involved in around two hours. As Rolfmaster I could see that this side-steps the need to encourage players to take a minimum of 1 Rank in Body Development, and other such bare minimum Skill levels, and adds flavour for the characters to boot. Two of the five core books for Rolemaster got released in the first wave: Even without art it looks neat and is very accessible.


We also introduced the first Optional Rule from this chapter: Here you are invited to think through a strong concept for your hero with a series of relatively easy-to-follow questions.

In short, the guys thought that this was a good no-brainer choice to round out their heroes. We like the choice of Races and Cultures because characterr are not rigidly paired to force stereotypes. Rolemaster uses a really cool system whereby you choose the Potential value of each Stat — i.

Rolemaster: An Evening with Character Law

As a GM this rules set excites me. Making Heroes We dived in the deep end.

The only problems we had with understanding it were due to players and rolemaeter trying to speed-read sections; on a proper read the text seems very clear. Profession sets up the cost paid for with Development Points for your Skills. The latter book is what we spent time using at our first session, although the guys did dip into Spell Law a tiny bit to choose Spell Lists.

What did we like? Culture Next you select a Culture, which is a sort of background package of free Skill ranks. There is a very nice introduction and overview of character creation to draw you in.

Savesand other core details such as how many Concussion Hits think: Each race modifies your Stat bonuses not the StatResistance Rolls think: The game comes over as simple to understand and play, but certainly not simplistic.