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

Actual starting values are relatively modest, meaning that you are a slightly-above-average hero to begin with. There are just enough to make it tough to choose but not too many. There are 21 Professions to choose from. The players, although initially taken-aback, quickly reported that they liked this because it meant that they immediately envisioned the hero as he or she will ultimately be.

Professions are what your hero is funnelled towards being good at without constraining you like classes might. We like the choice of Races and Cultures because they are not rigidly paired to force stereotypes. In he joined Games Workshop, spending 12 years in the gaming industry at the coal-face of tabletop wargaming. Overall we were mightily impressed with Character Law. Rolemaster uses a really cool system whereby you choose the Potential value of each Stat charwcter i.

Character Law | IronCrown

There are loads of cool choices, including Reavers and the Underground culture, both of which we found to be very cool. Each race modifies your Stat bonuses not the StatResistance Rolls think: Savesand other core details such as how many Concussion Hits think: Not so with Rolemaster: 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.

This was reportedly a positive experience, and really set them up for the next series of steps. Overall, lw, everyone seemed happy with the rules and seemed to grasp the main concepts readily.


There is a very nice introduction and overview of character creation to draw you in.

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. What did we like?

Rolemaster: An Evening with Character Law

There are 10 Stats, exactly as veteran Rolemaster players will expect. In short, the guys thought that this was a good no-brainer choice to round out their heroes. We like the choice of 21 Professions, including Warrior Monks and Sorcerers because they are all pretty appealing.

We have four very cool-looking and totally unique heroes, and we are ready to play. Nobody seemed to struggle with this, however, and the other three guys seemed to feel it was acceptable. The public playtest of Rolemaster began a few short hours before our regular Friday Night Roleplay meeting. For me, this was refreshing as most games tack the background thinking on at the end.

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. Each level you get new Development Points and can upgrade your Skills by purchasing Ranks.

These are simple to implement bought with Development Points and really colourful. Bearing in mind that we received the rules a scant 2 hours before charactre, we managed to build four heroes with four players involved in around two hours. It also gives the GM rules for designing their own races, which is a very simple process.

Charqcter are also there for GMs to add their own Cultures, and this looks very simple to implement.

The Rolemaster Books Two of the five core books for Rolemaster got released in the first wave: Even without art it looks neat and is very accessible. Culture Next you select a Culture, which is a sort of background package of free Skill ranks. 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 only problems we had with understanding it were due to players and me trying to speed-read sections; on a proper read the text seems very clear. Character Law Overall we were mightily impressed with Character Law. Easy to implement and something my rules-wary players asked for. 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.

That is, until they read the text instead of just staring at the cost chart. As GM 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. The text explains the process of thought quite nicely, and my players set to reading and scribbling down thoughts for around minutes. Each race is balanced with the others through the one-time blessing of extra never reduced Development Points, used to buy Skills and Talents.

Buying Skills was the slowest part of the creation… and initially it confused my players. What was great, however, was seeing them interact and advise each other. Next you select a Culture, which is a sort of background package of free Skill ranks.

If you fancy taking a look at the playtest rules for Rolemasterthey ccharacter free to download once you agree to the basic terms of the test. The core five players are all looking forward to the new Rolemaster and everyone is excited to be sharing the story in The Iron Tavern.

In terms of style, this is a very clean read which is clear. Spell Law and Character Law. Timing the process, it took about 30 minutes for each totally new Rolemaster player to complete spending their Development Points. We also introduced the first Optional Rule from this chapter:

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