

We should actually return to a 1 page Rolemaster character sheet.something I had entirely forgotten was possible. In other words, if you want one of them, ask the GM and justify it. So our final (and new) solution is to stick with the original skills from Character Law, (I believe we included the optional skills), and then just the skills from CII that are absolutely necessary.

On a 10+, you also take Influence over them or clear a condition. We also had worked out various schemes for all the Companion II skills and gotten frustrated with them. Mary Contrary: When someone tries to pierce your mask, comfort or support you, or provoke you, you can interfere.

So, we're going back to where we ended with RM2. Then we realized the vast majority of skills are like that. Personally, i've become frustrated with having to sink a good 1/4 to 1/3 of the total development points into skills which will either never come up in the game or will never require a roll.but they are skills which the character should have, given his history and background. We've all burned out on the sheer complexity, though. Click to expand.We started with RM2, and went to RMSS when it came out.
