Rolemaster was the second game I played for any length of time. A simple core mechanic with up to a gazillion optional rules. We had a blast, found the tables fun and spent countless hours poring over our character sheets choosing skills and spells.
I have Rolemaster FRP, the current version of the game, and use the following house rules:
- Fate Points Allow the character offset some of the random deadliness of the system.
- Swap the magical realms of Monks and Bards; Monks become Mentalism users, and Bards become Essence users. This is probably the most commonly used house rule for Rolemaster.
- Give out a set number of development points to each character, usually 80. They tend to average out the same anyway and the level of complexity just adds time to character generation.
- Trim down the skill list. Rolemaster has skills for everything and choosing from the sheer number can be overwhelming for players new to the system. I would say at least 60% of them were not used in my game.
- Allow Warrior Mages if playing in Kulthea. I’ve converted the skill costs to Rolemaster FRP and you can download it here: Warrior Mage for RMFRP. These are not the ones in the Essence Companion; the skill costs are different, and they still use the spell lists from Rolemaster Companion II. I was worried they would be unbalancing in play, but found that this was not the case.