Originally Posted by
GavinRuneblade
Can you explain a little bit more what this means? For example, does it mean knowing how to resolve both column and row? Would we need 20 tables for every weapon so it could resolve attack rolls against the correct AT? I assume there's no issue outputting the string of text to chat? Or is it that effects can't be parsed from the output? Or is it not handling a d100 plus modifiers on a 1-150 spread of results? All of the above?
I haven't tried RMC in fantasy grounds, nor CoreRPG, but my players and I stopped playing it because of the math making it so slow that story never happened. Here is what I know my players would want before they tried rolemaster again, and feedback from new players I tried to introduce to the game tabletop.
The biggest situation was how many mistakes were being made levelling up and spending development points on skills. I had to basically do it one-on-one with every player every time. Second was in combat when they had to add up all the bonuses on them, the penalties on the enemy, plus parry/attack choices. When I corrected their mistakes they'd end up preferring a different action. This bogged down combat to an unplayable degree.
With tables and a skill page that 1. Knows the costs per skill per character class and whether they are allowed to buy one, two or three boxes with each box cost correctly indicated 2. calculates the development points from the character's stats 3. applies them to skills in a checkbox manner like picking proficiencies in other systems 4 and finally calculates the total bonuses correctly with the diminishing returns. Just this one thing I know would be huge both as a coding effort and as an effect on new players' willingness to try the system.