Quote Originally Posted by AussieGiant View Post
Ok I've wikied.

It's called MERP.

Extract from combat system.

"The rules system of the game is a streamlined version of I.C.E.'s generic fantasy RPG, Rolemaster.

Characters possess Attributes and Skills rated between 0 and 100. Skills can be modified to a rating above or below these limits (i.e. under 0 or over 100). An attack roll consists of a percentile roll, to which the attacker's skill rating and appropriate attribute rating are added and the defender's dodge rating is subtracted. The result is compared to the defender's armor type and looked up on a table to determine success or failure. A separate critical table is used if the initial chart result called for it."
The problem with this ruleset is how do we determine the corresponding attributes, ie attack skill, dodge skill, armour type and so on, how do we tie it to M2TW traits and ancillaries ?

I think YLC and Cecil are on the right path. All that is needed is for one or two players to fully understand how the duels are to be played out. We (as in the player-base) do not have to know the exact components leading to our duel value.

Do you truly think that any duellist would analyse his chances of success to the last iota and do the same about his adversary ?

I personally do not think so. It was a "spur of the moment"-thing and you either drew your sword (or mounted your horse) or withdrew in shame.

Hence I think the exact mechanics of the dueling system should be devised out of sight in concordance with Zim and with us players kept out of the loop.

I would hate to be the target of a declaration of duel simply because the other party knew that he had overwhelmeing odds in his favour, even before throwing the gauntlet.

Thoughts ?