

I’m allowing all six base classes, and also six of the optional classes (Burglar, Conjurer, Explorer, Rogue, Shape-changer, Wizard) – I’d love to see someone run a character that turns into a bear! I’ve created my own tables for starting ages, and height/weight for each race. They will begin as 0-level adolescents or apprentices – only gaining the skills that their race assigns and no profession level skills (for 1 st level) until the end of the first adventure. I’ve decided to restrict player races to a subset only using six of the human ethnicities (Beorning, Dunedain, Dunlending, Eriadoran, Gondorian, Rohirrim), but all of the non-human. My new “campaign guide” is 18 pages long (so far) – mostly giving the required info for the races and professions I’ll use. My Rolemaster “Arms Law” book has forty-two tables for individual weapons/attacks, as well as expanded critical and fumble tables. For example – MERP has nine combat tables – for weapon types, spell and creature attacks. It’s also very easy to use the Rolemaster material to expand or enhance the game. Most of a MERP Character Sheet (1st level Dunedain Ranger) The material references different time periods, allowing games to be run in pretty much any part of the Third Age. Tolkien’s works, and there are dozens of source books, campaign guides, and adventure modules to cover the length and breadth of Middle Earth. Creatures and other campaign detail is based on the wealth of J.J.R. Most actions (especially combat) have critical success and fumble tables – well detailed and lots of fun to use. The final result is checked against the relevant table and damage, or the measure of success/failure is determined. Actions are made as a d% roll, adding the appropriate skill bonus, subtracting any penalty for difficulty (if say, picking locks or moving stealthily) or deducting an opponents DB (defensive bonus) in combat.
#Middle earth role playing how to#
Each player chooses how to assign their skill points, and can transfer them to other categories under certain restrictions, which allows for considerable customisation. Your race gives you a number of points in specific skills, and each level in your profession gives points in skill categories. It’s a skill-based 1-100 (or percentile) system. Players choose from Dwarves, Elves (Noldor, Sindar, Silvan), Half-Elves, Humans (15 ethnicities) and Hobbits, as races, with six base professions – Warrior, Scout, Ranger, Mage, Animist, Bard. ICE (Iron Crown Enterprises) released the game in 1984, as simplified version of their Rolemaster RPG. (I’m playing in a Pathfinder D&D campaign currently that shows no sign of ending, but I’ve already detailed what would be my next character up to 15 th level – race, class, feats, etc.) If you aren’t familiar with MERP, then here are the basics of the RPG: I’m not actually expecting to run a game any time soon (the last MERP campaign I ran was 20 years ago), but my version of OCD means that I enjoy the planning and preparation even if there’s no sign I’m going to use it. Over the last few weeks I’ve actually sat down and fleshed out my ideas, building a folder with some well developed information for starting characters and GM reference material to guide the campaign the way I want. At that time I did little more than collecting some more RPG material and sketching out a basic outline for a new campaign. Since then I’ve been wanting to go back to my M.E.R.P. For example, last year over a weekend my wife and I watched all three Hobbit films.

What I read, and the movies I watch, often influence what game system I pay attention to.
