kris said:
You did it wrong. Following a system by the letter is pretty retarded to start with.
depends on the system. some systems don't need work, some need a little, some need a friggin lot and don't give anything in return. rolemaster is somewhere between needing a ton of work and not giving anything in return.
In at least two roleplaying systems I played you were unbeatable in the right armour because pretty much nothing could harm you in any way.
don't play using shitty systems.
First of all, I don't know why you talk about setting. I always played my own settings and it was a perfect system for that.
i talk about setting because rolemaster claims to be and is advertised as a generic fantasy system, while it also tries to, how would fox news put it, shove rather important setting elements down your throat, like the four magic types and how they relate to each other.
i'd even go as far as call it the worst generic system ever, beating d20 by a long run.
Second, powergaming is restricted by a game master if needed, although I was mostly lucky enough to not play with morons like that.
morons? powergaming is an excellent test of how balanced a system is.
"your gm should intervene" is not a viable defense of lazy authors including munchkin character options that have no right or reason to exist in the first place.
sure i can make rolemaster into the best pnp evah with house rules and tons of work, but that's a pretty stupid argument to make when you discuss the inherent qualities of a system, just like bringing mods into a discussion of the crpg qualities of nwn1, oblivion, or fallout 3.
Thirdly, the combat system is only slow if you are unfamiliar with it. It is realitic and fun at the same time and those critical tables beats any "5 hit points" system there is. What was slow were the character creation and leveling, that could be a almost a nightmare.
the combat system requires you cross reference your weapon(type) with your target's armor(type) and your attack result on a stupid table in arms law, then roll criticals, if applicable, which in turn all have their own result tables based on severity and type. no amount of familiarity short of actually memorizing the tables is gonna make it less of a time-waste, especially when you only have one copy of arms law and didn't copy all the tables for all players.
it's not very realistic either, in terms of how combat flows, it's just "grittier" and more lethal than the inane dnd-esque "i hit you for x hitpoints, you hit me for y" bullshit, which it still has below all the crit tables.
compare rolemaster combat to riddle of steel (or fate, coz fate is as realistic as you make it) and tell me again that it's realistic... not to mention that realistic doesn't mean "better" or "more fun" ('cept in the case of riddle of steel, as it is both).
l5r has generic hp and is way less realistic, but it's better and more fun than rolemaster due to being just as deadly while having more tactical depth and being a lot quicker.