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Rolemaster vs Tales of Argosa

Compare Rolemaster and Tales of Argosa side by side. See differences in complexity, dice, genre, and more.

RolemasterTales of Argosa
GenreFantasyFantasy
TagsCrunchy, Simulation, Tactical, Combat-Heavy, Character Building, Gritty, Deadly, Roll to Cast, Mana Points, HackableDeadly, Sandbox, Combat-Heavy, Dungeon Crawl, Roll to Cast, Gritty, CC-Licensed Rules, Sword & Sorcery
Core MechanicMost rolls are d100 open-ended: 96–00 is rolled again and added, and a first roll of 01–05 is rolled again and subtracted. A maneuver adds the skill bonus and a difficulty modifier, and a total of 101 or higher succeeds. Some maneuvers allow partial success or partial progress on lower totals. An attack roll opens upward only, adds Offensive Bonus, subtracts the target's Defensive Bonus, and is read on the weapon's attack table in the column for the target's Armor Type. A hit gives damage and sometimes a critical, resolved by a separate d100 roll on a critical table.Roll d20 under attribute to succeed (roll-under). Luck saves deplete your Luck attribute with each success, ratcheting tension. Combat uses Nat 19 effects, Exploits, Fumbles, Crits, and Trauma tables. Dark & Dangerous Magic risks madness and Veil monsters when casting spells.
Diced100d20
ComplexityVery HighLow
AvailabilityPaidPaid
Runnability4 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedCC BY-SA 4.0
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherIron Crown EnterprisesPickpocket Press
Year20222024
LanguagesEnglishEnglish
Best ForGroups who want a long fantasy campaign with granular character building and combat where weapon, armor, and each wound carry mechanical weight. It suits tables comfortable resolving attacks and injuries through table lookups.Sword & sorcery fans who want fast, brutal combat with diminishing Luck, dark & dangerous magic, and rich emergent sandbox play: group or solo.
HighlightsArmor Type selects the column on each attack table, so armor changes both the damage a blow delivers and the total needed to score a critical. Profession sets what each skill rank costs, so a Fighter can still take magical skills at a higher cost. Spell Law organizes magic into 171 lists of 25 spells, and a caster buys ranks in a list to reach its higher-level spells.Distinctive diminishing Luck mechanic, combat with Exploits and Trauma is consequential, large GM toolbox (hexploration, oracles, hirelings, mass battle), solo rules included, Creative Commons license
ConsiderationsCore Law and Spell Law have no bestiary or treasure tables, which Core Law assigns to the separate Creature Law and Treasure Law volumes. Resolving one attack can take an attack-table lookup, a critical roll, and tracking of bleeding, stun, and injury penalties. Without magical healing, injuries can take days or longer to recover, and Core Law advises scheduling significant downtime between combat sessions.The Diminishing Luck mechanic means characters weaken as they succeed. There are limited magical options in the core rules. The game requires GM comfort with sandbox hexcrawl prep.