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Rolemaster vs The Riddle of Steel

Compare Rolemaster and The Riddle of Steel side by side. See differences in complexity, dice, genre, and more.

RolemasterThe Riddle of Steel
GenreFantasyFantasy
TagsCrunchy, Simulation, Tactical, Combat-Heavy, Character Building, Gritty, Deadly, Roll to Cast, Mana Points, HackableTactical, Combat-Heavy, Deadly, Gritty, Simulation, Crunchy, Character-Driven, Freeform Magic, Classless, Lore-Heavy
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 a pool of d10s against a Target Number. Each die that meets or beats it is a success. Skill Tests roll an attribute's dice against the Skill Rating, where lower is better. Melee draws dice from a Combat Pool (Reflex plus Proficiency) that must cover attack and defense across a round's two exchanges. Spiritual Attributes add dice when a roll serves their stated focus.
Diced100d10 dice pool
ComplexityVery HighHigh
AvailabilityPaidOut of print
Runnability4 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherIron Crown EnterprisesDriftwood Publishing
Year20222002
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.Groups who want deadly, historically grounded melee decided by how fighters split their dice. It suits campaigns the Seneschal builds around each character's passions, drives, and destinies.
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.Secret red-or-white die declarations and Combat Pool splits make each exchange a contest of reading the opponent. Points earned by acting on Spiritual Attributes add dice in play and also pay for advancement, rewarding characters who pursue their convictions. Sorcerers build spells on the fly from nine Vagaries, and each casting risks months of aging.
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.There are no hit points, and one solid hit can kill a character outright. Sorcery is deliberately unbalanced against fighters, leaving the Seneschal to rein in sorcerer characters. Mass combat gets only an abstract contested Strategy roll, with no dedicated procedures for naval battles or sieges.