has anyone used the Super Fast Combat System from RMCIII?
I am currently GM of a rolemaster campaign on Roll20 and I am considering using the optional Super Fast Combat System for resolving large scale combat. Combatants make one attack roll and need a total result of 75+ to hit. This system does away with weapons tables alltogther and instead uses hit dice for weapon damage. Battles in rolemaster can quickly be reduced to slow motion, especially with six or more combatants. I have tested this Super Fast Combat System previously and found the time spent adding dice was the biggest limitation (we spent lots of time physically rolling and adding up dice!). Rolling dice for weapon damage should be fairly quick with Roll20's macros.
Here is how this combat system works. Combatants roll 1d100, add their OB, apply any modifiers (eg. flank, armour type modifier), THEN subtract defenders DB (natural DB from Quickness stat mod, parry etc). With a total result of 75+ they hit and roll normal damage, on a total result of 125+ they hit and gain immediate advantage for damage [roll damage twice and take highest result]. On a total result of 150+ they hit and gain immediate double advantage for damage [roll damage three times and take the highest result].
When using this system, weapons inflict a large amount of damage! Dagger (3d12), Shortsword (2d20+1d12), Broadsword/Scimitar (5d12), Rapier (1d10+2d12), Two-handed sword (8d12), Light crossbow (2d10+4d8).
Fumble ranges are the same. Criticals occur on a roll of 96+ however at skill ranks 12, 14, 16, 18, 20 etc this chance is increased by 1% every two ranks. For example at 16 skill ranks you deliver a critical strike on a roll of 93+. A critical strike always hits, regardless of modifiers. Weapons have an OB modifier for each Armour Range (AT1-4, AT5-8, AT9-12, AT13-16, AT17-20) eg. Shortsword is +20/+30/+20/-15/-35, Rapier is +24/+34/+21/-5/-30, Scimitar is +10/+25/+20/-10/-25, Two-handed sword is +18/+33/+28/+5/-15, Light Cross-bow is +8/+25/+20/+0/-25.
I have already made a few tweeks to these combat rules based on need and experience. The rules suggest 2x damage at 125+ and 3x damage at 175+. With the compounding effects of adrenal move strength or frenzy which already double the damage given this was quickly going to skew damage. I have also simplified the armour type modifiers for each weapon, the rules give you 20 different armour mods, one for each armour type, this was going to result in more table referencing which I am keen to avoid. I chose the most commonly encountered armour types at each range. eg. Armour Types 1,5,9,15,20). Finally the critical strike rules for this system suggested using 10% of your OB as a measure of chance of doing a crit. Using skill rank gives players another incentive to increase their ranks in a weapon beyond rank 15, is a fast way to generate a % chance of a crit for NPC's based on their level (a level 6 NPC fighter/rogue/assassin will crit on 95+, a level 10 NPC fighter/rogue/assassin will crit on 91+) and avoids the situation of variable OB from half parrying altering your % chance of delivering a crit.