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Rolemaster 2nd Edition

Character Law and Campaign Law

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Character Law & Campaign Law is a complete character development system that also includes extensive campaign and Gamemaster guide-lines for the myriad factors that can arise in a FRP environment. ChL & CaL improves any game and serves as the core of ICE's highly acclaimed FRP system, Rolemaster. Now reformatted and reorganized, second edition Character Law & Campaign Law can add realism and depth to your campaign without sacrificing play-ability. It's your guidebook for running a campaign in a complex, living world!
Character Law & Campaign Law provides:
• 20 different Professions (character classes) and over 5 dozen skills
• A unique trait development system that allows a character to increase his ability in any skill without absolute restrictions
• A stat system that employs both temporary and potential stats
• Detailed guidelines and charts for healing, injuries, death, poisons, herbs, movement, encumbrance, equipment, commerce, etc.
• Guidelines covering all of the elements of campaign dynamics: geography, cultures, economics, myths, languages, warfare, en-counters, non-player characters, and much more
• A variety of optional rules that add further depth and detail to a campaign and to character development

144 pages, Paperback

First published May 1, 1985

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S. Coleman Charlton

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Author 20 books434 followers
April 2, 2007
This is the RPG that defined my middle-school and high-school existance. Middle-Earth RPG introduced me to role-playing, so I was already familiar with ICE's rule-structure. I came across this boxed set in 8th grade, and my fate was sealed. Many people hate the Rolemaster system for being so rules and number heavy, with countless charts, mods, rolls, and algebraic formulas needed to determine HPs. I LOVE it, and moreover I love the fact that most, if not all the rules, are modular - the core rules are rather basic, but the editors give you reams and reams of extras to work with, allowing you to tailor your campaign to be as quick and acting oriented or as slow and simulationist as you want; I've done entire sessions where we never touched a dice. My child-hood revolved around critical hit tables - if you've ever played this game, you HAVE to love getting a A level critical hit! The only draw back is that I was robbed of the nerd experience of needing polyhedron dice, as the game only uses precentile rols, so only D10 are needed. I bought the rest just because I was a nerd, but I never needed to roll a D4 or D8. To this day, I judge every game I read against RM. Note that this ONLY applies to 2nd ed. - when I was in highschool, ICE released 3rd ed, and it made me weep.
Displaying 1 - 3 of 3 reviews