Arms Law (Rolemaster Companion)

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Arms Law (Rolemaster Companion)
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  1. Paperback: 124 pages: 1 item
  2. Publisher: Iron Crown Enterprises; 1999-06
  3. ISBN: 1558065512
  4. Sales Rank in Books: #2358227

Product Review

Put fast and furious combat into your adventure! Arms Law delivers fantasy and medieval melee and missile attacks with realistic-plus results. Simple to use, you'll puncture, slash, or crush your foes with convincing fatality!

Arms Law expands the combat system from Rolemaster Fantasy Role Playing to its full breadth.

Attacks from dozens of weapons are all handled differently so that each weapon has a unique feel and flavor. The same is true for animal attacks and other hostile maneuvers like falling, brawling, and martial arts.

Remember...it's not the bruises that kill! Critical damage is what wastes your enemies! Arms Law presents a dozen types of critical strikes -- described in vivid detail -- that allow you to graphically describe the brutality to combat!

Customer Reviews

Average Customer Review
3.8 out of 5 stars (4 customer reviews)

5 of 5 people found the following review helpful
3.0 out of 5 stars A Basic Requirment to Rolemaster Games, November 19, 2002
"jsu0457d" (Delta, Alabama United States) - See all my reviews
This review is from: Arms Law (Rolemaster Companion) (Paperback)
First of all, anyone purchasing the Role Master Standard Rules should make this a concurrent purchase, or at least the next purchase. The standard rule book has almost no information on the stastistics and use of weapons in game. It has no critical tables either. All that is in this book. That makes it the quentissential book to accompany the Rolemaster standard rules.
I was looking for this book to be the Rolemaster equivent of the old AD&D Player's Option: Combat and Tactics book. It is not. It is a book full of tables. If you thought the standard rule book had tables in it, nearly every page of this book is a table. This book details something like 29 weapons commonly found in typical fantasy middle ages role playing adventures. There is no colorful weapon descriptions etc., just raw stats for the Rolemaster game.
For each weapon, you get this: the weapon name, how long it is, how much it weighs, how likely it is to "fumble" the weapon in combat, how likely...Read more


5.0 out of 5 stars An integral part of an elite game system, April 4, 2011
bleed - See all my reviews
This review is from: Arms Law (Rolemaster Companion) (Paperback)
Rolemaster is gaming grown up. Far more intricate and subtle than D&D. The system uses d100, and makes use of all the possibilities that entails. You'll need substantial intellect to make use of it, but the reallism compared to other systems is worth the effort to master it. As an example similar severity strikes in D&D and RM would yield, respectively, 14 hp damage compared to 14 concussion hits and a c slash yielding "slash muscles and tendons in foes shield arm, +9 hits, foe bleeds at 4 hits per round, stunned for 6 rounds, arm is useless". Once mastered, the game flows well. It's nickname of "chartmaster" is well earned, but the charts provide depth, not needless encumberance. Each component, such as "arms law & claw law" is designed to be used as part of an entire system, or as an adjunct to other game systems to add to their reallism. I believe you will get out of rolemaster what you put into it, modified by your memory and reason stat bonuses.


1 of 2 people found the following review helpful
4.0 out of 5 stars Essential for Rolemaster., January 31, 2002
Vizzari Giuseppe (Milan Italy) - See all my reviews
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This review is from: Arms Law (Rolemaster Companion) (Paperback)
It's essential to play Rolemaster, for it contains details and tables for the combat sequance. If you wish to play Rolemaster it is a must buy.

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