Check how to calculate the base initiative number from Stats document.
With basic Rolemaster, fumbles happen far too often. So, if attack roll indicates a fumble, roll an open-ended d100 against base skill from the weapon skill ranks, if the result is equal or less than the skill, it is not a fumble.
However, rest of the character's attacks on that round are lost in any case, and the amount of OB used to parry can not be changed on that round any more.
E.g. An orc has 6 skill ranks with its sword. He rolls 02 on the attack roll. Now it needs to check for fumble. If d100 roll gives 30 or less, it does not fumble. If it had 12 ranks, a roll of 54 or less would avoid the fumble. And so on.
To use two weapons, a skill must be developed for both hands. However, "right hand" skill can be used for a single weapon too.
The catch is that when using two weapons, the maximum OB that can be used is the one that the worse hand has! Example: let's say Per Zerker has maximum Broadsword OB at +80. Also he has a "left hand shortsword" skill with maximum OB of +45 (the -20 wrong hand penalty is not subtracted here). Now, if he takes two weapons, the right hand too will have a maximum OB of +45!
The "left" hand always attacks at -20 additional penalty, unless virtue "Ambidexterity" was bought.
The first hand attacks at initiative, the other at halved initiative. I.e. if you have initiative 120, the other hand attacks at initiative 60.
If you divide some of your OB to defense, the reduction is taken from both hands. Two-weapon style will not give you doubled defence! E.g. Per Zerker's full OB with right hand is +80, and +60 with left. Now, right hand OB is reduced to +60, as it can never be bigger than with the wrong hand. Per wants to parry with +20. By all means. But that reduces the OB of both hands by 20. Both hands have OB +40. And, after that, the wrong hand penalty is subtracted. The final result is: +20 parry to DB, right hand attack at +40 OB, and left hand attack at +20 OB.
Using a Maine Gauche (or Sai, Swordbreaker, or other parrying weapon) with two-weapon style (or with one hand, too) does give a +5 extra bonus to DB.
But to get the Maine Gauche's full +15 DB bonus, all OB must be used to parry, and this naturally means OB of both hands. You can still attack with the other weapon at zero OB, but not with the Maine Gauche that gives the +15 DB. And no, two Maine Gauches will not give +30 bonus to DB.
Movement during combat will require Riding (or whatever skill is used) maneuvers. At any time, the GM may require a successful Riding, difficulty depends on the situation.
A mount eliminates all movement penalties to OB. Lance is at +20 to OB when used from a charging mount.
Examples:
A character riding a horse is hit badly and stunned. A Riding maneuver is immediately required to avoid falling off the horse, with the same difficulty as a Stunned Maneuver for the amount of stun.
A character is riding a flying pegasus, and wants to dive at a dragon below, and to hit it with a lance. Before the actual attack, a Riding (Pegasus) maneuver is required. Difficulty depends on the situation. A failed maneuver indicates the character cannot attack, or worse.
While aiming a bow, or perhaps a bolt spell, a character is restricted to 25% active defense, i.e. only 25% of Quickness bonuses and possible parry may be used. The character can move only 25% of his/her combat move (25% of the base movement rate divided by three. Also, Acrobatic and Tumbling Evasion defenses are not normally possible while aiming. Thus, aiming is treated as spell preparation and spell casting.
With Multiple Attacks, the first shot does not have the -25 (or whatever) penalty to OB. Fumble, however, is increased. All subsequent shots have the penalty. E.g.: a character shoots her bow for two rounds, two arrows per round. The first shot does not have -25 to OB, but the next does - as well as the ones on the following round.
This multiple attack system can be used both for melee and for missile attacks.
Absolute Minimum Attacks/round OB penalty Fumble Fumble Chance ------------------------------------------------------------ 1 - Normal 01-01 2 -25 2x 01-02 3 -50 4x 01-04 4 -100 8x 01-08 5 -200 16x 01-16 6 -300 32x 01-32
OB penalty is applied to all the attacks on the round! Expertise with weapon will never reduce the fumble chance below the minimum.
First of the attacks comes at normal initiative (melee or missile phase), but the rest at divided initiative, depending on the number of attacks. E.g. if the mercenary Per Zerker attacks four times per round (crazy!), and has base initiative 120, attacks happen at initiative 120, 90, 60, and last, 30. If he can get to the last attack without fumbling. And with -100 OB penalty it's also pretty hard to actually hit anything...
If the character is using two-weapon style, all the penalties go to both hands! And: each additional attack is considered a multiple attack. "2 attacks" with two-weapon style means that only the other hand makes two attacks, the other still gets only one. If both hands make two attacks, the penalties come from "3 attacks/round" column, because this is two extra attacks. As you see, two-weapon style is not meant for cheating with multiple attacks.
Maximum fumble chance is 80%. As with normal fumbles, a roll versus base skill rank score can still be used to avoid fumbling. But any remaining multiple attacks are still lost.
Multiple Parrying is NOT possible. If you have more than one opponent you want to parry against, you must divide your DB between them. This must be done before initiative.
Multiple attacks with crossbow are possible only if the weapon is a self-reloading (a very special case) crossbow. A normal light crossbow can be reloaded on the same round, allowing 1 attack per round. It requires one full round to reload a normal heavy crossbow.
Instead of using the normal Battle Round Sequence, everything is done in order of initiative. But in this system everyone has to roll an open-ended d100 and add their initiative score. Highest goes first. Certain actions will modify initiative. Examples:
A spell is launched at the Initiative of the round after the Casting round, or, for instant spells, at Initiative. Elemental attack spells and such take effect instantaneously.
Here are DB modifications and house rules:
Armor bonuses: If an item is to give armor bonuses, it must a real part of an armor. They are: cap/hat/helm, aventail, breastplate/jacket/shirt, sleeves, greaves, gloves/gauntlets, pants/leggings, shoes/boots, cloak, and shield. Armor bonuses are cumulative.
Other "DB bonus" items: only the biggest bonus is counted. "DB ring" and "DB necklace" are not cumulative. Only some very special magic items can give cumulative DB.
Here are OB modifications and house rules: