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Essentially, to perform an attack you roll some combination of dice and modifiers (e.g. D6 + D10 + 3) which needs to beat the defense value of the target (e.g. 12). If this is succesful, the amount of damage is determined from one or more of the dice (e.g. the one that rolled highest or lowest) and to this can be then applied a multiplier or modifier. Your basic human combatant might be able to take maybe 10 points of damage before being out of action. (The above is going from memory, I haven't touched the rules for a while.)
As for Rolemaster-level crunchiness, around the same time ICE also released War Law mass battle supplement for RM, which could probably be used as a game on its own.
Thank you kindly, that sounds even crunchier than expected. I'll move along quietly then
I have heard some other people also commenting about not being too fond of the setting, but I actually liked it - though it is certainly quite on the the dark fantasy side. But in any case the rules are not setting specific.
Apparently there was also a small series of figures released by Grenadier - though from the review I have read, they were quite bad by the standards of the time.
My bladestorm/RoSD game didn't go well. The magician died soon and other Adventurers have many difficulties to kill Monsters suffering many wounds. A bit too hard and not balanced. Zombies are weak in Attack but strong in defense. I spent all my time killing 8 of them and 3 rats, but I could Discovery only 2 of 5 objective markers....