Tell me you have played RoleMaster from I.C.E. I thought that was an OUTSTANDING system and had many good adventures (we had an awesome GM, which frankly can make pretty much any system great IMO). I was surprised RoleMaster never gained more market share than they did.
Of course I've played Rolemaster!
(AKA Rollmaster, AKA Chartmaster - and totally said with love; MERPS is a Rolemaster derivative, and that was good, too)
The charts for various actions were simultaneously the game's best and worst point; they made resolving any given action take quite awhile (especially for people new to the system), but they were so flavorful in how the result played out that you were usually willing to forgive the extra time. The exact terminology escapes me after so many years, but I still remember attempting an attack with my longsword, cross-referencing the enemy's armor type, performing some math based on his actual defenses, and finding out that I did a Type A, B, and C hit, which, eventually, resulted in cutting the opponent's arm and basically ending the fight right there. That was pretty cool.
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I lucked out and had a GM who basically created custom character books for all of us (he'd hand out a binder with the charts for each weapon we used, all the appropriate spell and skill charts, etc.), which sped things up immensely, and then he'd put in a lot of effort to keep the game flowing (an important skill in any game, but even more so in one where it's easy to get bogged down in details).
* I find that, for each of the systems which I don't get to play all that often, there's one or two things that end up more or less defining the game for me. For Rolemaster / MERPS, it's that initial disarm. For Shadowrun, it was looking up at the GM during character creation and saying, "Wait a second; I can buy a biker gang?" For Ars Magica, it was throwing together a hasty combat spell on the fly to save my wizard's life, rolling the spell success chance, and failing (Goodbye, magus!), only to remember that I'd taken the Flawless Magic ... perk ... during character creation, which meant I never failed that kind of roll - Hahah!