Pathfinder / D&D vs Your Other RPG


Other RPGs

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Lord Fyre wrote:
Zombieneighbours wrote:
Shadewest wrote:


I've looked at Storyteller. Mechanically it seems like a great system, really good for encouraging roleplay. The trouble is, I'm not a fan of modern or "Dark" settings (or Street Fighter).
It is true, that storyteller works best for horror settings. That said, it can work for non-horror settings, with a relatively high degree of narrative and thematic realism, if you don't mind not worrying to much about stratigic skirmish gaming and simulationism. If you want a more fantasy happy version of the system, you might consider using the basic exalted version of the storyteller system, but playing using heroic mortals.
Actually, have you ever heard of a little game called Streetfighter?

Yeah it is in some ways a proto-exalted, much like ars magica is sometimes called proto-mage. Don't have a copy myself, but one of my friends does.


I gotta go with GURPS, its basically the most adaptable system out there with the least # of organizational headaches, HERO is similar but its take WAY too much time to do anythin unique in HERO system like design villains, equipment and vehicles, I like the system in of itself but its a GM nightmare when it come to fleshing out your own unique settings and npc's, GURPS though is fairly simple and straight forward and even though the 4th edition doesn't have the support yet that 3rd ed did, most 3rd ed stuff can plug right in with very few changes, also the Gurp Character Assistant is and fantastic aid for any Gurps GM or player, one of the finest and most useful pieces of gamer software out there


Lord Fyre wrote:
Zombieneighbours wrote:
Shadewest wrote:


I've looked at Storyteller. Mechanically it seems like a great system, really good for encouraging roleplay. The trouble is, I'm not a fan of modern or "Dark" settings (or Street Fighter).
It is true, that storyteller works best for horror settings. That said, it can work for non-horror settings, with a relatively high degree of narrative and thematic realism, if you don't mind not worrying to much about stratigic skirmish gaming and simulationism. If you want a more fantasy happy version of the system, you might consider using the basic exalted version of the storyteller system, but playing using heroic mortals.
Actually, have you ever heard of a little game called Streetfighter?

my roommate in college and I played that game religiously for a 2 years until our characters were capable of taking on the classic characters from the game. It was epic....


Ones I have run and enjoyed over the years. These are rated based on my personal experience with them. The only ones I have not run myself that are listed are Vampire and Call of Cathulhu.

Easy to run/good for new players:

Jade Claw (very simple intuitive system, but excellent)
4E (I can't bring myself to call it D&D, but it is easy to run and make an excellent way to introduce non-gamers to RPGs)

Moderately easy to run/good for players who have a bit of experience:

BESM (Nothing is worked up for you, so the GM has a lot of work to do, but otherwise an easy to use system.)
3.5/Pathfinder (Lots of materials, lots of monsters and options. Can be unkind to new players/GMs who don't understand some of the basics, but not too hard to get a handle on.)
Anima (Like BESM not much prestatted, and some of the things get complicated, but with a good GM it runs pretty well.)
Hero System (Again not much is statted up for you. Some of the mechanics get complicated, but over all an easy system.)
Shadow Run (A good system for intermediate players. Lots of options, cool setting and great potential. It can get complicated in places, but not overly so.)

Needs and experienced GM/can be very difficult for new players.

Role Master (Has some good points, but is an EXTREMELY complicated system in some respectss. Not a good starting point for gaming. Be warned, character generation takes forever and leveling up is a pain.)
GURPS (Awesome system, but very wide open with not much pregenerated in the newest edition. Some of the rules can get extrodinarily complicated. Also be warned it is a very gritty systems. Death can come all too easily sometimes. Not the best system to start new players in. Still the realism and flexibility can produce an amazing game with good players and a good GM.)
Vampire: The Masquerade (I put this here not because the system is complicated, but because I can see how this can so easily go wrong. This system requires a good, flexible GM who can keep the flow of the story going.)
Call of Cathulhu (Like vampire it takes an expert GM to set the tone and keep things flowing without it turning to crap.)
Hackmaster (Delightful game, espcially for those who have played older edition of D&D. Still the are a LOT of quirks and oddities in the system so it can be very rough on newer players who don't understand where things are coming from.

RPG Superstar 2015 Top 8

Not straying far from d20, Mutants and Masterminds is a great, point-buy, True20-based system. Its focus is on comic book/"supers" adventures but as it's a flexible point buy system you could do all kinds of adventures with it, and it's especially easy to do any sort of contemporary-era adventuring. I'd love to do a spy or detective game with it.

It has nearly as much flexibility as the Hero system (another point buy supers-and-the-kitchen-sink system), but it doesn't take six hours with a guy who is a PhD candidate in Engineering to create a character (which in my experience is what the Hero system requires).

For pulp, I've occasionally played in a Spirit of the Century game, based on the Fate system. Tremendously fun and cinematic, relatively rules light and really demands heavy loads of creativity from the player and the GM to work. TOTALLY a different style of play from something d20 based, far more loose and narratively oriented, so if you like lots of mechanics this isn't for you. If you want something flexible and showy, however, this is great.

I've heard great things about Savage Worlds which is also pulpy, though a little more mechanics heavy than Fate system. I've only played in one one-shot of Savage Worlds which was, however, terrible. But I'm chalking that up largely to the GM heavily railroading a game that's supposed to be far more player-driven.

The newest game I've purchased was Cubicle 7's Doctor Who: Adventures in Time and Space. This is also relatively rules-light, and the system itself is fantastic for fast-paced, cinematic play while still having enough of a rules framework for fairness and consistency. Unfortunately, the books are poorly organized and the adventure booklet it comes with is a lesson in how not to write adventures.

For mythic age, demigod adventuring, Exalted is fantastic. Uses the Storyteller system, which is always a good, easy-to-learn system; relatively balanced with lots of room for roleplaying.

For adventure-fantasy with somewhat tactical play I'll stick with PFRPG. I haven't found anything better that I personally like for that particular genre. I've played various iterations of D&D, GURPS Fantasy, and read through rulesets like Burning Wheel. Even played a one-shot of Chivalry and Sorcery. But for fantasy play, I like Pathfinder best.


For superhero games two good systems are

Golden Heroes - which I believe has been renamed - the combat system did a very good job of giving the feel of the comics

MURPG - was cancelled by Marvel several years ago - a bit more abstract but worked well.


#1 Pathfinder/d20
#2 Warhammer Fantasy (the new one)
#3 Warhammer 40000

I have picked up RuneQuest 2, have not plaid it but after going over it I think I would love to start a campaign with it, going to convert Jakandor over to the RQ2 system. May even like the % system better then Warhammer Fantasy 2nd ed. or 40000, but will have to put it to the test.
Picked up Dragon Age Origins have not made up my mind on this one, think I will have to just try it out sometime. (Once I have the time)

Anima: Beyond Fantasy, but I love its epic scope, once you get into the uper tiers you can become powerful enough to create or destroy worlds. Alas another one I think may be very good but have not had the time or the people to try it yet.


When the subject of superhero RPGs comes up, I can't help but bring up MEGS (Mayfair's Exponential Gaming System), as used in Mayfair's "DC Heroes Role Playing Game," and later revived by a company called Pulsar Games under the name "Blood of Heroes."

(Granted, I'm ignorant. I liked MEGS so much, I never even bothered trying any other system for supers. You could chain me to a chair and force me to learn, say, Mutants & Masterminds, but no matter how good it is, my prejudice in favor of MEGS would be to strong for me to give any other system a fair shake. Still...)

I like MEGS because it's simple, it's fairly consistent, it's mathematically elegant, and it's a point-buy system. Every action a character can take is resolved using the same set of rules and the same two tables. And a greater success can mean a greater result. (For example, in combat, hitting more accurately can do more damage.)

When it comes to creating characters, MEGS is the most fun RPG I've ever tried, whether I was creating an entirely original character, or one based on a comic-book or movie character.


Necrohazard wrote:

#1 Pathfinder/d20

#2 Warhammer Fantasy (the new one)
#3 Warhammer 40000

I have picked up RuneQuest 2, have not plaid it but after going over it I think I would love to start a campaign with it, going to convert Jakandor over to the RQ2 system. May even like the % system better then Warhammer Fantasy 2nd ed. or 40000, but will have to put it to the test.
Picked up Dragon Age Origins have not made up my mind on this one, think I will have to just try it out sometime. (Once I have the time)

Anima: Beyond Fantasy, but I love its epic scope, once you get into the uper tiers you can become powerful enough to create or destroy worlds. Alas another one I think may be very good but have not had the time or the people to try it yet.

I have been looking at Dark Heresy lately and that looks like a really fun game. Something about the arcane way GW writes there stuff just appeals the little OCD gamer in me. I love how they did Psykers, in that if you activate a psychic power, you just might open a tear in the fabric of space-time and doom everyone to hell. Its almost like HoL without the humor/irony.

Silver Crusade

Conan RPG has gotten a lot of love at our table, but it's also a d20 game, so that's cheating a bit.

Savage Worlds has proven fast and fun thus far.

Spirit of the Century is a blast, and character creation is actually as fan as playing if you do it as a group. That has me eager to see how Dresden File RPG plays out.

Small mention here on how fun Call of Cthulhu and All Flesh Must Be Eaten here just because, somehow, neither system has managed to kill my characters yet. >:D

Our group still really wants to give Feng Shui a shot. The rest of the crew has gotten a lot of milage out of some of the WW games, particularly Vampire, Werewolf, and Scion, but I've largely missed out on all of it except for some Werewolf. They still plan on doing a Mage or Changeling game some time.

Some of them have played the hell out of some Dark Heresy. I think I'd roll with Rogue Trader a bit more easily. Dark Heresy is just so over the top grimdark I don't think I could get into it without approaching it from the angle of parody.(which is pretty much how I approach the tabletop game. If I ever buy a Doomrider there's no way he's not going to have the memetic mutation-ed personality transplant with Dr. Rockso the Rock and Roll Clown)


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
xiN. wrote:
I'm looking for a RPG that rivals DnD/PFRPG in awesomeness and fun!

A lot of it depends on how you want "reality" (the system mechanics) to interact with the "story" (the adventures/campaign/setting); this includes how closely you want the mechanics to mesh with the "story." The relative "power" of the PCs in the system (both initially and as they "advance") is another consideration. The expectations and tastes of the GM and the players also need to be taken into account.

In the '80s and '90s I mostly played AD&D and BECMI D&D, but people were used to playing different systems for different types of games. Since 2000, with the release of 3.0/d20 and the OGL, it's rare for me to be able to play using other systems; people have gotten out of the habit of learning new systems, as opposed to new variations on the d20 system. This isn't a grognard knock on the d20 system or "today's gamers," but there are things that other systems do better than d20, if people are willing to take the time involved to learn them.

Personally, I've enjoyed the following systems enough to spend money on them:

AD&D (1st and 2nd Edition) - IMO they still rival 3.x/d20 in "awesomeness and fun." Yes, they're a bit clunky at times (weapon speeds and weapon vs. armor type modifiers, I'm looking at you), place too much emphasis on "exceptional" (15+) ability scores, and are much more rigid when it comes to character development (at least without some optional/house rules); 2nd Edition had more focus on character customization/development (especially with kits or the Player's Option rules). On the up side, it's a lot easier to create characters and start playing without worrying too much over "optimizing." There's also a tremendous amount of campaign support materials in multiple settings (Greyhawk, Forgotten Realms, Dragonlance, Dark Sun, Ravenloft, Spelljammer, etc.).

Alternity - TSR's generic Sci-Fi RPG, developed/released shortly before being acquired by WotC. A very solid system overall. Character creation is moderately complicated, because of the emphasis on customization/development, as are the rules (although still fairly straightforward). Characters start out tougher than in 3.x/d20, but progression is in smaller increments, so the system doesn't suffer as many problems during high level play. Campaign support material is fairly good, with two settings (Dark*Matter and Star* Drive) for modern X-Files style or far-future space opera style adventures.

Ars Magica - If you want to play a game where magic is powerful without being overpowered, this game is for you. Hands down, this game has the best magic system I've had the pleasure of using. Character creation ranges from fairly simple to fairly complicated, depending on the type of character (grog, companion, or magus), but the system supports a wide range of customization. The rules are fairly straightforward and streamlined in play. Character development is handled very differently than in 3.x/d20, however. Instead of "experience" and "levels," Ars Magica is a skill based system where characters improve by study and practice more than killing things and looting dungeons. Because the game is set in "Mythic Europe" (an analog of historical Europe circa 1200), the amount of campaign support is vast (since the setting is based on real world history/legends) and there are multiple supplements detailing official versions of several regions.

BECMI D&D - A more streamlined version of AD&D (you could argue that AD&D is a more complex version of BECMI D&D). There's less emphasis on "exceptional" ability scores and it's even easier to create characters and start playing. Character development is more rigid in some aspects (although something as simple as borrowing the AD&D proficiency system and making it more like the Weapon Mastery rules is a possibility), but there's actually more support material for campaign play in some ways (Dominions, War Machine), even to the point of becoming and playing an Immortal (pseudo-godhood).

HERO System - When it comes to customizing characters or designing a setting, this system is tops. Quite literally, you can model anything, down to whatever level of granularity is desired, within the standard rule set. Character creation can be moderately to fairly to extremely complex, depending on the setting/campaign guidelines and how detailed the player wishes to be with detailing the character. The rules themselves are fairly straightforward and comparable to 3.x/d20 in play (more streamlined in some aspects, slightly more complex in others). Character development, like character creation, is wide open and "point based" rather than "level based." Setting/campaign guidelines will determine both initial point allotments and limits the power levels attainable. There is a fair amount of campaign support material available for various genres, settings, and styles of play; alternately, the GM can build everything from scratch.

Rifts - Basically an amalgam of various Palladium rule sets in a post-apocalyptic world with both high tech and high magic, the setting is much better than the system. Character creation is fairly complex, with a mix of random ability scores, choice of Racial Character Class (R.C.C.) and/or Occupational Character Class (O.C.C.), skill determination (which can modify ability scores), and possibly magic and/or psionics. The system is comparable to 3.x/d20, although less unified mechanically, and the interactions between various sub-systems can be clunky. Character development is fair, with wide differences in how much it effects different characters. Combat based characters start strong and progress in small increments, unless they buy better equipment (which is very expensive); skill based characters start moderately powerful to strong, depending on their equipment, but are versatile and progress in a similar fashion as combat based characters (small increments or buy better equipment); magic based (and some psionics based) characters start relatively weak and progress in larger increments. Campaign support material is extensive.

Rolemaster - A very complicated system. Personally, I much prefer the streamlined Middle Earth Role Playing System (MERPS) version and incorporate expansions from Arms Law and Spell Law rather than using the full rule set. Character creation is fairly complex to horribly complex*, depending on whether you use the full system or not, but allows for a wide range of customization. The rules range from fairly straightforward to extremely complex, depending on the situation and how much you incorporate; the system is fairly deadly, due to the critical hit system/tables. Character development is fairly slow, compared to 3.x/d20, but allows for many options. Campaign support material is spotty (IMO).

*- This coming from someone who enjoys HERO System!

Shadowrun - A mix of magic and technology, similar to Rifts, but with a cyberpunk, instead of post-apocalypse, theme and better mechanics (IMO). Character creation can be moderately complex, depending on how much the player wants to customize the character (pick an archetype and possibly change a few things or "build" the character from the ground up). The system is fairly straightforward, although the tangental sub-systems (decking, magic) can get fairly complex and cause problems with pacing in play. Character development is fairly straightforward, but allows a fairly wide range of options. Campaign support material is generally good, but games tend to follow a predictable plot structure: patron hires group for a "simple job," research reveals the job is more complicated, group develops a plan, but when executing the plan runs into additional complications (the patron betrays them, completing the mission causes Bad Things to happen, a rival group shows up, etc.), the group has to do more research and planning to accomplish the original mission and deal with the additional complications, the group gets paid and rests/recovers/etc. until the next job.

Star Frontiers - TSR's original Sci-Fi/space opera RPG. Character creation is relatively fast and simple, the rules are streamlined, and character development is pretty open. The emphasis on ability scores is higher than AD&D, however, and there's limited support material for campaign play (even with the spaceship rules in Knight Hawks).

Warhammer Fantasy Roleplay - A grim, gritty fantasy RPG based on Warhammer wargaming. Character creation is fairly simple, because of the way the system uses "professions" instead of "classes." The rules are fairly straightforward and streamlined, with combat tending to be dangerous and/or deadly. Character development is based entirely around professions, which determine the development options; however, it's relatively easy to change professions, so this isn't too limiting. Campaign support material is rather thin, but usually excellent where available (the Enemy Within campaign books are close to Paizo's Adventure Path books, for example).


I have very, very little gaming experience. My fav gaming system is PFRPG, Rifts comes in a close second.


As someone who's been playing tabletop RPGs for as long as I've been able to read, I've experienced quite a few. I don't have an "other RPG" so much as I have several dozen other RPGs.

It can be difficult to compare and contrast all of the different games that are available at present. It ultimately boils down to what you're looking for as a gamer. I personally enjoy an emphasis on storytelling, but I also enjoy strategic combat scenarios and the odd bit of number-crunching, so PFRPG is a good 'catch-all' for me. However, I also frequently play (and GM) World of Darkness (particularly Changeling: The Lost, which I highly recommend to the uninitiated), Exalted, Ars Magica, and even the occasional tactical wargame that has little or no roleplaying element to it at all.

I personally recommend anything by White Wolf, though there are countless smaller indie publishers out there that come up with material worth its weight in gold every day. Evil Hat's FATE comes to mind, as does Animalball's Instant Game.

Like I said, it all depends on what you're looking for. If you want a heavy emphasis on story and character development while glossing over rules and numbers, the aforementioned FATE RPG is just for you. If you want detailed, gritty tactical combat mechanics, you might try GURPS, although it's never been for me personally. To find the right game for you, all you have to do is shop around. Try every game you can get your hands on at least once, or if that's not possible, just read through some of the material and see if it clicks with you. At worst, you'll put it down and move on. At best, you'll discover a new mainstay of your hobby.


Anburaid wrote:
I have been looking at Dark Heresy lately and that looks like a really fun game. Something about the arcane way GW writes there stuff just appeals the little OCD gamer in me. I love how they did Psykers, in that if you activate a psychic power, you just might open a tear in the fabric of space-time and doom everyone to hell. Its almost like HoL without the humor/irony.

I picked up two of the books so far at whim. I really want to find someone to play FtF that's patient to allow me to learn the system. The artwork and dark sci-fi fantasy setting sold me.


Torillan wrote:

I've recently been absorbing Fantasy Craft by Crafty Games, and I must admit I'm quite impressed. Lots of crunch, more like a toolkit for creating a system that you like.

It is definitely giving Savage Worlds a run for its money in my book (Tho I still do love SW!!)

I was about to comment that nobody mentioned this :)


Savage Worlds the Explorer edition of the core book is only $9.99

I'm also a big fan of Earthdawn, it's one of my all time faves.


I play 4th edition D&D at the moment, but if I had to make a choice GURPS would be a close second. But the biggest problem with any non-D&D system, is you basically loose access to a ton of material except for the fluff items.

I ran dragonlance using GURPS, and my friend hosted a greyhawk campaign.

If GURPS had more pre-generated materials, adventures, etc. I would say goodbye to D&D.


Mongoose Runequest 2 is another one that's quick and easy to learn, has plenty of flexibility and is capable of handling most types of fantasy (from high, in which practically anyone can use magic, to low in which few if any people can use magic). The difference between a beginning character and an experienced character is almost entirely down to their skills; HP is locational and stays fairly static throughout an adventurer's career.

Heroic Abilities add a few nifty tricks for highly skilled characters to pull off; from parrying arrows with melee weapons and choosing the location of a ranged hit (damage in MRQ2 is locational, and location is generally determined randomly) to running along walls a la Prince of Persia and even being reincarnated upon character death (resurrection is somewhat difficult to pull off in this game), while the Combat Manoeuvres add a little spice to the combat system.


The Star Wars SAGA RPG is quite popular and I’ve heard people compliment the system it uses. Call of Cthulhu is a well-loved game that’s gone through many editions. I see a lot of Shadowrun games around as well.

And of course Hackmaster which best captures the true spirit of DND IMO. :)

I also agree with Dragonchess that AD&D 2e still has a lot to recommend it in terms of how easy it to play and run and the incredible number of supplements it enjoyed. I mean, you know... Planescape. How anyone topped it as a setting? Alternity was pretty good as well and I also rather liked Deadlands.

It's hard to find players for those games these days though. I miss 'em.


Minimus

Four pages, a very roleplaying heavy system. It's also donation-ware, and most of what it does can be layered onto a different game engine very easily. (I'm the designer...)

I also run D6 Dramatics, The Riddle of Steel, Savage Worlds, and Feng Shui.

I play in Pathfinder, the periodic Mongoose Traveller game and Savage Worlds.

I have played Hero and enjoyed it, and never tried running it.

I've run and enjoyed GURPS.

What's changed over the years is that I've discovered that I don't like blending tactical combat games and RPGs.

If I want a tac combat game, I play minis games. If I want a roleplaying game, I want something that rewards roleplaying.

The Exchange RPG Superstar 2010 Top 16

Jerald Schrimsher wrote:
Mutants & Masterminds is really fun. ... There is also the Warriors and Warlocks book which allows you to use the M&M rules for a fantasy game.

This has become my favorite system. It's d20, so it's very easy for D&D players to learn, but it's much more open to "wahoo" action and dramatic combat. I did port back tactical movement and Attacks of Opportunity.

I have run a Golarion / River Kingdoms / Pathfinder Society training adventure, and I'm designing a second Golarion-set adventure; you can simulate the world laws of a Pathfinder setting without a lot of effort. (Designing all the spells so that they mimic their Pathfinder counterparts takes a while, though.)

I'm currently running a post-apocalyptic / "Thundarr"-esque campaign with Monte Cook's Chaositech. It's a hoot. A hoot, I tell you!


Chris Mortika wrote:
I did port back tactical movement and Attacks of Opportunity.

Are you using the rules from the Mastermind's Manual or something you created yourself? I would be curious to see the rules if you did something different.

Chris Mortika wrote:
(Designing all the spells so that they mimic their Pathfinder counterparts takes a while, though.)

Have you seen Prodigy Duck's work?

I think he has the 3.5 versions, not Pathfinder, but it may help.

The Exchange RPG Superstar 2010 Top 16

Yes, I am using the rules from Mastermind's Manual, which correspond pretty well with what D&D players would expect. (I also add 10 to Defense and call it "Armor Class", and add 15 to Damage and call it "DC".)

But, Wow.

No, I hadn't seen his work, CourtFool. Thanks.

Dark Archive

One of the most fun sessions I've had with a non-D&D/PF product was Hounds of G.O.D. Play-testing it was so much fun =)

RPG Superstar 2012 Top 32

My favorite systems as follows, in no particular order. I'll note that I barely scanned the prior posts.

Anima: Beyond Fantasy - One of my favorite systems I've ever read through, even if the translation could use a fair bit of work...and I'm not sure why they didn't bother re-alphabetizing the equipment section when it was translated to English. But it includes martial combat, ki powers, magic, summoning and psychics as unique sub-systems that tie into a cohesive whole, with gifts from deities manifesting through the Elan system. Each system has its own quirks that I find intriguing, and the various forms of combat seem remarkably well balanced against each other. I highly recommend looking at it. I'll note that it's a point-based level system, with approximate conversions to d20 and percentile att systems given in the back. But it gives you a certain number of points per level, and you buy what you want for your charrie.

Exalted, 2e. - I love the feel of Exalted, love how things look, but...the clunkiness of the system has caused the collapse of both games I've tried to run in it. I primarily mine it for ideas, and wish that I could actually make it work properly. Also, I dislike the lack of a proper bestiary.

Amber - Do whatever you want, without the need for dice. 'tis the awesome. Haven't ever played, but that doesn't matter to me. Still love it.

Hero System, 5e Revised - Bought on a whim when my players wanted to do a superhero game, does that well, and if you have time to build a full sub-system for a game world it can do amazing things. Otherwise...it is possibly too open.

But those are my opinions. *shrugs*

Edit: Added a bit of information to Anima.


The Old
Star Wars RPG
by WEG, yes, the one played using d6's, more simple and fun than anything else.


IkeDoe wrote:

The Old

Star Wars RPG
by WEG, yes, the one played using d6's, more simple and fun than anything else.

Ike, you may like what we're doing with D6 Dramatics. It's a revamp of the SWD6 RPG engine, designed to streamline and declutter things.


Pathfinder Lost Omens Subscriber

I'd always liked FATE as used in Spirit of the Century, and Starblazers, but didn't want to have to create fantasy elements from scratch. I just discovered and purchased Legends of Anglerre, from Cubicle 7 however, and can see this become my game of choice.

BTW I'm definitely a concept, and role playing player/dm more than a strategic one.

Liberty's Edge

AdAstraGames wrote:


Ike, you may like what we're doing with D6 Dramatics. It's a revamp of the SWD6 RPG engine, designed to streamline and declutter things.

This sounds interesting. Can you please tell us more.


memorax wrote:
AdAstraGames wrote:


Ike, you may like what we're doing with D6 Dramatics. It's a revamp of the SWD6 RPG engine, designed to streamline and declutter things.
This sounds interesting. Can you please tell us more.

Yes.

7 Attributes (Body, Agility, Coordiantion, Will, Awareness, Knowledge, Technique).

Attribute ranges are 1D to 4D. Skill ranges are +3D to, well, higher. (Attributes can go over 4D, but it gets MUCH more expensive.)

Added a Profession - you spend 3 Skill Dice to get a floating 2D bonus tied to a two or three word 'job description'.

Tossed out Specialization Dice. Replaced Fate Points/Character Points with Goal Dice, which are a pool of dice tied to a specific motivation. You do something dramatic driven by that motivation, and those dice add to Every Single Skill Roll You Make in that scene.

Think Inigo Montoya, and you'll get the gist.

Die rolling is now 'roll and count successes'. 5 or 6 is a success, 4 or higher is a success with a good description.

(More on why the die rolling convention changed can be found

Here

and

Here

Which will give a good overview of what I'm doing)

Combat system is very different. I've mostly gotten rid of the bulletproof Wookiee problem, and stole the 'shot count' system from Feng Shui to handle who goes when and avoid the problem of "We lost initiative, we'll keep Dodging until we win it.)

Dodge skill was replaced with a straight Agility roll. Character Defense is now a flat target number that people have to beat to hit you. Taking cover is kind of important.

The aim is to retain the "give someone a character template, and have them play in 5 minutes" ease of entry that made SWD6 so awesome to run and play.

The Exchange

xiN. wrote:
I'm looking for a RPG that rivals DnD/PFRPG in awesomeness and fun!

I haven't found anything that lives up to that level, but with that being said I do really enjoy Starblazer Adventures, Hollow Earth Expedition, Mutants & Masterminds(DC adventures), Monte Cooks World of Darkness, Call of Cthulhu d20 and the d20 Modern line.


Roleplaying Game

Roleplaying wise:

Vampire the Masquerade
Adventure!
Tribe 8
Call of Cthulhu
Pathfinder
Hollow Earth Expedition

System wise:
SilCore System
New World of Darkness
Ubiquity System

I personally liked RoleMaster back in the Old Days, but I do not think I could still be bothered, what with all the tables and stats.
Savage Worlds, I fail to see the awesomeness there, to me the system feels kind of arbitrary.
I like gritty games, where hurting really hurts. That is why I like SilCore so much: it is simple and flexible yet it allows a lot of "realism", customising and covers many different circumstances (ambushing, social "combat", etc.).

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