Seeking multigenre rpg system

slaughterj

Explorer
I'm looking for a multigenre rpg system with preferably the following characteristics:

1. System can fade to the background to run games (i.e., not too much chart referencing, looking up rules, etc. needed), but with a decent amount of crunch rather than narrative (i.e., not interested in some collaborative style where PCs spend a point to do some large change to a scene).
2. Some sort of "curve" in dice roll results (whether a fuller 3d6 bell curve, a 2d10 not a curve but close enough, etc.), rather than a flat d20 sort of resolution (I find that flatter dice systems tend to use Hero/Fate/Action type points for re-rolls, etc. to help control the wide randomness of systems like d20, I'd rather the dice handle that themselves and minimize such points).
3. System doesn't hide the math or make understanding likelihood of success hard (i.e., d20 is very clear on chances of success, but L5R hides the success and needs a chart to understand what one's chances are to succeed).
4. Point-buy rather than class/level-based (okay if costs increase as scales higher, like Star Wars D6 skills, etc.).
5. Damage save rather than hit point type systems (though some mix of may be okay).
6. Works for regular level as well as superhero.
7. Can accumulate equipment but not be unbalancing.
8. Uses stat+skill (plus roll) for determining outcome success (stat can vary based on applicable circumstances).
9. Uses regular dice and not cards, weird dice, etc.
10. Those above are just off the top of my head, may add more.

Adding a few more:
1. Armor soaks damage rather than makes harder to hit.
2. Not a lot of character backgrounds/careers/lifepaths, really looking more point-buy oriented, in part because too much of those end up making it hard to make PCs in one's head away from the books (Conan 2d20 is notoriously bad for this; in comparison, DnD's 5E backgrounds are mild, you can make most of a DnD character in your head while off somewhere and know that you can get the skills you want since duplicates allow you to pick what you want).
3. Not dead stats (e.g., odd stats are largely dead in DnD, a lot of stats in Hero are dead (e.g., for Int, just get 13, 18, 23, etc. due to skill roll rounding, etc.)
4. Minimize obvious min-maxing, feat taxes, etc. (e.g., in Mutants and Masterminds, have to max your 4 factors of attack, defense, damage, and toughness, vs Savage Worlds, where one might want to increase damage or toughness and no "right" or "mix-max" choices).
5. Easy to get characters built and/or players up to speed to play (e.g., like Star Wars D6 or Savage Worlds).

I've run Hero since the 80s (among other things), looking for something different. Any suggestions?
 
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Dannyalcatraz

Schmoderator
Staff member
Supporter
HERO, GURPS, and at least the first 2 editions of Mutants & Masterminds tick many of the boxes on your list.

See also any other "toolbox" RPG.
 
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pemerton

Legend
I'm looking for a multigenre rpg system with preferably the following characteristics:

1. System can fade to the background to run games (i.e., not too much chart referencing, looking up rules, etc. needed), but with a decent amount of crunch rather than narrative (i.e., not interest in some collaborative style where PCs spend a point to do some large change to a scene).
2. Some sort of "curve" in dice roll results (whether a fuller 3d6 bell curve, a 2d10 not a curve but close enough, etc.), rather than a flat d20 sort of resolution (I find that flatter dice systems tend to use Hero/Fate/Action type points for re-rolls, etc. to help control the wide randomness of systems like d20, I'd rather the dice handle that themselves and minimize such points).
3. System does hide the math or make understanding likelihood of success hard (i.e., d20 is very clear on chances of success, but L5R hides the success and needs a chart to understand what one's chances are to succeed).
4. Point-buy rather than class/level-based (okay if costs increase as scales higher, like Star Wars D6 skills, etc.).
5. Damage save rather than hit point type systems (though some mix of may be okay).
6. Works for regular level as well as superhero.
7. Can accumulate equipment but not be unbalancing.
8. Uses stat+skill (plus roll) for determining outcome success (stat can vary based on applicable circumstances).
9. Uses regular dice and not cards, weird dice, etc.
I would suggest some version of Cortex+.
I've GMed quite a bit of Cortex+ Heroic (both MHRP and a Hacker's Guide-inspired Fantasy Hack).

It satisfies 2, 3, 5, 6 and 9. Less so 4 (not class-based, but not points-buy either), 7 (equipment is not part of the system in the D&D sense) or 8.

I'm not sure about 1 - I would say it has a decent amount of crunch; I'm not sure what counts as "fading into the backgroun".
 

slaughterj

Explorer
You’ve come to the right place! EN Publishing’s own WOIN system is pretty much exactly what you just described!

www.woinrpg.com

Thanks, but from a brief review, I'm not sure about that, here are some questions/issues:
1. In WOIN, it appears creation is a bit elaborate with the careers/lifepaths, is there not a shortcut (e.g., get X attributes, X skills, build a character?)? Otherwise, it is pretty far from point-buy, which I'm looking, as well as (not previously stated) an ability to mostly make characters without needing the books to reference (a requirement for career systems like this and Conan 2d20) and quick entry into playing the game (e.g., like Star Wars D6 or Savage Worlds).
2. In WOIN, there appear to be dead stats (at least to some degree), as Ability/Skill values of 2, 4, 5, 7, 8, 9, etc. appear valueless (since a 1 gets 1D6, 3 gets 2d6, 6 gets 3d6, etc.).
3. WOIN in general appears to have too much chart consulting, etc., being a bit overly complicated with all the various status tracks, etc. and rules minutia, rather than free flowing in play, and taking a lot to get people up to speed to play and build characters.
 

slaughterj

Explorer
HERO, GURPS, and at least the first 2 editions of Mutants & Masterminds tick many of the boxes on your list.

See also any other "toolbox" RPG.

As mentioned, I've done Hero since 80s, and additionally just to note, played/run all editions of MnM, and am familiar with GURPS from way back, so looking for something else specific.
 

Morrus

Well, that was fun
Staff member
Thanks, but from a brief review, I'm not sure about that, here are some questions/issues:
1. In WOIN, it appears creation is a bit elaborate with the careers/lifepaths, is there not a shortcut (e.g., get X attributes, X skills, build a character?)? Otherwise, it is pretty far from point-buy, which I'm looking, as well as (not previously stated) an ability to mostly make characters without needing the books to reference (a requirement for career systems like this and Conan 2d20) and quick entry into playing the game (e.g., like Star Wars D6 or Savage Worlds).

Each career just gives you 4 attribute points, 2 skill points, 1 exploit. It’s pretty quick. But yeah, you’d need to buy the book to make a character, or use the online character builder.

2. In WOIN, there appear to be dead stats (at least to some degree), as Ability/Skill values of 2, 4, 5, 7, 8, 9, etc. appear valueless (since a 1 gets 1D6, 3 gets 2d6, 6 gets 3d6, etc.).

Each consecutive die costs more, yes. It’s an expanding scale.

3. WOIN in general appears to have too much chart consulting, etc., being a bit overly complicated with all the various status tracks, etc. and rules minutia, rather than free flowing in play, and taking a lot to get people up to speed to play and build characters.

Offhand I can’t think of any charts you need during play. Your character sheet has your dice pools right there. Maybe the critical hit chart if you’re using the 1d6 to pick a condition complex version of crits. The status tracks are from an older iteration — it just uses conditions these days.

Here’s the system, basically. Pretty much all you need:

IMG_4102.JPG
 

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