Remathilis
Legend
I'm going to shock some of you...
When my 3.5 game ends later this year, I may NOT be going to 4e. The is building opposition (rather than the initial apathy) to it, and I'm not sure I'm willing to sacrifice my players (and friends) for my choice of game system.
While (heavily modified) 3.5 and/or Pathfinder remain options, of late my eye has wandered toward Basic Fantasy RPG (Basic Fantasy Role-Playing Game). It reminds me of my days playing BECMI (Rules Cyclopedia) D&D with its simple mechanics and general tone, but also feels modern (or at least improved upon) in certain mechanical areas (no level limits, race/class split, upward AC) and has room to incorporate some of my old 2e/RC house rules (crits, non-weapon profs) as well as a plethora of expansion material (the Dungeoneer's Almanac and playtest classes seem full of crunchy goodness to pillage etc)
What I'm looking for is some road experience with the system. Is there any areas where the system lacks (I'm especially interested in the lack of high level spells for wizard/clerics and how that affects high-level play, as well as thief skill ranks seeming awfully low) and how easy is it to convert other D&D material to it (easy by appearance, but are there pit traps to be wary?)
Anyone who can comment on how well it plays (esp at higher levels) and converts (at any level) as well as anything else, feel free to add.
When my 3.5 game ends later this year, I may NOT be going to 4e. The is building opposition (rather than the initial apathy) to it, and I'm not sure I'm willing to sacrifice my players (and friends) for my choice of game system.
While (heavily modified) 3.5 and/or Pathfinder remain options, of late my eye has wandered toward Basic Fantasy RPG (Basic Fantasy Role-Playing Game). It reminds me of my days playing BECMI (Rules Cyclopedia) D&D with its simple mechanics and general tone, but also feels modern (or at least improved upon) in certain mechanical areas (no level limits, race/class split, upward AC) and has room to incorporate some of my old 2e/RC house rules (crits, non-weapon profs) as well as a plethora of expansion material (the Dungeoneer's Almanac and playtest classes seem full of crunchy goodness to pillage etc)
What I'm looking for is some road experience with the system. Is there any areas where the system lacks (I'm especially interested in the lack of high level spells for wizard/clerics and how that affects high-level play, as well as thief skill ranks seeming awfully low) and how easy is it to convert other D&D material to it (easy by appearance, but are there pit traps to be wary?)
Anyone who can comment on how well it plays (esp at higher levels) and converts (at any level) as well as anything else, feel free to add.