My play group moved on from 3.x to other systems because we grew tired of not getting the game right and combat taking too long. Every combat was a balance between fast playtime with errors, and minutes spent looking stuff up or confirming how things work. Our house rule/reminder document grew so long that it felt silly.
We've enjoyed Savage Worlds and Unisystem. However, neither of these systems support do D&D-style gaming, with the levels and the classes and such, and sometimes that's what we want.
I remember liking like Monte's work. We played through the Banewarrens and mostly enjoyed it, and his rules additions to our campaign at the time (BoEM 1 and 2) were great. I feel the same way, if not more so, for Green Ronin; everything we used of theirs was rock solid and made the game more fun, and not more complicated. And I've heard good things about Grim Tales.
We just had a problem with some parts of the 3.x game system, and when these are totalled up, made the game less than fun for us. So I'm curious about Arcana Evolved and Blue Rose as they relate to my specific concerns with 3.x, as we're looking for a flavor of D&D that's more in line with our group. We want a version of D&D that better suits us. Do either Arcana Evolved or Blue Rose address our problems?
What follows is a list of our common gripes with D&D. I'm not listing them to bag on the system, because it's a fine game, it's just not suited to our tastes. Please describe how Arcana Evolved, Blue Rose, and Grim Tales handles these specific issues:
Turn Undead: does it exist? (never liked it, weird subsystem)
Alignment: does it exist? do the rules depend on it?
Healing magic: is it common? is the game built on the assumption that it is?
Teleport/Ressurection: are they cheap or easily had? is the game built on the assumption that they are? (we never played a game past far beyond L9 for this reason. In our experience, the game's plot invariably changes to focus on how to deal with these two factors)
Five foot steps/standard action/full actions: do they exist? (caused no end of book-shuffling and "no you can't take a five-foot-step there, you already moved before your standard action")
Attacks of Opportunity: Do they exist? (again with the book-shuffling)
Saving Throws: do they exist? (we often wondered why one needs a Dex check, a Tumble skill check, and a Reflex save check in the same system)
Magic items: well-integrated into core rules, including crafting? (we disliked 3x category-based crafting system, and were somewhat satisfied with Artificer's Handbook, but in the end it felt like we were playtesting it)
The "dodge" feat style: This one feat gave us so much gas that it gets its own category. Are there inherent modifiers to characters that are not situational (cover) or environmental (fog)? Do I have to dig through the character's special ability list to find extra modifiers, or can I just see the target number and try to hit it (counting fog, cover, etc).
Necessity for a character generator: We all have jobs, and I don't have the time to spend an hour just on the stats of a gonna-die NPC. Are there tools that make it quick, or is it simple enough that it won't take as long? (I realize that it's not always an hour. Just take 3.x and call it a base, and then compare creation of mid-level characters compared to it)
Finally, please don't mention C&C. I'll pick up the revised C&C PHB when it comes out.
Thanks much.
We've enjoyed Savage Worlds and Unisystem. However, neither of these systems support do D&D-style gaming, with the levels and the classes and such, and sometimes that's what we want.
I remember liking like Monte's work. We played through the Banewarrens and mostly enjoyed it, and his rules additions to our campaign at the time (BoEM 1 and 2) were great. I feel the same way, if not more so, for Green Ronin; everything we used of theirs was rock solid and made the game more fun, and not more complicated. And I've heard good things about Grim Tales.
We just had a problem with some parts of the 3.x game system, and when these are totalled up, made the game less than fun for us. So I'm curious about Arcana Evolved and Blue Rose as they relate to my specific concerns with 3.x, as we're looking for a flavor of D&D that's more in line with our group. We want a version of D&D that better suits us. Do either Arcana Evolved or Blue Rose address our problems?
What follows is a list of our common gripes with D&D. I'm not listing them to bag on the system, because it's a fine game, it's just not suited to our tastes. Please describe how Arcana Evolved, Blue Rose, and Grim Tales handles these specific issues:
Turn Undead: does it exist? (never liked it, weird subsystem)
Alignment: does it exist? do the rules depend on it?
Healing magic: is it common? is the game built on the assumption that it is?
Teleport/Ressurection: are they cheap or easily had? is the game built on the assumption that they are? (we never played a game past far beyond L9 for this reason. In our experience, the game's plot invariably changes to focus on how to deal with these two factors)
Five foot steps/standard action/full actions: do they exist? (caused no end of book-shuffling and "no you can't take a five-foot-step there, you already moved before your standard action")
Attacks of Opportunity: Do they exist? (again with the book-shuffling)
Saving Throws: do they exist? (we often wondered why one needs a Dex check, a Tumble skill check, and a Reflex save check in the same system)
Magic items: well-integrated into core rules, including crafting? (we disliked 3x category-based crafting system, and were somewhat satisfied with Artificer's Handbook, but in the end it felt like we were playtesting it)
The "dodge" feat style: This one feat gave us so much gas that it gets its own category. Are there inherent modifiers to characters that are not situational (cover) or environmental (fog)? Do I have to dig through the character's special ability list to find extra modifiers, or can I just see the target number and try to hit it (counting fog, cover, etc).
Necessity for a character generator: We all have jobs, and I don't have the time to spend an hour just on the stats of a gonna-die NPC. Are there tools that make it quick, or is it simple enough that it won't take as long? (I realize that it's not always an hour. Just take 3.x and call it a base, and then compare creation of mid-level characters compared to it)
Finally, please don't mention C&C. I'll pick up the revised C&C PHB when it comes out.
Thanks much.