And I will stop because I'm not following the guidelines of this thread.
No worries, it is interesting to read what everyone likes about their various games. Often I think it comes down to player preference and play styles, that is ok too.
And I will stop because I'm not following the guidelines of this thread.
I can't really think of what my favorite system is, so I'll take this opportunity to shill for Gishes & Goblins.
I purchased your game a few months back. Haven't played it yet, but there are some things I really like.
Two weapon fighting: it makes sense. I've always disliked two weapon fighting in D&D, especially 5e. I really like your version.
Armour Points: I think this is overdue.
Classes: They have an old school simplicity, with enough abilities to add interest and distinctiveness.
Question: The spellcasters lack utility spells. What is your reasoning behind this? Is it a balance issue? 13th Age lumps utility spells together, treating them as a feature wizards can choose. Your thoughts?
The main reason is because spellcasters have so few spells known. I wanted to make sure that any spell was useful enough to cast seven times per day, and most utility spells in D&D are the sort of thing you only cast once every few levels. Water Breathing, for example; even if you learn it as a ritual, and it comes up once or twice in the campaign, it mostly just takes up space on your character sheet.Question: The spellcasters lack utility spells. What is your reasoning behind this? Is it a balance issue? 13th Age lumps utility spells together, treating them as a feature wizards can choose. Your thoughts?
1) Very flat power curve. There are no levels, but veteran characters aren’t significantly (by RPG standards) more powerful than newly created characters. And yet there are lots of incremental rewards along the way.
2. Consistency of Rules. Once you know the rules there's very little need to open the rule book. This makes play a lot faster.
3) Ease of Homebrew.If you want to add new classes/races/monsters/whatever, there are guidelines to keep it balanced. There's an index full of generic monster stats, listed by role and level
4. Goals and Flaws. A character concept/background contains at least one goal and flaw of the character. The goal helps to motivate the PC when things get murky, and the flaw is a reminder that a PC isn't just a bag of bonuses. Players aren't required to act on their goals and flaws, but can earn story and/or rules benefits for doing so.
L5R 5th
- Very flexible character advancement.
- Powerful but subtle behavior shaping via the honor system... at least when the player cares about the benefits honor has (or the drawbacks a lack of it has).
- Excellent custom dice driven mechanics.
- A wonderful new take on an excellent setting.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.