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Looking for a system: Post apocalyptic low power fantasy

How about GURPS? It is out now, well supported and can be adjusted to the power level you like. It even has a low powered magic system. It can be deadly and healing can take time, if you prefer.

Have you looked at Savage Worlds?

Both of these look like they'll do what I want. I like that they aren't made for any settings. I am going to try running each and see which the players like more and use that one. Thanks a lot everyone for the suggestions!!!
 

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Has anyone here playtested Monte Cook's Numenera? It's post-apocalyptic fantasy with tech, I know, but I don't know the power level.
 

I didn't even consider that one, and I was a kickstarter for the PC game based on that. Hmm, too bad it isn't out yet, that one might work too.
 

Desolation was a system I picked up a couple of years ago. The setting is the immediate aftermath of a fantasy apocalypse. I'm away from my books and can't recall the level of remaining magical effect, but it may be worth a look.
 

I suggest Savage Worlds, because it is just plain awesome.

I have heard a lot of great stuff about Basic Role playing by Chaosium. A semi-local game store owner swears by it. The system is supposed to be pretty easy to adjust to a specific genre and power level.

What about FATE? The new FATE Core is coming out soon and you can hack the rules from something like Dresden Files and Spirit of the Century to get the game you want.
 

I have heard a lot of great stuff about Basic Role playing by Chaosium. A semi-local game store owner swears by it. The system is supposed to be pretty easy to adjust to a specific genre and power level.
I'll respectfully differ on this. It's really straightforward, so pretty easy to learn, but (if it's anything like BRP CoC) it has some huge mechanical flaws that do weird things to play. You may be able to find a better match.
 

You could do Trail of Cthulhu (Pelgrane Press), using the Pulp Rules option. PCs survive (mostly) and can grow to kick ass. There are sanity and stability rules, but the Pulp versions makes it easy to keep rolling. Fun system, and you can pull in modern weapons and Thriller Combat Rules from Night's Black Agents, another Gumshoe game.
 

I'd recommend taking a look at West End Games' D6 System. You can get the core bundle in pdf free at RPGNow.com (or DriveThruRPG.com). The system is presented in D6 Adventure, D6 Fantasy, and D6 Space, but you can mix and match components from any or all of them. I haven't tried it yet, but from my initial reading it seems very solid and extremely flexible while remaining balanced. Simple basic system, but a bit crunchy in the details. Coming from D&D and Pathfinder the level of detail isn't going to be an issue for you. On the scale from gritty to heroic it strikes me as fairly well in the middle, similar to D&D.

GURPS is a very well designed system if you are aiming towards grittiness and quasi-realism. I'm not very familiar with Savage Worlds yet, but it strikes me as focused on a more cinematic, heroic style of play.
 

I'll respectfully differ on this. It's really straightforward, so pretty easy to learn, but (if it's anything like BRP CoC) it has some huge mechanical flaws that do weird things to play. You may be able to find a better match.

Please, differ away! I have no experience with BRP, only what I have heard at that store. If that information is biased, the OP is much better off knowing it.
 

BRP is so easy to learn I can tell you the core mechanic from memory:

Gameplay: Every skill is a percentile chance. Roll that number or under to get a success. If you succeed, put a little check mark by the skill.

Character Advancement: At the end of the session, find all checked skills. Roll d100 to "miss," rolling OVER your skill. If you roll over, roll a die (varies from BRP game to game, d4 - d10) and add that result to your skill for your new skill level.

End of BRP rules. :)

The result is that if you have a 5% skill, and you keep trying the skill, until one day you make it, you have a 95% chance to improve your skill.
When you have a 95% skill, you'll make it all the time, and have that check mark at the end of any game you use the skill, but you'll only have a 5% chance to improve the skill.

So no xp, and very little player control in how their character develops. Use a skill often enough, and it'll improve. Want to learn a new skill? Um, talk to your GM and maybe he'll come up with something, like move you from 0% to 5%.

And it's a long way from 5% to competent, which may be what Piratecat is referring to.
 

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