Best universal rpg system?

Thomas Shey

Legend
I think I understand how dice pools and damage work. At least how it works in Tales of Xadia. But what I am a bit unsure about is how a fight looks. I understand how it works if two characters are fighting each other, but how does it work if you gang up on one target?

By standard usage, or using the toggles to get a Cortex Classic type effect? They're fairly different.
 

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AK81

Explorer
By standard usage, or using the toggles to get a Cortex Classic type effect? They're fairly different.
I don't know how toggles work as I have not played Classic. But from what I understand from Tales of Xadia and what I have read of Cortex Prime, it seems to me that combat works as a contest between two characters. Whom will deal damage to each other until one is taken out or give up. I don't understand how the rules work when two or more characters attack the same target.
 

bulletmeat

Adventurer
Do you want to tell a bit more about Opend6? How does it run? What kind of gameplay does it support?
It's based off the old WEG Star Wars system, skill based D6 dice pool:
OpenD6
They did fantasy, adventure, & sci-fi books. MythicD6 & Prowlers & Paragons are super hero versions but each use them in a different way (number of successes vs adding totals). I've also seen homebrewed versions of skills w/only 2d6 or 3d6 vs the larger dice pools.
 

Thomas Shey

Legend
I don't know how toggles work as I have not played Classic. But from what I understand from Tales of Xadia and what I have read of Cortex Prime, it seems to me that combat works as a contest between two characters. Whom will deal damage to each other until one is taken out or give up. I don't understand how the rules work when two or more characters attack the same target.

That's actually only one of the ways it can work, and even in that, all you need to do is roll the dice pool and have the two on one side compare to the others.

I didn't, in the end, find it super-compelling on a game level (it started to feel a bit too much like "roll a bunch of dice and pick the three best") but some of that is the fault of shortcuts I took putting together the version I used in the campaign I tried it out in.
 

Thomas Shey

Legend
It's based off the old WEG Star Wars system, skill based D6 dice pool:
OpenD6
They did fantasy, adventure, & sci-fi books. MythicD6 & Prowlers & Paragons are super hero versions but each use them in a different way (number of successes vs adding totals). I've also seen homebrewed versions of skills w/only 2d6 or 3d6 vs the larger dice pools.
P&P looks to me like if there was a direct D6 System influence, it was more based on D6 Legends than the Open D6 version. And it could just be parallel development. Guess I could ask Len.
 



Rogerd1

Adventurer
Runequest and by default Mythras are really gritty, which I used to love. But it is too much like real life and I want to rpg to escape from that.

I prefer Savage Worlds, Modern Age, Omni, Lords of Gossamer, M&M, Mythic d6, Prowlers and Paragons.

Edit thinking trying Tri-Stat again as there are new rules and a Supers fame, and may help Age of Sigmar be a bit more epic.

Thinking about doing LoG with M&M to see how that turns out.
 
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MGibster

Legend
So, I'd like to use this to make a point - Each so-called "generic" system still has its own style, and lends a different flavor to the play experience. Both GURPS and Fate can be used to do "fantasy", but they will not be the same in play, by a long shot.
This might be the best summation of generic systems I've ever seen. Fate is going to give you a much different experience than Savage Worlds.
 

AK81

Explorer
This might be the best summation of generic systems I've ever seen. Fate is going to give you a much different experience than Savage Worlds.
Yes, I definitely believe this too. That's why I try to get a good grasp on what different systems have to offer.
So far I think Savage Worlds is probably the system that I will enjoy the most.
 

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