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A simpler system

I'm finally giving up D20 to move to CODA, the system used in Decipher's now-defunct Role Playing lines, including Lord of the Rings and Star Trek. It suits my less complex needs, with the benefits (for me anyway) of being inherently cinematic and completely miniatures-free.
 

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maddman75 said:
D&D is many things, but simple is not one of them.
First let me start off by saying that I do respect your opinion. I have been playing DnD and Alternity for a long time, back since 1991. However I think the DnD is a lot simpler than most of the other sytems out there - like RIFTS, Cthulhu, MERPS, GURPS and a multitude others (not including all the variations of Traveller).
 
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I've been on board w/ C&C for about 6 months now and I can't see me ever going back to the headache of 3.5. That being said, there are quite a few things about 3.X there are great and these are dead simple to add to C&C. I've been running 2 different C&C campaigns since early October using feats w/ no prob what so ever. The beauty of the system is how easy it is to run and how much more enjoyable it makes prep time for the DM. Currently I'm running Lost City of Barrakus (3.5) in one campaign and I6 Ravenloft (1st ed) in the other. It's relatively simple to convert both of these on the fly.

Even better, the C&C PHB is now available at the astonishing low price of $15.99 at FRP games.
 

jmucchiello said:
I'm in the midst of creating a lighter d20 based system that ditches ability scores (for mods only), skills (for ability checks), hps (for status levels similar to M&M), and (of all things) levels. (Technically classes are so abstracted as to not really exist too, but they are still referenced.)


Have you seen Green Ronin's Blue Rose RPG yet? Sounds like you and Steve Kenson are on a similar development path. :)
 

If you want rules-light, I will recommend:

Castles and Crusades (if you are on a "rules-light and nostalgic" frame of mind.

Savage Worlds (if you want rules-light and you're not married to d20).

Feng Shui (if you just want to blow off steam and follow a story with major heroics and minimal prep time).

There are plenty of other choices, but it really depends on what you really want out of it, and whether your players feel the same way. If they aren't as burned out as you are on 3.5, then Castles and Crusades might be a better sell. If they just want to kick but spectacularly and quickly, and get on with story elements, then Feng Shui might be where you want to go.
 



Frukathka said:
First let me start off by saying that I do respect your opinion. I have been playing DnD and Alternity for a long time, back since 1991. However I think the DnD is a lot simpler than most of the other sytems out there - like RIFTS, Cthulhu, MERPS, GURPS and a multitude others (not including all the variations of Traveller).

I'm not disagreeing that there are rules-heavier, more complicated games out there. Just that the ones I named - nWoD and Unisystem are simpler. There are far simpler games as well, such as Fate, that are very rules-light. I'll also note that rules-lighter games are the current trend, while the older games you mention are from an age where complex rulesets were the norm.

And I think many BRP fans would disagree on Cthulhu.
 

scadgrad said:
I've been on board w/ C&C for about 6 months now and I can't see me ever going back to the headache of 3.5. ...

I couldn't agree more -- I really love the C&C system. :)

If you are interested in C&C, the folks at TLG have some free downloads (a complete adventure, a character sheet, and stats for 25 monsters).

http://castlesandcrusades.com/castles_and_crusades_role_playing_game.htm

Also, most of the art in the PHB is quite good IMO.
 

jmucchiello said:
I'm in the midst of creating a lighter d20 based system that ditches ability scores (for mods only), skills (for ability checks), hps (for status levels similar to M&M), and (of all things) levels. (Technically classes are so abstracted as to not really exist too, but they are still referenced.) The core combat system is incompatible with the standard d20 combat system but it is also one of the more easily replaced systems in the game. Basically, everything is a feat, a creature's effectiveness is equal to its number of feats. When you "level up" you get a feat. While I call them feats, they are a bit stronger in power than normal d20 feats. The magic system is also feat based with a DC system to cast a spell rather than spell slots.

Sounds neat! Keep us updated, please.
 

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