nnms
First Post
So I've been talking with a friend of mine about playing a fantasy RPG/miniature game about fantasy exploration of dangerous locations without the pretense of story participation or characterization or backstory or character concept or anything like that. Basically a D&D game that never leaves the grid.
Why the grid? We like miniatures and tactical games. We're both miniature painters. I have fond memories of games like Milton Bradley's HeroQuest. We enjoy it. We like not having conflicts in what different people are imagining in "theatre of the mind" type play ("No! I was over by the door to the throneroom, not by the door to the servant quarters!").
We also have a lot of miniatures that we want to use. As well, the Reaper Bones Kickstarter will hopefully deliver soon and there will be even more to paint up. I also have a ton of dungeons tiles and a good selection of Paizo's flip maps and the like.
I've played 4E to death. I've run and played it more than any other game and I'm done with it, even if it would be a natural fit for a game like this. I've played it to the point where the issues I have with it are now more prominent to me than the enjoyment I get out of it-- try as I may, the things I don't like now outweigh the things I do.
My friend is getting attracted to Pathfinder. 3.0 is probably the game he's run and played the most. I've run Pathfinder and found it worked quite well, but I am unsure how excising the non-grid stuff will work. Also, the last time I ran PF, when we hit levels 6+, the magic classes started drastically outpacing the non-magic classes. Like badly. People talk about PF improving this over 3.x, but they didn't go too far enough
All on the grid doesn't mean all combat. Exploration of room to room, dealing with hazards, diplomacy with creatures (they'll still get a miniature, even if we don't fight them, of course).
I'm looking for suggestions in terms of both rules sets to start with and changes to make the rules if needed.
We're looking for:
1) A game that doesn't have to leave the grid, except to hand wave transitions from one board set up to another.
2) Doesn't integrate character "story" into the rules in any meaningful way.
3) Includes getting better equipment and increasing in power for overcoming challenges.
4) Where monster strength and skill check DCs do not just magically scale with the party level like in 4E, but still enough guidelines to help the level designer for the session.
5) Where the GM functions as a level designer and runs the NPCs/Monsters but does not in any way have to be interested in plot, characterization, telling a story, etc.,.
6) Where the rules actually work and the GM doesn't have to fix them with rulings.
Why the grid? We like miniatures and tactical games. We're both miniature painters. I have fond memories of games like Milton Bradley's HeroQuest. We enjoy it. We like not having conflicts in what different people are imagining in "theatre of the mind" type play ("No! I was over by the door to the throneroom, not by the door to the servant quarters!").
We also have a lot of miniatures that we want to use. As well, the Reaper Bones Kickstarter will hopefully deliver soon and there will be even more to paint up. I also have a ton of dungeons tiles and a good selection of Paizo's flip maps and the like.
I've played 4E to death. I've run and played it more than any other game and I'm done with it, even if it would be a natural fit for a game like this. I've played it to the point where the issues I have with it are now more prominent to me than the enjoyment I get out of it-- try as I may, the things I don't like now outweigh the things I do.
My friend is getting attracted to Pathfinder. 3.0 is probably the game he's run and played the most. I've run Pathfinder and found it worked quite well, but I am unsure how excising the non-grid stuff will work. Also, the last time I ran PF, when we hit levels 6+, the magic classes started drastically outpacing the non-magic classes. Like badly. People talk about PF improving this over 3.x, but they didn't go too far enough

All on the grid doesn't mean all combat. Exploration of room to room, dealing with hazards, diplomacy with creatures (they'll still get a miniature, even if we don't fight them, of course).
I'm looking for suggestions in terms of both rules sets to start with and changes to make the rules if needed.
We're looking for:
1) A game that doesn't have to leave the grid, except to hand wave transitions from one board set up to another.
2) Doesn't integrate character "story" into the rules in any meaningful way.
3) Includes getting better equipment and increasing in power for overcoming challenges.
4) Where monster strength and skill check DCs do not just magically scale with the party level like in 4E, but still enough guidelines to help the level designer for the session.
5) Where the GM functions as a level designer and runs the NPCs/Monsters but does not in any way have to be interested in plot, characterization, telling a story, etc.,.
6) Where the rules actually work and the GM doesn't have to fix them with rulings.
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