Alternate RPG system recommendations sought for Eberron campaign

You might consider Lejendary Adventure.

1) Tightly themed PCs whose range of abilities doesn't diversify significantly over the course of the campaign.
LA is a skills-based game, but it takes a broad, skills-bundle approach, rather than a fine-grained approach with lots of tweaking. Also, the PCs (avatars, in LA-speak), start off quite potent (I'd say around 5th or 6th level, in D&D terms), and advance slower, without a whole lot of bit-fiddling with every advancement. This seems to fit what you're looking for.

Also, LA has the concept of "orders" if you want to combine a skill-bundle approach with a strong archetype. Best of both worlds, there.

2) Less death-centric than D&D - I want PCs and NPCs to survive.
I agree with others who've said this is mostly GM-dependent.

3) PCs that have the ability to keep adventuring all day long. Abilities usable as many times as they need, and fairly quick recovery times.
LA uses a point-based system for things extraordinary abilities like spells. So you can cast again and again as long you don't run out of points. If the default points are too low, you can always up the available points.

4) Fast-paced, straightforward, and exciting combat. No effects that require 5 minutes to resolve.
LA fits that, too. There's a small learning curve (mostly getting used to different terminology), but after that, it's smooth sailing. It generally falls on the "rules light" end of the spectrum.

Having said all that, C&C would probably be a good choice, too. It may not fit #1 as well as LA does, though. Savage Worlds would be another good choice.
 

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It's still incomplete, but FFZ is hitting all these notes. I'm sorry it doesn't help you much NOW....my vote goes for True 20 for that. :)

1) Tightly themed PCs whose range of abilities doesn't diversify significantly over the course of the campaign.

Multiclassing in FFZ is restricted to two classes, one of which will always be inferior to your main class (called the sub-job system). Awards in FFZ spring from character choices (class, race, character concept) and from DM choices (adversaries, plot points, story concept).

2) Less death-centric than D&D - I want PCs and NPCs to survive.

Characters don't die in FFZ unless the plot somehow requires it. Characters stay around as long as you need them to.

3) PCs that have the ability to keep adventuring all day long. Abilities usable as many times as they need, and fairly quick recovery times.

Using a universal MP means that an "x/day" mechanic is unnessecary. The option to use reserve points for HP and MP means that you can regenerate damage in a matter of minutes.

4) Fast-paced, straightforward, and exciting combat. No effects that require 5 minutes to resolve.

The abstract combat system means that battlefields are general effects rather than specific and detail-oriented. There are only two ranges, only two rows, and effects either hit all or one. When the battle is simple to run, the descriptions can be more loose and dramatic...you can describe your character flipping over furniture, hiding behind closet doors, throwing random debris, knocking over bookcases, jumping over low branches, etc....all with an in-game effect, but without having to look up specific movement or combat rules.

If you'd like to know more....:) But I'll reccommend True 20 for a straightforward solution.
 

If you want to stay in a D20 based system, try Mutants & Masterminds. While I haven't done it myself, I know there are several people on these boards who swear by it for running FRPG campaigns (which doesn't surprise me in the least). You may even find its superheroic base meshes well with the "steampulp" feel of Eberron, since superheroic games tend to be inherently high-action/low lethality.

Like many other superheroic games, M&M is a point-based & classless ( ;) ) system. Players assemble their PC's abilities as they see fit, in accord with their PC concept- kind of like gestalt PCs.

Like the others, though, I'd say survivability is mostly due to the interaction of the playstyles of the DM and the players. Any RPG system can be brutally lethal or gentle as a bunny's cottontail under the right conditions.
 
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Savage Worlds. It should cover all your needs nicely. You will have to do some conversion work, but I believe some people have already tinkered with converting Eberron, so you'll probably have some help in that department. :)

Tom
 


Crothian said:
I think cinimatic Unisystem that Buffy and Angel RPGs use by Eden would work really well.
I agree, especially if you also use the 'Dungeons & Zombies' book from Eden (just ignore the Zombies!).
 


May sound odd, but I've had great luck running Eberron one-shots with the Feng Shui system. Not every archetype works with it, but it is fast paced and not very death-centric.
 

Wow, there are some great suggestions in here!

I think Iron Heroes is the first one I'll have a serious look at:
* cross-compatibility sounds like I can use the adventures and Dungeon issues I've already got. Yay!
* it looks like spellcasting is not readily available in IH. Yay!

The words classless and point-based also piqued my interest in Mutants & Masterminds. How cross-compatible is it with standard D&D creatures? Is any conversion required?

I agree with everyone who says that character survival is the DM's job. That's why I'm looking for a game system whose fundamental premise isn't killing things and taking their stuff. After several years of D&D, I'm a little tired of how much the game is geared towards save-or-die or just die-or-die effects. It's currently not a style of play I'm interested in, so I'd like to find a system that better fits my preferred style.

Spellcasting has always grated on me, but I find that it's gotten worse and worse over the last while. It basically just slows the game down, makes some skill and feat choices completely invalid, increases lethality while simultaneously bypassing hit points, and slows adventuring to a sub-crawl pace. Yuck! Not my taste.

I like the d20 engine, and my appreciation of its elegance has increased over the years. I just wish D&D was playable without spellcasters. As it is, I've been looking at a long list of modifications to make the game play the way I want it. Then it occured to me: if there are so many things I want to change, why don't I just look for a game system that will do the work for me?
 

blargney the second said:
I like the d20 engine, and my appreciation of its elegance has increased over the years. I just wish D&D was playable without spellcasters.
Hmm. If you want to stick close to d20, then Iron Heroes is worth a look, then, although I don't know about "fast combat." Varied and dynamic combat, certainly, but it doesn't play out real fast, IME. True20 is worth a look, too. It's close to d20, doesn't rely on spellcasters/magic, and plays faster than d20, once you've adjusted to the damage save system.

MnM and True20 are cousins, designed by the same guy and sharing some qualities (e.g. damage save). MnM is more customizable, and more focused on extraordinary powers. I think it's the best superhero game on the market. However, I think True20 might be better for what you're trying to do. MnM could do it, but True20 might be a more natural fit. (For example, using d20 monsters is a bit easier in True20 than in MnM, IMO.)
 

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