Wik said:There's a lot there in such a small book - the barter system works fairly well, though it does get a bit weird in areas (guns are fairly cheap, which makes sense... but cars are incredibly expensive. I kind of figure in the united states, it'd be much easier to find a car than a gun, you know?) Really, though, it's easy to adjust.
(Emphasis mine)Wik said:If I were gonna run a post-apoc game tomorrow, it'd be with SW. But, since the OP wanted "gritty", I'd go with d20 Apocalypse, and just slow down XP Gain. Low level PCs have a high risk of death in d20 Modern Rules (hey, even at higher levels they can die quickly, what with massage damage threshhold and all).
JesterPoet said:Does anyone have any good recommendations for a post-apocalyptic RPG?
Mystaros said:(Emphasis mine)
Now THAT would be an interesting damage system...![]()
Mystaros said:One little word... Eeemp. Which is what I figure post-apocalypse folks would call the EMP, or Electro-Magnetic Pulse. Kills early 2000's cars dead, has no effect on guns (save some highly experimental ones at DARPA, maybe). So lots of gus still sitting around very useful-like; lots of cars sitting around being target practice, road-blocks, and places to loot stuff from...
Wik said:There's a lot there in such a small book - the barter system works fairly well, though it does get a bit weird in areas (guns are fairly cheap, which makes sense... but cars are incredibly expensive. I kind of figure in the united states, it'd be much easier to find a car than a gun, you know?) Really, though, it's easy to adjust.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.