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Best RPGs for Three Players?
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<blockquote data-quote="aramis erak" data-source="post: 8668616" data-attributes="member: 6779310"><p>AD&D (1E/2E) can easily cover the 4 needed niches with demi-humans. Truth is, most of the time, the 4 are needed by conventions of adventure design, but those can be avoided by a cautious GM. Experienced players will notice.</p><p></p><p>BECMI/Cyclopedia plus the gaz rules for General Skills and dwarf priests can also mean a 2 PC party has all 4 roles covered. Elf MU+F, Dw Pr is FI+Cl, and general skills can let them get thief abilities... up to 4 each... for a very constrained story set. But that works well in many published adventures, so I' figured it worth mentioning. Plus, as with AD&D, GMs can simply avoid challenges for missing roles.</p><p></p><p>D&D 5E has robust non-magical healing options, so it's easily handled.</p><p></p><p>Any D6 system game. They're trope templates, not roles rules, and characters are broadly competent at easier tasks...</p><p></p><p>Talisman Adventures. While it <em><u>appears</u></em> to have the niches of D&D, it doesn't actually have them mechanically. Spellcasters aren't glass cannons, and due to NPC activation mechanics, it's not a huge issue to be outnumbered if one's got good defensive skills (melee, athletics). And even spellcasters aren't pushovers in melee.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8668616, member: 6779310"] AD&D (1E/2E) can easily cover the 4 needed niches with demi-humans. Truth is, most of the time, the 4 are needed by conventions of adventure design, but those can be avoided by a cautious GM. Experienced players will notice. BECMI/Cyclopedia plus the gaz rules for General Skills and dwarf priests can also mean a 2 PC party has all 4 roles covered. Elf MU+F, Dw Pr is FI+Cl, and general skills can let them get thief abilities... up to 4 each... for a very constrained story set. But that works well in many published adventures, so I' figured it worth mentioning. Plus, as with AD&D, GMs can simply avoid challenges for missing roles. D&D 5E has robust non-magical healing options, so it's easily handled. Any D6 system game. They're trope templates, not roles rules, and characters are broadly competent at easier tasks... Talisman Adventures. While it [I][U]appears[/U][/I] to have the niches of D&D, it doesn't actually have them mechanically. Spellcasters aren't glass cannons, and due to NPC activation mechanics, it's not a huge issue to be outnumbered if one's got good defensive skills (melee, athletics). And even spellcasters aren't pushovers in melee. [/QUOTE]
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