Mine - HERO when I feel like crunchy and Cypher when I don't.
I've never played EABA, but I've been reading recently (along with the EABA version of TimeLords). It's a neat little system (although dice pool system aren't usually my thing).Its really heavily about what you're looking for, among other things the amount of crunch you want and/or will tolerate, how much tools you want to have to set things up, what tone you want and so on. My go-tos have generally been Fuzion or Hero, but there are things to say for things Cortex, WOIN, EABA or GURPS too.
That may well have been in subconscious when I posted that. If it had been conscious I would have been much more clear about.For some reason that made an old jingle pop into my head.
HERO System's got crunch, Cypher don't, because...
Some times you feel like crunch, some times you don't.
(Sorry to Almond Joy and Mounds.)
I've never played EABA, but I've been reading recently (along with the EABA version of TimeLords). It's a neat little system (although dice pool system aren't usually my thing).
In my experience, I'd say Savage Worlds' biggest turn-off seems to be the exploding dice mechanic, which can create very swingy skill checks and combat situations. If you don't like exploding dice or "hero-point/plot coupon" mechanics then I would say look elsewhere.
The way I handled that in my Last Parsec game was to use Powers as narrative permission to try things that wouldn’t otherwise be an option. For example, at one point the party were trying to bust a ship out of a space station dock.As a GM, I also find a lot of traits about the powers system (core, not SPC) to be overly constraining; its determined to work in a certain way and on a certain scale, and there's limited tools to do anything about that.
The way I handled that in my Last Parsec game was to use Powers as narrative permission to try things that wouldn’t otherwise be an option. For example, at one point the party were trying to bust a ship out of a space station dock.
One of the characters had psionic powers, including the one that grants super long range vision (a relatively low impact power in most campaigns, twice as poor in a futuristic campaign where you can buy optics, but it fitted the character concept). I was running the Escape as a dramatic conflict, and allowed the psyker to use their super-vision to watch the weapons crew on the station through their view ports, feeding info on where they were planning to train their guns and so help the pilot evade while escaping.
It was cool, non-game breaking and the players all loved the feel this approach generated.
It used the same rules for dramatic tasks as everyone else: Say how you are contributing to the dramatic task, GM approves that as something that can help, players test appropriate traits to generate successes.A little too loose for my tastes.
I have to disagree with @aramis erak somewhat. Cortex feels very different from D&D to me. It is more theatrical. That isn't to say that it its tactical, but combat is more about putting together a dice pool based on attributes, skills, etc. So if a goblin (DM) attacks a fighter (PC), the DM would say select the die for fight + the die for physical + the die for cutlass, etc. Roll the dice and add them together. The player would similarly select a combination of attributes, skills, weapons, etc., roll the dice and add them together. If the players roll is higher he successfully avoids the hit. If he rolls lower, he could take a complication. Complications are stepped up until you are taken out. In Cortex the strategic fun in putting together your dice pool to increase the odd of rolling higher than your opponent.I really like the look of Cortex Prime, but I have not been able to totally grok it yet.
I don't understand how combat works. Is it possible to run the combat like a more traditional system like DnD or Savage Worlds?
Cortex Prime is, however, a modular, build-your-own system. So while, for example, initiative is not a core rule, it is an available mod for building your system.
I think I understand how dice pools and damage work. At least how it works in Tales of Xadia. But what I am a bit unsure about is how a fight looks. I understand how it works if two characters are fighting each other, but how does it work if you gang up on one target?Supposedly by using the right components, you can get something pretty close to Cortex Classic, and barring the use of Plot Points as metacurrency, CC was a pretty traditional system.