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Does a game like this exist?

Sir Robilar

First Post
Hi,
Is there a rules-light fantasy RPG that gives the players a lot of possibilities for character customization?

This is always my player´s biggest complaint when I suggest playing a rules-light game (e.g. a retro-clone like Swords and Wizardry).
 

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If you find one, let me know. ;)

If the customization options are actually woven into the system and affect the mechanics then there must be a rules structure in place to support that. This usually leaves rules-light far behind.

For example if we offer a huge list of feats to the basic D&D fighter then we have to define the effects of those feats on play. Its hard to tack on ways for those feats to be meaningful without adding rules complexity.
 

Well, in most retro-clones that I know there is a basic character class and no way at all to customize it. I myself have no problem with this, my players do however.

I don´t believe that "rules-light" bails out character customization. Why not, for example, when choosing the Dwarf class: At character creation, you could give the player the decision between darkvision, detecting secret stone traps (3 in 6 chance) or a +1 to-hit bonus. When leveling to second level, the player could decide whether he wants a +1 bonus on his max number of hirelings or the ability to use pole weapons. Maybe you could tie this into a simple feat-system, in which no complicated maneuvers would have to exist, keeping with the rules light flair and spontaneous DM rulings.
 

The only way I would know to do this is to leave the effects of the customization up to the DM. The rules would be unchanged, but the effects would have to be ruled on by the DM in every situation.

For example, we (a group of about 8-10 of us gamers) used to play a little homebrewed game for fun in the car (on the 2 hour trip to the big city to hit the game shops). It went something like this: each person thought of a character. Characters had a name, a race, a career, two talents and three tricks. And one "prop". There were no limits to what any of these things could be, except that they were limited to a pair of words or short phrase.

My favorite character was: Human Female, circus acrobat. Talents: horseback riding, gymnastics. Tricks: disguise, mimicry and pilfering. Prop: umbrella.

Talents added +2 to any applicable d20 roll. Tricks added +1. Props gave anywhere from +5 to +1, or simply allowed success, at DM's discretion.

The game was totally narrative, and we traded DM roles around the group every 15-30 minutes. The only rule was that if you wanted to roll off for success, high roll always won. Ties went to whoever made the other person laugh harder.

The game depended absolutely on trust in the DM, but it was also totally flexible, because if you didn't like a DM's decisions, you just waited til you were DM and changed them. Very fun, but not very suited to "campaigns".
 

In "customization", do you mean fluff, or crunch?

Old School Hack allows you to customize to your heart's content, but that customization will largely be fluff - for example, you can have any weapon you want, but it will be mechanically identical to other weapons of its same general size. Huge frikkin' axe is the same as huge frikkin' hammer is the same as huge frikkin' sword. As far as the game is concerned, a bow and arrow is the same as a wand of magic missiles - a ranged weapon is a ranged weapon, and that's all.

I have been surprised how often the lack crunch difference ends up not mattering much to the player.
 

Take a look at Eldritch -- less than 100 pages, it's a classless system with seemingly a lot of possible choices for character creation.

I picked it up, but haven't had an opportunity to try it out.
 

Look at Basic Fantasy Roleplay

aside from it being free, the rules light system is everything I wanted.
As for the characters, the custom aspects rely on THE PLAYER and THE PLAYER'S IMAGINATION

I think if your group is looking for customization AND a rule light system they might be a contradiction, at least IMO

the fluff that makes the barbarian different from the fighter (3e) is the rules, so, that is my two cents

but I think it being free makes things better.
 

I have been surprised how often the lack crunch difference ends up not mattering much to the player.

I was meaning crunch, but I agree with the statement above and will surely check out Old School Hack. My players are used to 3rd edition´s (and Pathfinder´s) tons of crunch. When looking at a more rules light system crunch-wise they get the feeling that they can´t realize their character concepts with it. That´s why they hesitate to even try it out. I guess this basically boils down to the fact that they, at least most of them enjoy the character creation mini-game of these editions (and yes, min-maxing).
 

Take a look at Eldritch -- less than 100 pages, it's a classless system with seemingly a lot of possible choices for character creation.

I picked it up, but haven't had an opportunity to try it out.

Thanks! I remember reading about Eldritch. Wasn´t the problem with it that the bestiary was never released so and there were no monsters in the core rulebook?
 

Into the Woods

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