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Fantasy RPG without levels?
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<blockquote data-quote="pemerton" data-source="post: 6821747" data-attributes="member: 42582"><p>The original one is Runequest: skill-based (with increases triggered by using a skill during play, plus training rules). It also has hit locations, a death spiral and other elements of a "realistic" health system.</p><p></p><p>Burning Wheel is like RQ in many ways: skill-based, with increases triggered by using a skill during play, plus training rules; hit locations; a death spiral; etc. Recovery times are measured in weeks and months, not days. Unlike RQ, it uses an abstract Resources stat to resolve characters buying stuff.</p><p></p><p>Rolemaster and HARP (both from ICE) have levels, but levels simply grant skill points to be spent on character development. There is no automatic hp gain, and (depending a bit on game version and options chosen) no automatic saving throw gain. These systems also have hit locations, death spirals and other elements of "realistic" combat and health systems. Recovery times tend to be long (weeks, not days).</p><p></p><p>Then there are the systems mentioned by other posters.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6821747, member: 42582"] The original one is Runequest: skill-based (with increases triggered by using a skill during play, plus training rules). It also has hit locations, a death spiral and other elements of a "realistic" health system. Burning Wheel is like RQ in many ways: skill-based, with increases triggered by using a skill during play, plus training rules; hit locations; a death spiral; etc. Recovery times are measured in weeks and months, not days. Unlike RQ, it uses an abstract Resources stat to resolve characters buying stuff. Rolemaster and HARP (both from ICE) have levels, but levels simply grant skill points to be spent on character development. There is no automatic hp gain, and (depending a bit on game version and options chosen) no automatic saving throw gain. These systems also have hit locations, death spirals and other elements of "realistic" combat and health systems. Recovery times tend to be long (weeks, not days). Then there are the systems mentioned by other posters. [/QUOTE]
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