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<blockquote data-quote="Jackcarter" data-source="post: 146648" data-attributes="member: 1651"><p>Ars Magica all the way. It's probably the best game out there bar none. Its only flaw is the combat system in its current 4e incarnation, but if you just use 3e or a hybrid of two, it's easily taken care of. Better yet, just port the Feng Shui combat system to Ars; there are those who have done it and according to them, it's very easy to do, as Ars and Fengshui share a same lineage.</p><p></p><p>So, with the exception of combat, Ars has proven remarkably resilient despite all the changes that has happened in the industry. Without doubt, Ars has remained virtually unchanged in its core mechanics for most of its existence and through 4 different editions without becoming outdated--not a small feat, if I may say so.</p><p></p><p>Its strength lies in the magic system, its system of advantages and disadvantages which it does better than any other, and in the character advancement mechanics. It's simply brilliant in how logical and un-meta, for the lack of better word, it is for characters to advance. No nebulous system of xp, challenges, how tough it was, did you roleplay well, or other purely game factors. To advance, you practice, study, experiment, or get a tutor--something that people do IRL to further their skills. There are, of course, roleplaying xp but they are not as important as the other means of advancement.</p><p></p><p>For runner-ups, I like Elric 5e, which I believe is more advanced than BRP used by CoC. Certainly, the combat is much more exciting and fun than in CoC.</p><p></p><p>Trinity/Adventure/Abb, as well as Exalted, are pretty good too, I believe that this is as far as WW can take its bucket o'dice mechanics without drastically overhauling its system. Sort of the ultimate form of WW's d10 mechanics. Exalted and Adventure seem especially fun to run.</p><p></p><p>Feng Shui is great. While the setting is cheezy as hell and totally laughable, the underlying mechanics is magnificent.</p></blockquote><p></p>
[QUOTE="Jackcarter, post: 146648, member: 1651"] Ars Magica all the way. It's probably the best game out there bar none. Its only flaw is the combat system in its current 4e incarnation, but if you just use 3e or a hybrid of two, it's easily taken care of. Better yet, just port the Feng Shui combat system to Ars; there are those who have done it and according to them, it's very easy to do, as Ars and Fengshui share a same lineage. So, with the exception of combat, Ars has proven remarkably resilient despite all the changes that has happened in the industry. Without doubt, Ars has remained virtually unchanged in its core mechanics for most of its existence and through 4 different editions without becoming outdated--not a small feat, if I may say so. Its strength lies in the magic system, its system of advantages and disadvantages which it does better than any other, and in the character advancement mechanics. It's simply brilliant in how logical and un-meta, for the lack of better word, it is for characters to advance. No nebulous system of xp, challenges, how tough it was, did you roleplay well, or other purely game factors. To advance, you practice, study, experiment, or get a tutor--something that people do IRL to further their skills. There are, of course, roleplaying xp but they are not as important as the other means of advancement. For runner-ups, I like Elric 5e, which I believe is more advanced than BRP used by CoC. Certainly, the combat is much more exciting and fun than in CoC. Trinity/Adventure/Abb, as well as Exalted, are pretty good too, I believe that this is as far as WW can take its bucket o'dice mechanics without drastically overhauling its system. Sort of the ultimate form of WW's d10 mechanics. Exalted and Adventure seem especially fun to run. Feng Shui is great. While the setting is cheezy as hell and totally laughable, the underlying mechanics is magnificent. [/QUOTE]
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