Thomas Shey
Legend
For Crunchy, Tactical, and Plays Fast you could look into Mythras or similar BRP derived games.
Mythras does not, IME, play particularly fast. At least I wouldn't want to run it in the quoted time frame with a group that size.
For Crunchy, Tactical, and Plays Fast you could look into Mythras or similar BRP derived games.
I was in a PF2E group where everyone knew their character and it managed to hit all 4; not 100% of the time, but close enough.For Crunchy, Tactical, and Plays Fast you could look into Mythras or similar BRP derived games.
For Crunchy, Tactical, and On a Grid you could look into Pathfinder 2e or 4e d&d.
For Tactical, On a Grid, and Plays Fast you could look into Basic D&D or other OSR retroclones.
You cannot and will not get all four out of any game on the market. You and your group will need to settle on a Good Enough game, and pick where you're compromising.
It'd be tough to turn hopscotch into a compelling tactical skirmish game, but I suppose one could give it a try.It ain't what you play - it's how you play it.
1. The Fantasy Trip. Very simple to learn via two micro-games (Melee and Wizard). Straightforward core mechanic (3d6 roll under) but plays out on a tactical hex grid.
2. Fantasy Age: designed to replicate D&D experience but with different mechanics (3d6 roll over). Uses a Stunt Dice to generate special effects on doubles. Distances in yards.
killjestergames.itch.io
Wouldn't that be something like life size checkers?It'd be tough to turn hopscotch into a compelling tactical skirmish game, but I suppose one could give it a try.
Even 2nd edition needed house ruling to make it a bit more gripping. But I would recommend this also. The stunts alone give you tactical options for everyone on the field and talents/specializations can go with optimization or flavor as desired. I still use 1e Core/Companion and house rules to good effect.Make sure to at least use the 2nd Edition. There were distinct problems with early versions of this that (may) have been addressed by 2e (I have reservations).
Even 2nd edition needed house ruling to make it a bit more gripping. But I would recommend this also. The stunts alone give you tactical options for everyone on the field and talents/specializations can go with optimization or flavor as desired. I still use 1e Core/Companion and house rules to good effect.