Micah Sweet
Level Up & OSR Enthusiast
Wait. There are people who aren't into giant robots?(Oh! It also has giant robots, if you're into that sort of thing)
How do I sign?
Wait. There are people who aren't into giant robots?(Oh! It also has giant robots, if you're into that sort of thing)
Having tactical combat in terms of grid-based combat as a requirement honestly makes this pretty difficult for me to give recommendations, @Blue.
For more 4e/JRPG-inspired games, there is ICON by Masiff Press (aka Fantasy Lancer) and Beacon by Pirate Gonzalez Games. I would potentially recommend Fabula Ultima, but the grid-based combat requirement kills that one.
If you can navigate the poor layout of the book, there is also Strike! RPG: Tactical and Heedless Combat.
I think a modified 4e Essentials could be doable.
What I do:
- Reduce the number of options. (Figther, Thief, War Priest, Mage, with potential for Elementalist, Hunter/Scout, Berserker, Skald, Cavalier, Hexblade/Binder etc if the players really need more options)
- Remove the Feats ( too fiddly for what they bring at the table)
- Use a lot of minions (1 hp monsters) and the monsters from MM3, Monster Vault and Threat. Use moral rolls to finish the combats quickly once the tougher foes are done.
I too would hihgly recommend Savage Worlds, probably Savage Worlds Pathfinder. You can get the pdf for $15 right now. It is what I am planning to run once our 5e campaign ends (though that may be a while). Considering your positive response to other posters' suggestions of systems not like D&D at all, I find your sceptism here a bit strange.As I mentioned, for me to pitch a different system instead of one of the new crop, it really needs to be superior. Can you tell me why these would beat the options listed?
If you're talking inspiration/hero points, I understand. I haven't been able to get my players involved in the ebb-and-flow of this, and it makes it really fail.I too would hihgly recommend Savage Worlds, probably Savage Worlds Pathfinder. You can get the pdf for $15 right now. It is what I am planning to run once our 5e campaign ends (though that may be a while). Considering your positive response to other posters' suggestions of systems not like D&D at all, I find your sceptism here a bit strange.
But it ticks all your boxes. Crunch at the level of 5e, tactical, grid-based combat, plays fast. Only problems I see are it's not really attrition based like most D&D inspired games are, and there's a meta currency your group may dislike. I actually dislike it a bit and am looking into a way of making the awarding of bennies (stupid name!) more based on game mechanics and less on GM fiat.
Folks, just a quick calibration.
DM
Various Players
- Neo-Trad DMing style.
- 2.5-3 hours weeknight sessions. Just want to play.
- Doesn't want 5e any more. Sees lots of cracks, including some deep ones like challenging high level parties without it being super swingy and balance between classes with 1-3 encounters per day.
- The do not want OSR.
- Enjoy tactical grid combat and it's a requirement. But can't be slow and take up most of a 2.5-3 hour session.
- Mostly looking at MCDM, DC20, Daggerheart, Tales of the Valiant, and if I'm to pitch another game will need supporting points (from this list) why it really fits.
I see lots of great recommendations for games, but I'm trying to find something that threads some specific requirements that vary between the group. If you could limit suggestions to ones that will fulfill these that will help. And if suggesting existing systems, please give me ammunition about why those games would be a better fit than the ones the DM is currently looking at.
- Need a straightforward game. That's does not mean rules light, but just one where a new player who reads the rules once can understand their options.
- Character creation/advancement: No trap options/feat taxes. No need to pre-build for a bunch of levels. Limited places to shoot yourself in the foot. Non-optimized characters need to be viable.
Thanks!
I too would hihgly recommend Savage Worlds, probably Savage Worlds Pathfinder. You can get the pdf for $15 right now. It is what I am planning to run once our 5e campaign ends (though that may be a while). Considering your positive response to other posters' suggestions of systems not like D&D at all, I find your sceptism here a bit strange.
But it ticks all your boxes. Crunch at the level of 5e, tactical, grid-based combat, plays fast. Only problems I see are it's not really attrition based like most D&D inspired games are, and there's a meta currency your group may dislike. I actually dislike it a bit and am looking into a way of making the awarding of bennies (stupid name!) more based on game mechanics and less on GM fiat.
If you're talking inspiration/hero points, I understand. I haven't been able to get my players involved in the ebb-and-flow of this, and it makes it really fail.
What I've done is transform it to a permanent "bennie" - aka "soul coin". The lowest level is just the Hero Point made permanent. And in addition to "just getting one" I also include them as rewards found with treasure. I also have "higher" levels that produce greater effects (like "your roll is a 20 - not a natural 20 - just a 20", "reroll twice and take the better", etc.)
They seem fine with that, but it definitely allows them to punch above their weight.