I played Rolemaster about 10 years ago, which in many ways has the right feel to it, but at the same time it's way too clunky. I have also played Warhammer, but it's too gritty for my taste.
Features I am looking for:
- slow progression
- low to medium magic
- a good set of fantasy monsters
- not gritty
- not clunky
Any suggestions with a little blurb about why would be appreciated.
Well, have you looked at Novus?
http://www.firehawkgames.com/?page_id=771
Obviously, since I wrote the system, I am going to be a little biased towards it, but since you also mentioned Rolemaster (and I used to be an editor for that for about 8 years), I thought that it might be something you could take a look at to see if it might be right for you.
One thing that I did to make things easier for folks to check Novus out is to put the entire core book online in HTML format (the above link takes you to the Table of Contents, from which you can dig down to look at various aspects of the system).
Novus is a 2d10 roll-over system. It is highly flexible and easily adaptable to many different styles of play.
It includes exploding dice, so that you can get some of the open-ended feel that you got from Rolemaster. It also includes a Boon/Snag system that allows the players to determine the final results for extraordinarily good and bad rolls (i.e. for every 10 over the TN, you earn 1 Boon Point, then the player spends those on critical success results of their choice). In combat, this can mean extra damage, or getting initiative the following round, or giving an inspirational bonus to allies, etc.) Another effect of the Boon/Snag system is that it allows the GM to control the level of lethality without resorting to hiding dice rolls or fudging the results (something that could often happen in Rolemaster).
The system, while having both levels and classes, is primarily skill based, and magic is also a skill. Spell users have a skill for casting spells, and must purchase those spells using the same Character Points that are also spent on skills. The spells themselves have casting options that the character can choose at the time of casting (these option usually make the spell more powerful, and thus increase both the casting TN and the spell point cost).
The system has 8 stats, and Saving Throws are stat based, so there are eight potential Saving Throws. A spell from one School might have a Save vs Willpower, while a similar spell from another School requires a Save vs Wisdom.
In combat, the character makes a roll, adds in his Attack Bonus and compares the result against the targets DEF score. If it is equal to or greater than the target's DEF, then the attack does damage. Combatant may Fight Defensively, shifting point from their attack bonus to their DEF.
Each weapon has a Base Damage (weapon's Damage Rating + stat bonus of the skill used to make the attack) that is dealt upon a successful strike. If you roll over the DEF TN, then you do additional damage (1 point per point over DEF). And of course, there is always the possibility of earning Boon Points and using them to increase the amount of damage dealt. On the side of the defender, the amount of damage dealt is reduced by armor that is worn (Armor Rating subtracts from damage dealt).
There are also Combat Moves that allow for special attacks that change or increase the amount of dealt.
Like I said, it is a flexible system, and with the contents being online, that makes it easy to check out. All it costs you is a little bit of time....