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<blockquote data-quote="innerdude" data-source="post: 6620007" data-attributes="member: 85870"><p><span style="color: #3E3E3E">As @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775031" target="_blank">Saelorn</a></u></strong></em> mentioned, there's not a lot that comes to mind that's going to meet all of your criteria. </span></p><p></p><p>I do agree that Savage Worlds has potential, as suggested by @<span style="color: #3E3E3E">Lawngnome4hire. Savage Worlds Deluxe core rules along with the two Shaintar setting books (<a href="http://www.drivethrurpg.com/product/115010/Shaintar-Legends-Arise" target="_blank">Shaintar: Legends Arise</a> + Shaintar: Legends Unleashed) would probably get you 90% of what you're looking for. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">The one thing Savage Worlds doesn't do well is make races very <em>mechanically</em> different. There's a few minor differences during initial character gen, but the rest is generally fluff/world building. Someone on this site posted something several years ago that I firmly agreed with (was it @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=1" target="_blank">Morrus</a></u></strong></em> ?), which was that race should either A) have dramatic mechanical differences in gameplay, really pushing PCs into the role, or B) should have almost no mechanical effect, basically just be "fluff," and let the GM and players decide how much "racial background" matters within the game world. Savage Worlds is solidly in Camp B.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Other than that, Savage is definitely hitting all of the other notes you've listed. Also, if your group is used to "traditional"/D&D style play, moving to Savage Worlds isn't a huge leap. Savage does a lot differently than d20, but it's still aiming for a fairly "traditional" play experience, just with greater speed, elegance, and streamlining.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">Anything in the Runequest/BRP family at least meets the bare minimum requirements of being level-less, and support multiple modes of magic within the core rules.</span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">It's not classless, per se, but <a href="http://www.firehawkgames.com/novus-rpg" target="_blank">Novus</a> is a well-regarded rules-medium system that seems to hit a lot of the notes you've described. If I wasn't firmly enmeshed in Savage Worlds, I'd probably give it a serious look myself. Even though Novus uses "classes," they're more akin to "templates" than a firm dividing line. It's about as close to being "classless" as a class-based system can manage. </span></p><p><span style="color: #3E3E3E"></span></p><p><span style="color: #3E3E3E">The other one that comes to mind, weirdly enough, is Burning Wheel. But if your group is very entrenched in d20, making the switch would be......interesting, to say the least. BW comes from a totally different play and design angle than D&D, and it shows in pretty much every aspect of the system. But it meets most of your requirements. </span></p></blockquote><p></p>
[QUOTE="innerdude, post: 6620007, member: 85870"] [COLOR=#3E3E3E]As @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775031"]Saelorn[/URL][/U][/B][/I] mentioned, there's not a lot that comes to mind that's going to meet all of your criteria. [/COLOR] I do agree that Savage Worlds has potential, as suggested by @[COLOR=#3E3E3E]Lawngnome4hire. Savage Worlds Deluxe core rules along with the two Shaintar setting books ([URL="http://www.drivethrurpg.com/product/115010/Shaintar-Legends-Arise"]Shaintar: Legends Arise[/URL] + Shaintar: Legends Unleashed) would probably get you 90% of what you're looking for. The one thing Savage Worlds doesn't do well is make races very [I]mechanically[/I] different. There's a few minor differences during initial character gen, but the rest is generally fluff/world building. Someone on this site posted something several years ago that I firmly agreed with (was it @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=1"]Morrus[/URL][/U][/B][/I] ?), which was that race should either A) have dramatic mechanical differences in gameplay, really pushing PCs into the role, or B) should have almost no mechanical effect, basically just be "fluff," and let the GM and players decide how much "racial background" matters within the game world. Savage Worlds is solidly in Camp B. Other than that, Savage is definitely hitting all of the other notes you've listed. Also, if your group is used to "traditional"/D&D style play, moving to Savage Worlds isn't a huge leap. Savage does a lot differently than d20, but it's still aiming for a fairly "traditional" play experience, just with greater speed, elegance, and streamlining. Anything in the Runequest/BRP family at least meets the bare minimum requirements of being level-less, and support multiple modes of magic within the core rules. It's not classless, per se, but [URL="http://www.firehawkgames.com/novus-rpg"]Novus[/URL] is a well-regarded rules-medium system that seems to hit a lot of the notes you've described. If I wasn't firmly enmeshed in Savage Worlds, I'd probably give it a serious look myself. Even though Novus uses "classes," they're more akin to "templates" than a firm dividing line. It's about as close to being "classless" as a class-based system can manage. The other one that comes to mind, weirdly enough, is Burning Wheel. But if your group is very entrenched in d20, making the switch would be......interesting, to say the least. BW comes from a totally different play and design angle than D&D, and it shows in pretty much every aspect of the system. But it meets most of your requirements. [/COLOR] [/QUOTE]
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