GMMichael
Guide of Modos
I'd like to give an honorable mention to my game, Modos RPG, for the following reasons (while the search for Best continues). . .
Magic swords don't get damage or attack bonuses. Actually, they don't exist in the book, except for the suggestion that a sword with increased damage has that feature by virtue of being on fire.
There aren't mass combat rules, but you can use the Engage skill to captivate your troops, Persuade to make them risk their lives, and Detect to decide how combat-ready they are. The extended conflict rules support mass combat in the abstract.
Rampaging through a village is a bad idea; unopposed attacks (pitchforks) deal a minimum of one point of damage. A tenth-level rampager, for example, with about 22 physical health, would come very close to a draw in a fight against six villagers in three rounds of combat. Provided the villagers don't have much respect for their own lives
First, the magic rules are in a module. Pull out the module and the remainder is, basically by default, low-fantasy.. . .the following list would be among the circles involved: R. Howard's Conan; 80s movies such as Beastmaster, Dragonslayer, Legend, and Conan; early seasons of Game of Thrones; PC game Mount & Blade; the book version of confrontations with Smaug in The Hobbit; Arthurian fantasy and the knight on horseback trope; and heroic tier D&D.
. . .I'd prefer a magic sword to be cool because it has some manner of cool special feature rather than simply being a progression from +1 to +2.
From a game standpoint, I'm more interested in high level heroes leading armies rather than fighting them. . .
I do believe PCs should be people who are far above the average common folk of the world in some way, but not so far above that a player could rampage through a village with impunity. I enjoy many of the tropes from tabletop fantasy games, but not the way in which they are mechanically presented and the style of narrative that tends to lean toward.
Magic swords don't get damage or attack bonuses. Actually, they don't exist in the book, except for the suggestion that a sword with increased damage has that feature by virtue of being on fire.
There aren't mass combat rules, but you can use the Engage skill to captivate your troops, Persuade to make them risk their lives, and Detect to decide how combat-ready they are. The extended conflict rules support mass combat in the abstract.
Rampaging through a village is a bad idea; unopposed attacks (pitchforks) deal a minimum of one point of damage. A tenth-level rampager, for example, with about 22 physical health, would come very close to a draw in a fight against six villagers in three rounds of combat. Provided the villagers don't have much respect for their own lives
