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Low Fantasy - Best Systems?
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<blockquote data-quote="aramis erak" data-source="post: 7893593" data-attributes="member: 6779310"><p>WFRP 1E can do this easily... just don't allow magic users careers, and don't use the demons in the bestiary. 2E is a bit less suited to it, but still quite reasonable.</p><p></p><p>While I've not personally used the "D&D E6", I've run all editions except OE, Holmes, and 4E through 7th+ and I agree a low-level capped D&D may work quite well, if one handles the monster choices carefully. </p><p></p><p>GURPS can do it; whether it's a good choice or not depends upon GM self-control, and players agreeing to the limits... and everyone's tolerance for long skill lists. GURPS is a bit complex for even large skirmishes, but there's a mass combat mechanic in 3E (C I or C II) that allows that.</p><p></p><p>The Fantasy Trip is one I've used for this level/style, but only for minicampaigns (3-5 sessions) or one-shots (1-3 session single adventure); I have extensively played the solo modules. It's a far better fit than GURPS, IMO, in part because of the broader talents vs the narrow skills, and because the magic system is less convoluted, less potent, and closer to the swords-and-sorcery genre tone. Large (20 on a side) skirmishes can be played out with core mechanics, but are a bit slow. Mass battles are beyond scale, but the related "Lords of Underearth" is a related game.</p><p></p><p>Rolemaster is close to the best for this feel I've run/played, but I've not gotten past minicampaigns and 4th level. </p><p></p><p>The old MERP is a streamlined version of Rolemaster - lousy for Tolkien, but great for that pervasive yet low powered magic and larger than life zero-to-hero. Plus, MERP can use the wider RM monsters, as it's pretty compatible. MERP also much reduces the table load: weapons tables are 2 pages (vs over 20+ for RM), crits another 4 pages (vs about 15 in RM), and attack spells another page (vs 15+ for RM). Moving maneuver and static maneuver tables 1 page each (same as RM). Still, second best.</p><p></p><p>Which brings me to The One Ring. With Rivendell and the Corebook, one has probably the best for the lots of minor magic, no big magics in play, exotic critters, and slow growth with great thematic combat.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7893593, member: 6779310"] WFRP 1E can do this easily... just don't allow magic users careers, and don't use the demons in the bestiary. 2E is a bit less suited to it, but still quite reasonable. While I've not personally used the "D&D E6", I've run all editions except OE, Holmes, and 4E through 7th+ and I agree a low-level capped D&D may work quite well, if one handles the monster choices carefully. GURPS can do it; whether it's a good choice or not depends upon GM self-control, and players agreeing to the limits... and everyone's tolerance for long skill lists. GURPS is a bit complex for even large skirmishes, but there's a mass combat mechanic in 3E (C I or C II) that allows that. The Fantasy Trip is one I've used for this level/style, but only for minicampaigns (3-5 sessions) or one-shots (1-3 session single adventure); I have extensively played the solo modules. It's a far better fit than GURPS, IMO, in part because of the broader talents vs the narrow skills, and because the magic system is less convoluted, less potent, and closer to the swords-and-sorcery genre tone. Large (20 on a side) skirmishes can be played out with core mechanics, but are a bit slow. Mass battles are beyond scale, but the related "Lords of Underearth" is a related game. Rolemaster is close to the best for this feel I've run/played, but I've not gotten past minicampaigns and 4th level. The old MERP is a streamlined version of Rolemaster - lousy for Tolkien, but great for that pervasive yet low powered magic and larger than life zero-to-hero. Plus, MERP can use the wider RM monsters, as it's pretty compatible. MERP also much reduces the table load: weapons tables are 2 pages (vs over 20+ for RM), crits another 4 pages (vs about 15 in RM), and attack spells another page (vs 15+ for RM). Moving maneuver and static maneuver tables 1 page each (same as RM). Still, second best. Which brings me to The One Ring. With Rivendell and the Corebook, one has probably the best for the lots of minor magic, no big magics in play, exotic critters, and slow growth with great thematic combat. [/QUOTE]
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