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Low Fantasy - Best Systems?
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<blockquote data-quote="GMMichael" data-source="post: 7896892" data-attributes="member: 6685730"><p>I'd like to give an honorable mention to my game, <a href="https://modos-rpg.obsidianportal.com/" target="_blank">Modos RPG</a>, for the following reasons (while the search for Best continues). . .</p><p></p><p></p><p>First, the magic rules are in a module. Pull out the module and the remainder is, basically by default, low-fantasy.</p><p></p><p>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 <span style="color: rgb(226, 80, 65)">on fire</span>.</p><p></p><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f608.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":devilish:" title="Devil :devilish:" data-smilie="29"data-shortname=":devilish:" /></p></blockquote><p></p>
[QUOTE="GMMichael, post: 7896892, member: 6685730"] I'd like to give an honorable mention to my game, [URL='https://modos-rpg.obsidianportal.com/']Modos RPG[/URL], for the following reasons (while the search for Best continues). . . First, the magic rules are in a module. Pull out the module and the remainder is, basically by default, low-fantasy. 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 [COLOR=rgb(226, 80, 65)]on fire[/COLOR]. 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 :devilish: [/QUOTE]
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