Dragonblade
Adventurer
Based on your posts, I really suggest looking at 13th Age.
It sounds like you have similar interests to me. I was initially turned off 4e too, but then figured out its really a narrative game with a tactical combat system. Once I figured that part out, 4e really clicked for me and has been a blast ever since. BUT, I got burned out on having to bust out the minis all the time, and some of the overly fiddly monster abilities (though I still prefer 4e monster design to 3e monster design since stat blocks are self-contained).
I started looking around for a new D&D game. One that felt like AD&D but used modern mechanics. I wanted a game that emphasized ease of DMing, flexible old school style play, but with cool badass heroes over tons of rules and simulation. I looked at and discarded DCC, Castles and Crusades, and many more games. Although I started with AD&D, some of the tropes of OSR just don't cut it for me. I hate disposable PCs, random stats and such.
Finally, I discovered 13th Age, and it was like the heavens opened up and a warm light bathed my computer. Its the spiritual successor to the Rules Cyclopedia. Its simple, its fast, and keeps the spirit of freeform flexibility that old school AD&D had, but it uses a hybrid of 3e and 4e style mechanics. PCs are assumed to be badass heroes and it avoids the things I personally dislike about OSR games. It has enough crunch on the player's side so that PCs don't feel like they have no options, but not so much that it feels bloated and overwhelming. Its a dream to DM for as well. Plus no minis or grid required.
Obviously everyone is different, but based on your posts I think there is a good chance you would like it. Plus its so transparent with the mechanics and the text of the book goes out of its way to suggest house rule mods to various rules. Its super easy to mold the things you don't like and change them.
It sounds like you have similar interests to me. I was initially turned off 4e too, but then figured out its really a narrative game with a tactical combat system. Once I figured that part out, 4e really clicked for me and has been a blast ever since. BUT, I got burned out on having to bust out the minis all the time, and some of the overly fiddly monster abilities (though I still prefer 4e monster design to 3e monster design since stat blocks are self-contained).
I started looking around for a new D&D game. One that felt like AD&D but used modern mechanics. I wanted a game that emphasized ease of DMing, flexible old school style play, but with cool badass heroes over tons of rules and simulation. I looked at and discarded DCC, Castles and Crusades, and many more games. Although I started with AD&D, some of the tropes of OSR just don't cut it for me. I hate disposable PCs, random stats and such.
Finally, I discovered 13th Age, and it was like the heavens opened up and a warm light bathed my computer. Its the spiritual successor to the Rules Cyclopedia. Its simple, its fast, and keeps the spirit of freeform flexibility that old school AD&D had, but it uses a hybrid of 3e and 4e style mechanics. PCs are assumed to be badass heroes and it avoids the things I personally dislike about OSR games. It has enough crunch on the player's side so that PCs don't feel like they have no options, but not so much that it feels bloated and overwhelming. Its a dream to DM for as well. Plus no minis or grid required.
Obviously everyone is different, but based on your posts I think there is a good chance you would like it. Plus its so transparent with the mechanics and the text of the book goes out of its way to suggest house rule mods to various rules. Its super easy to mold the things you don't like and change them.