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Need Help To Make/Find My Perfect D&D

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.
 

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Yeah I still think that D&D next is what you're looking for. Backgrounds(skills) and Feats are optional components. Also encounter design? Just make the encounter as easy or as hard as you want. Don't worry about xp budgets.
 

It sounds good, but being not yet available makes it not the answer for me in the end. :(

Should be in stores within a couple of months, so while it might not work for your current campaign, its something to look at for your next one. And if you are willing to take the plunge now, without a book to flip through, I believe you can still pre-order the game from Pelgrane and get the PDF immediately. :)

They also have a bunch of preview stuff on their site you can check out.

http://www.pelgranepress.com/?cat=248
http://www.pelgranepress.com/?p=9764

And downloadable resources, reviews, videos, etc.

http://www.pelgranepress.com/site/?tag=download&cat=248

I normally don't totally shill for a company, but I love the game that much. :)
 

The other thing I'd take a long look at that no one's mentioned so far is Dungeon World. For largely improv roleplaying, very little beats the Apocalypse World engine, and it's a fun and fast system with a very heavy emphasis on narrative.

I'll second that motion. Along similar-ish lines would be Old School Hack, but that may be a little too simple. To me, it sounds like 13th Age is the best fit amongst the "D&D family".

EDIT/PS: Also, there's enough out there about 13th Age that you could probably swipe a whole lot of it wholesale to make many of the changes you want to a base d20 system.
 
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I just picked up Monsters and Magic (pdf $9.99)and I think it does exactly what you want. It's ADD meets Fate/HeroWars. Which, basically makes it narrative D&D. Upside for GMs is prep is low as crunch is in the narrative descriptors rather than specific rules interactions.

Main issue it goes to level 5 only, but when you read the rules you'll see that isn't actually a problem.
 

From the reviews, Monsters and Magic seems very focused on the style of play the OP is looking for.

I guess I will third or fourth that 4E is great for story driven games. But yes, ones that have a tactical element.
 

Tell me more about Monsters & Magic please. I dislike FATE intently, but that's mostly because of the dice mechanic... so this might be cool.

I would like to know more :)
 


Savage Worlds (linked to the test drive rules) is a good system. While it is classless, you can easily design a few professional edges (feats) to give certain abilities to a class in the game.

The system is really easy to grasp, and the combat system has enough tactical stuff for people who like it, while remaining simple and easy to run. The spells are generic, with trappings being the flavor. For example, there is one "Bolt" spell. This could be magic missile, a pyromancer's lava dart, a cleric's magical attack with a holy symbol, or something like a druid directing a swarm of bees to attack an enemy.

Oh, the system is also $10.
 

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