reelo
Hero
Mythras is Runequest with Glorantha filed-off.Sort of.
Mythras is Runequest with Glorantha filed-off.Sort of.
It does seem unfair. HERO is clearly a WW2 small-unit combat rules system inexplicably given a lot of rules for superheroes and called an RPG for some reason.I will not accept the slander of calling HERO a rules as physics system.
Ooof.Its easier for me to speak of Dragon Age, since I ran it and not just read it.
The easily addressable one (which they have fixed as at least an optional in Modern Age) is that the level elevating hit points do not work at all well with the damage absorbing armor, especially since the ways to raise damage output are pretty limited.
The other issues is that there's sharply limited ways to show any sort of vertical increase in ability; there's plenty of ways to show horizontal increase, but pretty quickly it can turn into "Yeah, I can buy this Talent or this Focus I'm probably never going to use). And connected with that, if you don't have the elevation in hit points, there's even less way to show any increase in defensive ability (a couple Talents can help, but in an even more limited way than on the offense).
As I noted, none of this starts showing its ugly face until you hit about 8th level (though at least in DAGE you also had blatant winners and losers among the Talents and the Spells; I'm not qualified to judge how true that is with FAGE).
Mythras is Runequest with Glorantha filed-off.
Umm, any recommendations as the title which are "rules as physics", other than GURPS and the HERO System (which I already know)?
More thanks if said rule is CC-BY-SA or less restrictive than that in any scenario...
Ooof.
Those seem like exactly the sort of things I don't like. I guess I'll see whether the new edition fixes any of that.
Its easier for me to speak of Dragon Age, since I ran it and not just read it.
The easily addressable one (which they have fixed as at least an optional in Modern Age) is that the level elevating hit points do not work at all well with the damage absorbing armor, especially since the ways to raise damage output are pretty limited.
The other issues is that there's sharply limited ways to show any sort of vertical increase in ability; there's plenty of ways to show horizontal increase, but pretty quickly it can turn into "Yeah, I can buy this Talent or this Focus I'm probably never going to use). And connected with that, if you don't have the elevation in hit points, there's even less way to show any increase in defensive ability (a couple Talents can help, but in an even more limited way than on the offense).
As I noted, none of this starts showing its ugly face until you hit about 8th level (though at least in DAGE you also had blatant winners and losers among the Talents and the Spells; I'm not qualified to judge how true that is with FAGE).
I have played a fair number of campaigns of Fantasy AGE (Titansgrave) and partook in the Fantasy AGE Core playtest, running a number of sessions with the playtest materials. I do not have any experience with Modern AGE, however, apart from cursory glances in the books, since my past players prefer more standard fare fantasy. I don’t mind answering questions about FAGE based upon my own experiences running the game.Ooof.
Those seem like exactly the sort of things I don't like. I guess I'll see whether the new edition fixes any of that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.