OGL & GSL D&D variants?


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WotC:
d20 Modern
d20 Call of Cthulhu
d20 Wheel of Time
d20 Star Wars

White Wolf:
World of Warcraft
Everquest RPG
Engel
Gamma World
d20 Adventure!
d20 Aberrant
d20 Trinity
Monte Cook's World of Darkness

Adamant Entertainment:
MARS RPG
Thrilling Tales

Guardians of Order:
BESM d20
Silver Age Sentinels

Mongoose Publishing:
Slaine
Judge Dread
Infernum
Jeremiah
Armageddon 2089
Lone Wolf
Babylon 5
Starship Troopers
Macho Women With Guns
Wars RPG

Cryptosnark Games:
Deeds not Words

AEG:
Farscape RPG
Stargate 1 RPG

Pinnacle Entertainment:
Deadlands d20
Hell on Earth d20

RPGObjects:
Modern20
Heroes & Villains

Red Dragon Tavern Games:
Tome of the Lost Realms PH

Paizo:
various mini d20 worlds/rule systems in Polyhedron

Steel Magic Studios:
Comic Book Heroes

Quicklink Interactive Inc.:
Traveler d20

Future Land Games:
Future Lost

Dream Pod 9:
Jovian Chronicles RPG 2nd edition
Tribe 8 RPG 2nd edition
Heavy Gear 3rd edition
Gear Krieg 2nd edition

Eden Studios:
All Flesh Must be Eaten

Black Drink Creations:
Comic Book Super Heroes

Holistic Design:
Fading Suns d20
Rapture d20
 

Have you checked out some games that are much less D&D like? I mean if you're quickly growing tired of 3.5 and are not interested in Pathfinder or 4E, then perhaps you might want something that doesn't look like D&D.

How about RuneQuest, BRP, Fate, Exalted, or GURPS (to name a few)?

I was thinking about using BRP (as I love Cthulhu and Pendragon... which are both built off of BRP) but love D&Disms that aren't found in other games: classes, Vancian magic, fantasy races, alignment, chromatic and metallic dragons, etc.

3rd edition is my favorite edition of D&D so far but it gets bogged down by its rules after a while. High level play just isn't fun, with combat dragging to a near-halt, unless every player knows the rules like the back of their hand. At the same time, prep time for DMs gets to be a chore as the characters advance beyond 8th level or thereabouts.

Castles & Crusades is closest to my ideal version of D&D but (ironically) has too few options for my tastes. :lol:
 


I've looked at E6 but hadn't heard of E8. Time to check that out now.

I just wish that SOMEONE could publish a streamlined version of 3.X that allows for high-level play without high-level headaches. Short of that, I guess C&C, E8 or Fantasy Craft (which looks pretty promising) will have to do.
 


I am working on RCFG. The Races & Classes preiview is currently available on my website, and I am working now on the Skills & Combat preview. I expect a completed game by this time next year, including monster book and GM book. Its mostly OGC, and it's free.

My goal is a game system that promotes sandbox play while allowing the GM to use modules from any era with the minimum amount of work. Intended to play fast, generally without needing a grid.

EDIT: Link, http://www.enworld.org/forum/general-rpg-rules-discussion/242571-rcfg-announcement.html


RC
 

I've looked at E6 but hadn't heard of E8. Time to check that out now.

I just wish that SOMEONE could publish a streamlined version of 3.X that allows for high-level play without high-level headaches. Short of that, I guess C&C, E8 or Fantasy Craft (which looks pretty promising) will have to do.

Well, Paizo has promised that the final version of Pathfinder will fit that bill.

So here's a suggestion for you. In my opinion, the reason 3.5 gets un-fun at higher levels is because of three main problems:

1. BAB gets too high for certain classes after a while

2. The disparity of saves makes it so that you're always sure to make certain saves and always sure to fail other saves.

3. Too many buffs, which are allowed to keep stacking endlessly, which complicate things to the point where each action in combat becomes a major feat of accounting.

My solution is to stick with 3.5, but make some modifications, as follows:

1. Use the 4th edition system. Rather than every class having its own BAB progression, it is instead 1/2 level + ability modifier for all classes.

2. Again, use the 4th edition system. All saves for all classes are 1/2 level + ability modifier.

3. Limit all characters to a maximum of 5 buffs at any given time. If that's still too much, reduce to 3.

These would be simple changes to implement, and I think they would be hardly noticeable at lower levels, but they would make a huge difference at higher levels.
 

3rd edition is my favorite edition of D&D so far but it gets bogged down by its rules after a while. High level play just isn't fun, with combat dragging to a near-halt, unless every player knows the rules like the back of their hand. At the same time, prep time for DMs gets to be a chore as the characters advance beyond 8th level or thereabouts.

I never got into True20 because I like hp instead of damage saves as a game mechanic but I think they only allow one attack a round and keep NPC/monster stat blocks fairly simple, though I can't say from experience.

I'm not sure how it interacts with D&D like magic either.

I do know they have plenty of support books to replicate D&D classes and monsters using the True20 rules and there are a bunch of neat D&D type settings such as the postapocalyptic fantasy setting Blood Throne by RDP.

If your goal is easy to run quick high level combats I think that might be a route worth exploring.
 

True20 takes a different take on ideas such as classes, Vancian magic and alignment. However, if one would only want to use the system mechanics of it and continue to use D&D-isms such as classes, it sure wouldn't be that hard.
 

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