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Palladium and other fantasy RPGs...
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<blockquote data-quote="JeffB" data-source="post: 960097" data-attributes="member: 518"><p>For information on the curent RPG set in Glorantha (HeroWars, being renamed to HeroQuest) check out <a href="http://www.glorantha.com." target="_blank">www.glorantha.com.</a> I understand where the original poster is coming form about Rules, and HeroWars sounds right up your alley. It's a narrative game with a rules light approach.</p><p></p><p>also, Earthdawn dd not use a D6 system. It used a system of "steps" where each step (which generally was a combo of skill ranks plus ability score modifiers) yielded a certain die combination, e.g. : </p><p>Step 5 was D8,</p><p>Step 6 was D10</p><p> Step 9 was D6 + D8 </p><p>(you'll notice that the average roll of the dice in question was equal to the step number). </p><p></p><p>Many folks including myself felt/feel that ED had one of the best Dice mechanics ever. It scaled very well regardless of character level, power. This roll, like many systems nowadays, had to beat a target number.</p><p></p><p>Earthdawn like Gloranth, Tekumel, and handful of other fantasy games had one of the freshest and most innovative settings ever, IMO. The game is still being published by LivingRoom games (<a href="http://www.lrgames.com" target="_blank">www.lrgames.com</a>)</p><p></p><p> I ran a Palladium fantasy game a few years back, and I have to agree. Cool setting, the rules can REALLY get in the way unless you have a good group of players who are not rules laywers and/or powergamers looking to exploit everything.</p><p></p><p>All that being said, most game balance IMO, is in the hands of the Gm/DM/Referee, and they MUST make sure thay plan appropriately so that EVERY character has a chance to shine somehow. If your character sucks at combat, the Gm should allow for situations where that sucky combat character can make a difference in the course of the adventure. This is one problem I have with 3E, because it tries really hard to make everyone "shine" in a combat and/or a dungeon delving role. The focus is there, but as I said before a good DM can counteract such assumptions in the rules and provide fun for everyone.</p></blockquote><p></p>
[QUOTE="JeffB, post: 960097, member: 518"] For information on the curent RPG set in Glorantha (HeroWars, being renamed to HeroQuest) check out [url]www.glorantha.com.[/url] I understand where the original poster is coming form about Rules, and HeroWars sounds right up your alley. It's a narrative game with a rules light approach. also, Earthdawn dd not use a D6 system. It used a system of "steps" where each step (which generally was a combo of skill ranks plus ability score modifiers) yielded a certain die combination, e.g. : Step 5 was D8, Step 6 was D10 Step 9 was D6 + D8 (you'll notice that the average roll of the dice in question was equal to the step number). Many folks including myself felt/feel that ED had one of the best Dice mechanics ever. It scaled very well regardless of character level, power. This roll, like many systems nowadays, had to beat a target number. Earthdawn like Gloranth, Tekumel, and handful of other fantasy games had one of the freshest and most innovative settings ever, IMO. The game is still being published by LivingRoom games ([url]www.lrgames.com[/url]) I ran a Palladium fantasy game a few years back, and I have to agree. Cool setting, the rules can REALLY get in the way unless you have a good group of players who are not rules laywers and/or powergamers looking to exploit everything. All that being said, most game balance IMO, is in the hands of the Gm/DM/Referee, and they MUST make sure thay plan appropriately so that EVERY character has a chance to shine somehow. If your character sucks at combat, the Gm should allow for situations where that sucky combat character can make a difference in the course of the adventure. This is one problem I have with 3E, because it tries really hard to make everyone "shine" in a combat and/or a dungeon delving role. The focus is there, but as I said before a good DM can counteract such assumptions in the rules and provide fun for everyone. [/QUOTE]
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