Please help me find a new gaming system!

Exilas

First Post
I've been playing (A)D&D since 1990 or so, starting from 2e, then 3e and 3.5e, which I'm still playing. While I'm still very fond of classic fantasy settings, I'm getting more and more tired on the D&D gaming system.

So, I'm looking for some ideas for different GSs with classic fantasy settings, having the following features, to avoid my personal pain-in-the-necks of D&D 3.5. I underline personal here: those are my feelings based on my gaming experience, I'm not trying to flame the D&D system, I just want to find other systems more suited to my tastes.

1. Reasonably fast combats
I'm tired sick of hours upon hours spent preparing and running a combat between PCs and a NPC with a page or so of statistics, feats, modifiers, equipment and whatever, that in in-game time takes less than a minute to end. I'm feeling more and more than the result is not worth the effort.

2. Little in-game math
If you ever had the high-level party fighter hit by a Ray of Enfeeblement that reduces his Strength bonus in the middle of a fight you know what I mean: there goes 5 minutes or so recalculating his attack bonuses, damage bonuses, encumberance limits and so on... then, a round later, the wizard casts Bull's Strength on the fighter, and there we go again, then it comes a Cloudkill to lower his Constitution and so on and on and on...

3. The game should be played more than the system
There are various features of D&D that lead the players to play more the system than the game, chiefly amongst them the initiative system and the tactical grid.

Having each player to declare his action after seeing the previous players actions on a fixed initiave loop, allows the player to know exactly in which order the (N)PCs will act, so distorting their actions and allowing them to decide what to do based upon the knowledge of the timing of the (N)PCs initiative. So, for instance, I've seen players chosing their target because "he didn't act yet" or because "he will act before you in next round, I shall try to drop him before".

The tactical grid produces a nauseating feast of counting squares on different trajectories to find the straightmost way to the target that avoids the Attacks of Opportunity from the enemies, or the reiterated application of the Pythagorean Theorem to find the best point in a three-dimensional space to cast an area spell to include the maximum number of targets.

I'd like a system that helps the players to immerse in the story, not in accountant chores.

4. Availability of a classic fantasy setting...
...with sufficient material to run a campaign in it. I've no time to design form scratch a setting, or even just a campaign, nor to convert one from the D&D material I own. The more "heroic" the setting, the better.

Any suggestion is very appreciated!

Thanks,
Marco
 

log in or register to remove this ad

From your list of wants, I might suggest that you try going back to an older version of D&D (OD&D or Rules Compendium version) or maybe one of the retro-clones... OSRIC or Swords and Wizardry.
 

The standard affair Runequest, Harp, GURPS, Warhammer, and Savage Worlds

More odd ball recommendations Witchhunter & Desolation. Both of these use dice pools and both of which have some balance issues but the math is simple and the combat is quick and fun.
 



I'm not actually all that big on Savage Worlds, but adding another vote that it is worth looking into.

Welcome to Pinnacle's Weird Website!

FATE/FUDGE comes in various flavours.

FateRPG.Com: Fate: Fantastic Adventures in Tabletop Entertainment (TM)

Cortex (which I own but have never read) is, on the face of it, mechanically not too far removed from SW.

Welcome to CORTEXSYSTEMRPG.ORG

WEG's D6 is what Star Wars used to run on but it has now been expanded (and can be more complicated if you want to go right into the system) - you can get some of the material now free

D6 Core Set [BUNDLE] - West End Games | DriveThruRPG.com

Runequest was mentioned; it's one aspect of Chaosium's Basic Roleplaying (the same game engine is used in Call of Cthulhu and others and being d% based is pretty intuitive for newer players). Glorantha used to be their setting (and a very good one too) but it's a while since I played RQ so I don't know if it's still supported or if they have moved to something else.

Basic Roleplaying Central - Basic Roleplaying News

True20 keeps a lot of the basic mechanics of 3.5 but without much of the bloat - certainly makes porting over other material potentially easier. It is supported by their Freeport products as well.

True20 Adventure Roleplaying: True fun, true excitement, true adventure, True20!

All of these, however, are 'generic' in as much as they are set up to be able to supposedly handle more than just fantasy games. Savage Worlds certainly has quite a few 3rd party supplements that include a 'setting' - otherwise, you can are faced with picking a setting or world book off the shelf and will then have a bit of work to do getting the balance right ie even if you don't want to go overboard on stats, you'll need an idea of how to set up challenges for the players that are pitched at the right level.

If you want to shell out some cash, I had always had a spot for Earthdawn which is now in its 3rd incarnation. Class based like D&D, comes with a wonderfully immersive world, much more balanced in terms of 'magic users' vs 'sword wielders' than D&D and I've never had to use a battle mat with it even though it suggests you can.

RedBrick Limited • Raising Your Game

Other products in my large 'why did I buy this again?' collection are:

- Palladium (don't even know what edition this is onto, but the old one used to have quite a cool campaign world with it). Seems to still be going.

Palladium Fantasy RPG®: Palladium Books Online

- Iron Gauntlets. No idea! Looked good, grabbed the pdf from DriveThru pretty cheaply. Barely skimmed over it...

http://www.pigames.net/store/default.php?cPath=40

- and if you are feeling masochistic, then HERO and GURPS will put all the maths up front into the character gen process. I've played a fair bit of HERO and once you get going it works fine; it's just got a sharp learning curve. HERO has several fantasy settings, while GURPS has (or had) literally dozens of setting/sourcebooks, licensed from all manner of places, so a good chance of finding one you like.

HERO Games
GURPS: Generic Universal RolePlaying System
 


Well you want simple, most of you may laugh. It's ok I was laughing when I wrote this. Tunnels and Trolls, there I said it. It's an older game by Flying Buffalo. As simple as it or any system can be, homebrewing and house rules can fill in it's many "blanks".
 

I'll go in a different direction and recommend either:

-Barbarians of Lemuria Legendary Edition, or
-Legends of Steel Barbarians of Lemuria Edition

Both use almost identical rules (the latter uses the rules of the former, but with a different setting). Pretty light on rules, you have attributes, "careers" (which are basically skill groups), and combat abilites. Resolution boils down to

-roll 2d6
-add whatever modifiers are appropriate based on attributes, careers, and combat abilities
-try to beat difficulty number (usually 9, can be modified for easier or harder tasks)

Resolution is very quick, and the game flows smoothly.

The setting of Barbarians of Lemuria is more sword and sorcery weird fantasy (unusual monsters, animals, and races). The setting of Legends of Steel is more traditional-it is still labelled sword and sorcery but could be run as high fantasy if desired (it is humans only, no other PC races).
 

A few people have already mention GURPS; I'll simply expand upon that by saying there is now a series of books called Dungeon Fantasy which slim things down a little bit. GURPS Dungeon Fantasy

One thing which scares people away from GURPS is that a lot of the work is front loaded. What I mean by that is there *is* a bit of math involved, but the vast majority of it takes place during character creation. Once you have the characters and the setting built, there's generally not a whole lot of in-game math beyond what you'd normally expect. The other thing I'll mention is that most GURPS rules are optional. The game can be as simple or as complex as you want it to be depending upon which options you like to use.

Aside from Dungeon Fantasy, Banestorm is probably one of the more well known GURPS settings. I'd say it's written in a manner and a level of detail which somewhat reminds me of how some of the Forgotten Realms books are put together. GURPS Banestorm
There's a ton of detail on various places in the world; important people; etc.


If you want a taste of GURPS without going too crazy, GURPS Lite is free and can be found here: GURPS Lite
It's a 32 page book which contains what you'd need to run a session, but without any of the frills and extra options.
 

Remove ads

Top