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qualitative comparison of RPG systems
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<blockquote data-quote="Frankie1969" data-source="post: 7620885" data-attributes="member: 61252"><p>I spent way too much time devising this, so I was pleasantly surprised to see that Elfcrusher et al have already been <a href="https://www.enworld.org/forum/showthread.php?659975-What-would-be-some-good-metics-to-evaluate-RPG-rules-systems" target="_blank">discussing a similar topic</a>. Rather than numerical values, I came up with a set of descriptive criteria & keywords to compare RPGs.</p><p></p><p>Do you think this is a good framework? Do you agree with my assessments?</p><p>Recommendations can be genre, specific universe, and/or play style.</p><p></p><p>UPDATED 2019-July.</p><p></p><p><strong>D&D</strong>: </p><p><strong>Genre: fantasy </strong>(but sometimes modded for other genres).</p><p><strong>Focus: fantasy combat</strong>, also social & exploration (skills).</p><p><strong>Roll: d20+stat+prof+mods vs DC</strong>.</p><p><strong>PCs: race, class, subclass, items</strong>. discrete spell lists. 6 stats + derived numbers. Also, background & personality traits.</p><p><strong>Special: Inspiration Points</strong> earned for good roleplay of traits, expended for rerolls.</p><p><strong>Advancement: 20 class levels </strong>with specified features, <a href="http://www.giantitp.com/comics/oots0929.html" target="_blank">especially Hit Points</a>.</p><p>Recommended for: Fantasy. Most of the content is based on magic.</p><p>Not recommended for: genres where combat is risky even for experienced PCs (e.g. Firefly).</p><p></p><p><strong>FFG Narrative Dice </strong>(Star Wars, Legend of Five Rings, Genesys): </p><p><strong>Genre: universal</strong>. specific settings add rules.</p><p><strong>Focus</strong>: ???</p><p><strong>Roll</strong>: symbol-sided opposing dice where plus/minus pairs cancel each other. circumstances add dice.</p><p><strong>PCs</strong>: <strong>race, class, talents</strong>. stats + skills + derived numbers.</p><p><strong>Special</strong>: plot chips that are expended then given to other side (PC vs enemies).</p><p><strong>Advancement</strong>: <strong>talent tree</strong>.</p><p>Recommended for: SF&F.</p><p>Not recommended for: ???</p><p></p><p><strong>Pathfinder </strong>(also Starfinder?): </p><p><strong>Genre: fantasy</strong> (also Sci Fi)</p><p><strong>Focus</strong>: <strong>combat</strong>, also social & exploration (skills).</p><p><strong>Roll: d20+stat+points+mods vs DC</strong>. </p><p><strong>PCs: race, classes, level, items</strong>. </p><p><strong>Special</strong>: ???</p><p><strong>Advancement: 20 class levels </strong>with specified features.</p><p>Recommended for: Fantasy, SciFi, Stargate?</p><p>Not recommended for: ???</p><p></p><p><strong>Storytelling </strong>(nWoD - Vampire, Werewolf, Mage, et al): </p><p><strong>Genre: modern supernatural</strong> (but potentially universal)</p><p><strong>Focus</strong>: ???</p><p><strong>Roll</strong>: <strong>Xd10 pools</strong> (stat+skill+modifiers) <strong>vs TN</strong>, each roll of 8+ is a Success, roll of 1 causes Drama.</p><p><strong>PCs</strong>: <strong>stats </strong>(9 core + many derived), <strong>skills, features, virtue & vice</strong>. </p><p><strong>Special</strong>: ???</p><p><strong>Advancement</strong>: <strong>XP</strong> spent to increase stats, skills, features.</p><p>Recommended for: Modern Supernatural (specifically World of Darkness).</p><p>Not recommended for: "realistic" genres.</p><p></p><p><strong>Fate</strong> (Dresden Files, Spirit of the Century, et al): </p><p><strong>Genre: universal modular</strong>. Rule sections are designed to be added or removed.</p><p><strong>Focus: dramatic narrative</strong>. Everything is abstracted. Players can explicitly modify scenes. </p><p><strong>Roll: 4dF+approach </strong>(skill)<strong>+shifts </strong>(modifiers)<strong> vs ladder</strong>. Fate dice are {-1, 0, +1}. Ladder is a sliding success scale (-2 Terrible to +8 Legendary) of effects.</p><p><strong>PCs: aspects </strong>(high concepts)<strong>, approaches, stunts </strong>(special features). 1 stat (Refresh).</p><p><strong>Special: Fate Points </strong>earned for good (or compelled) roleplay of aspects, expended to invoke aspects (bonus or reroll) or add narrative details.</p><p><strong>Advancement: Refresh </strong>earned as XP, can be spent at Milestones to gain stunts or skills.</p><p>Recommended for: collaborative worlds.</p><p>Not recommended for: tactical combat. </p><p></p><p><strong>Powered by the Apocalypse </strong>(Apocalypse World, Dungeon World, et al):</p><p><strong>Genre: universal framework</strong>. Apocalypse engine builds lightweight rule sets with bespoke stats & features.</p><p><strong>Focus: cinematic narrative</strong>. Players describe story actions via moves.</p><p><strong>Roll: 2d6+stat vs 7 / 10</strong>. 7-9 is success with cost, 10+ is success.</p><p><strong>PCs: classes with moves</strong> based on 5 stats (usually).</p><p><strong>Special: varies </strong>by game.</p><p><strong>Advancement: 10 levels </strong>with specified improvements.</p><p>Recommended for: Apocalyptic, ???</p><p>Not recommended for: ???</p><p></p><p><strong>Savage Worlds </strong>(Deadlands, Interface Zero, et al):</p><p><strong>Genre: universal</strong>. specific settings often add rules.</p><p><strong>Focus: cinematic action</strong>. </p><p><strong>Roll: dX+mods vs TN </strong>(often 4). Ability scores and skills are die sizes (d4 to d12).</p><p><strong>PCs: skills, edges/hindrances (mods), gear</strong>. 4 stats, sometimes races, archetypes, powers.</p><p><strong>Special: Bennies </strong>earned for creative roleplay, expended for rerolls.</p><p><strong>Advancement: XP </strong>spent to increase die sizes, gain edges. </p><p>Recommended for: Action/Horror, ???</p><p>Not recommended for: ???</p><p></p><p><strong>Cypher System</strong> (Numenera, The Strange, et al): </p><p><strong>Genre: universal </strong>(but primarily aimed at human-level SF&F).</p><p><strong>Focus: </strong>??? </p><p><strong>Roll: d20 vs TN -edge -effort -mods</strong>. (effectively like D&D but counting in the opposite direction). Ability scores have 2 modifier components: Edge (constant) and Effort Pool (expendable). </p><p><strong>PCs: "descriptor type who {focus}"</strong>. Each keyword has associated skills & moves. 3 stats x2.</p><p><strong>Special: Cyphers </strong>are one-shot boost items found and used during adventures.</p><p><strong>Special: GM Intrusion </strong>stirs up the plot: earn XP in exchange for compelled difficulty.</p><p><strong>Advancement: XP </strong>spent on stats, skills, or big one-shot boosts.</p><p>Recommended for: Numenera, The Strange.</p><p>Not recommended for: Superhero?</p><p></p><p><strong>Hero System </strong>(Champions, Danger International, Fuzion, et al): </p><p><strong>Genre: universal</strong>. Effect-based abilities reskinned as magic, super powers, tech, etc.</p><p><strong>Focus: combat</strong>, also social and exploration (skills).</p><p><strong>Roll: 3d6+OCV-DCV </strong>(combat value)<strong> vs 11</strong>, Xd6 - Defense for damage.</p><p><strong>PCs: point-valued abilities & modifiers</strong>. 8 stats + derived numbers.</p><p><strong>Special: Perks & Disads</strong>: point values for persistent story complications (NPC friends/enemies/dependents, compulsions, etc).</p><p><strong>Advancement: XP </strong>adds to ability point total.</p><p>Recommended for: Superhero, players who like math puzzles ("EC, MP, or VPP? I'll make a spreadsheet...")</p><p>Not recommended for: non-combat focus.</p><p></p><p><strong>GURPS </strong>(many many setting books): </p><p><strong>Genre: universal</strong>. It's right there in the name.</p><p><strong>Focus: tactical simulation</strong>.</p><p><strong>Roll: </strong><strong>skill vs 3d6</strong> (low roll is better).</p><p><strong>PCs:</strong> <strong>point-valued abilities & skills</strong>. 4 stats + derived numbers.</p><p><strong>Special: </strong>??? </p><p><strong>Advancement: </strong><strong>XP</strong> adds to ability point total.</p><p>Recommended for: "realistic" genres.</p><p>Not recommended for: genres where combat isn't a big risk.</p><p></p><p><strong>WOIN </strong>(OLD, NOW, NEW):</p><p><strong>Genre: universal </strong>(fantasy, modern, SF) </p><p><strong>Focus: action</strong>.</p><p><strong>Roll: Xd6 (stat+skill+equipment) vs TN</strong>. </p><p><strong>PCs: "descriptor career who {hook}" </strong>with skills, traits & exploits. 9 stats + derived numbers.</p><p><strong>Special: Luck </strong>stat provides expendable dice pool.</p><p><strong>Advancement: career grades </strong>(how many?) gain or improve skills.</p><p>Recommended for: ???</p><p>Not recommended for: ???</p></blockquote><p></p>
[QUOTE="Frankie1969, post: 7620885, member: 61252"] I spent way too much time devising this, so I was pleasantly surprised to see that Elfcrusher et al have already been [URL="https://www.enworld.org/forum/showthread.php?659975-What-would-be-some-good-metics-to-evaluate-RPG-rules-systems"]discussing a similar topic[/URL]. Rather than numerical values, I came up with a set of descriptive criteria & keywords to compare RPGs. Do you think this is a good framework? Do you agree with my assessments? Recommendations can be genre, specific universe, and/or play style. UPDATED 2019-July. [B]D&D[/B]: [B]Genre: fantasy [/B](but sometimes modded for other genres). [B]Focus: fantasy combat[/B], also social & exploration (skills). [B]Roll: d20+stat+prof+mods vs DC[/B]. [B]PCs: race, class, subclass, items[/B]. discrete spell lists. 6 stats + derived numbers. Also, background & personality traits. [B]Special: Inspiration Points[/B] earned for good roleplay of traits, expended for rerolls. [B]Advancement: 20 class levels [/B]with specified features, [URL="http://www.giantitp.com/comics/oots0929.html"]especially Hit Points[/URL]. Recommended for: Fantasy. Most of the content is based on magic. Not recommended for: genres where combat is risky even for experienced PCs (e.g. Firefly). [B]FFG Narrative Dice [/B](Star Wars, Legend of Five Rings, Genesys): [B]Genre: universal[/B]. specific settings add rules. [B]Focus[/B]: ??? [B]Roll[/B]: symbol-sided opposing dice where plus/minus pairs cancel each other. circumstances add dice. [B]PCs[/B]: [B]race, class, talents[/B]. stats + skills + derived numbers. [B]Special[/B]: plot chips that are expended then given to other side (PC vs enemies). [B]Advancement[/B]: [B]talent tree[/B]. Recommended for: SF&F. Not recommended for: ??? [B]Pathfinder [/B](also Starfinder?): [B]Genre: fantasy[/B] (also Sci Fi) [B]Focus[/B]: [B]combat[/B], also social & exploration (skills). [B]Roll: d20+stat+points+mods vs DC[/B]. [B]PCs: race, classes, level, items[/B]. [B]Special[/B]: ??? [B]Advancement: 20 class levels [/B]with specified features. Recommended for: Fantasy, SciFi, Stargate? Not recommended for: ??? [B]Storytelling [/B](nWoD - Vampire, Werewolf, Mage, et al): [B]Genre: modern supernatural[/B] (but potentially universal) [B]Focus[/B]: ??? [B]Roll[/B]: [B]Xd10 pools[/B] (stat+skill+modifiers) [B]vs TN[/B], each roll of 8+ is a Success, roll of 1 causes Drama. [B]PCs[/B]: [B]stats [/B](9 core + many derived), [B]skills, features, virtue & vice[/B]. [B]Special[/B]: ??? [B]Advancement[/B]: [B]XP[/B] spent to increase stats, skills, features. Recommended for: Modern Supernatural (specifically World of Darkness). Not recommended for: "realistic" genres. [B]Fate[/B] (Dresden Files, Spirit of the Century, et al): [B]Genre: universal modular[/B]. Rule sections are designed to be added or removed. [B]Focus: dramatic narrative[/B]. Everything is abstracted. Players can explicitly modify scenes. [B]Roll: 4dF+approach [/B](skill)[B]+shifts [/B](modifiers)[B] vs ladder[/B]. Fate dice are {-1, 0, +1}. Ladder is a sliding success scale (-2 Terrible to +8 Legendary) of effects. [B]PCs: aspects [/B](high concepts)[B], approaches, stunts [/B](special features). 1 stat (Refresh). [B]Special: Fate Points [/B]earned for good (or compelled) roleplay of aspects, expended to invoke aspects (bonus or reroll) or add narrative details. [B]Advancement: Refresh [/B]earned as XP, can be spent at Milestones to gain stunts or skills. Recommended for: collaborative worlds. Not recommended for: tactical combat. [B]Powered by the Apocalypse [/B](Apocalypse World, Dungeon World, et al): [B]Genre: universal framework[/B]. Apocalypse engine builds lightweight rule sets with bespoke stats & features. [B]Focus: cinematic narrative[/B]. Players describe story actions via moves. [B]Roll: 2d6+stat vs 7 / 10[/B]. 7-9 is success with cost, 10+ is success. [B]PCs: classes with moves[/B] based on 5 stats (usually). [B]Special: varies [/B]by game. [B]Advancement: 10 levels [/B]with specified improvements. Recommended for: Apocalyptic, ??? Not recommended for: ??? [B]Savage Worlds [/B](Deadlands, Interface Zero, et al): [B]Genre: universal[/B]. specific settings often add rules. [B]Focus: cinematic action[/B]. [B]Roll: dX+mods vs TN [/B](often 4). Ability scores and skills are die sizes (d4 to d12). [B]PCs: skills, edges/hindrances (mods), gear[/B]. 4 stats, sometimes races, archetypes, powers. [B]Special: Bennies [/B]earned for creative roleplay, expended for rerolls. [B]Advancement: XP [/B]spent to increase die sizes, gain edges. Recommended for: Action/Horror, ??? Not recommended for: ??? [B]Cypher System[/B] (Numenera, The Strange, et al): [B]Genre: universal [/B](but primarily aimed at human-level SF&F). [B]Focus: [/B]??? [B]Roll: d20 vs TN -edge -effort -mods[/B]. (effectively like D&D but counting in the opposite direction). Ability scores have 2 modifier components: Edge (constant) and Effort Pool (expendable). [B]PCs: "descriptor type who {focus}"[/B]. Each keyword has associated skills & moves. 3 stats x2. [B]Special: Cyphers [/B]are one-shot boost items found and used during adventures. [B]Special: GM Intrusion [/B]stirs up the plot: earn XP in exchange for compelled difficulty. [B]Advancement: XP [/B]spent on stats, skills, or big one-shot boosts. Recommended for: Numenera, The Strange. Not recommended for: Superhero? [B]Hero System [/B](Champions, Danger International, Fuzion, et al): [B]Genre: universal[/B]. Effect-based abilities reskinned as magic, super powers, tech, etc. [B]Focus: combat[/B], also social and exploration (skills). [B]Roll: 3d6+OCV-DCV [/B](combat value)[B] vs 11[/B], Xd6 - Defense for damage. [B]PCs: point-valued abilities & modifiers[/B]. 8 stats + derived numbers. [B]Special: Perks & Disads[/B]: point values for persistent story complications (NPC friends/enemies/dependents, compulsions, etc). [B]Advancement: XP [/B]adds to ability point total. Recommended for: Superhero, players who like math puzzles ("EC, MP, or VPP? I'll make a spreadsheet...") Not recommended for: non-combat focus. [B]GURPS [/B](many many setting books): [B]Genre: universal[/B]. It's right there in the name. [B]Focus: tactical simulation[/B]. [B]Roll: [/B][B]skill vs 3d6[/B] (low roll is better). [B]PCs:[/B] [B]point-valued abilities & skills[/B]. 4 stats + derived numbers. [B]Special: [/B]??? [B]Advancement: [/B][B]XP[/B] adds to ability point total. Recommended for: "realistic" genres. Not recommended for: genres where combat isn't a big risk. [B]WOIN [/B](OLD, NOW, NEW): [B]Genre: universal [/B](fantasy, modern, SF) [B]Focus: action[/B]. [B]Roll: Xd6 (stat+skill+equipment) vs TN[/B]. [B]PCs: "descriptor career who {hook}" [/B]with skills, traits & exploits. 9 stats + derived numbers. [B]Special: Luck [/B]stat provides expendable dice pool. [B]Advancement: career grades [/B](how many?) gain or improve skills. Recommended for: ??? Not recommended for: ??? [/QUOTE]
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