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<blockquote data-quote="SakanaSensei" data-source="post: 8823571" data-attributes="member: 7033162"><p>Worlds Without Number is my favorite game in the OSR I've seen, by a pretty large margin. It's fairly simple compared to something like modern DnD, but it still has options available for players to customize their character in interesting ways. It's packed to the gills with tools to make the DM's life easier, from building up hexes and dungeons to creating factions and giving you a mini-game to play between sessions to let the movers and shakers of the world move and shake.</p><p></p><p>The only thing I kind of dislike is skills, mostly because my players get confused with skills and combat actions not both working off of the same dice. (Skills are 2d6, attacks and saves are 1d20.) They're also a bit fiddly to advance, with every skill having four ranks and with players gaining 3-4 skill points on level up to spend upgrading them... If my players get through our current campaign and like most of the rest of the bones as much as I do, there's a chance that I hack the system a bit and fix this for our preferences. That is, after all, half of the draw to OSR I think: it's a nice little toolkit/toy box that is very easily hacked.</p><p></p><p>Best of all, the rules are <a href="https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition?src=newest" target="_blank">free!</a> The paid version has some extra subclasses (far from necessary), rules for god-like powers (only needed for certain flavors of campaign), and other things of that nature. Still, can't recommend the game enough.</p></blockquote><p></p>
[QUOTE="SakanaSensei, post: 8823571, member: 7033162"] Worlds Without Number is my favorite game in the OSR I've seen, by a pretty large margin. It's fairly simple compared to something like modern DnD, but it still has options available for players to customize their character in interesting ways. It's packed to the gills with tools to make the DM's life easier, from building up hexes and dungeons to creating factions and giving you a mini-game to play between sessions to let the movers and shakers of the world move and shake. The only thing I kind of dislike is skills, mostly because my players get confused with skills and combat actions not both working off of the same dice. (Skills are 2d6, attacks and saves are 1d20.) They're also a bit fiddly to advance, with every skill having four ranks and with players gaining 3-4 skill points on level up to spend upgrading them... If my players get through our current campaign and like most of the rest of the bones as much as I do, there's a chance that I hack the system a bit and fix this for our preferences. That is, after all, half of the draw to OSR I think: it's a nice little toolkit/toy box that is very easily hacked. Best of all, the rules are [URL='https://www.drivethrurpg.com/product/348809/Worlds-Without-Number-Free-Edition?src=newest']free![/URL] The paid version has some extra subclasses (far from necessary), rules for god-like powers (only needed for certain flavors of campaign), and other things of that nature. Still, can't recommend the game enough. [/QUOTE]
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