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<blockquote data-quote="zztong" data-source="post: 7410363" data-attributes="member: 6943414"><p>I have looked back at D&D 1e/2e and it would be viable and a homecoming of sorts. It was easy to modify and the levels basically flat-lined after 10th, which is kind of appealing. But for my players, the D&D 3e/3.5e melee math would be desirable instead of THACO. Plus with D&D 3e/3.5e I get basically the same skill system that I would add. I've even considered using Castle and Crusades, but I don't care for its skill/proficiency system. Likewise, I don't care for D&D 5e's skills, nor the announced PF2e skills. This basically had me thinking: D&D 3.5e base, drop Feats, drop Magic, and see where I stand.</p><p></p><p>Actually, PF1e would remain viable, though the bummer with PF1e is that we pretty much always play with Hero Lab for automation. This messes with my ability to introduce house rules. For instance, one cool way to bring the game's math back down to "common man" levels is to say "no bonuses of any type stack" (use only the highest). But there's no Hero Lab option to implement that. The classic way to do a "common man" game is to say "Pathfinder stops at 9th level" or perhaps y'all know of "E6" where the game stops at 6th level.</p><p></p><p>But anyways, yes, I can make a viable game system from all of the parts laying around. But if there were another game already out there, then I'd look at it. Thus far, RuneQuest. And, given my background with the Hero System, maybe that probably not. I liked the Hero System for Super Heroes and some modern "common man" games, but not for something where I might introduce a magic system.</p></blockquote><p></p>
[QUOTE="zztong, post: 7410363, member: 6943414"] I have looked back at D&D 1e/2e and it would be viable and a homecoming of sorts. It was easy to modify and the levels basically flat-lined after 10th, which is kind of appealing. But for my players, the D&D 3e/3.5e melee math would be desirable instead of THACO. Plus with D&D 3e/3.5e I get basically the same skill system that I would add. I've even considered using Castle and Crusades, but I don't care for its skill/proficiency system. Likewise, I don't care for D&D 5e's skills, nor the announced PF2e skills. This basically had me thinking: D&D 3.5e base, drop Feats, drop Magic, and see where I stand. Actually, PF1e would remain viable, though the bummer with PF1e is that we pretty much always play with Hero Lab for automation. This messes with my ability to introduce house rules. For instance, one cool way to bring the game's math back down to "common man" levels is to say "no bonuses of any type stack" (use only the highest). But there's no Hero Lab option to implement that. The classic way to do a "common man" game is to say "Pathfinder stops at 9th level" or perhaps y'all know of "E6" where the game stops at 6th level. But anyways, yes, I can make a viable game system from all of the parts laying around. But if there were another game already out there, then I'd look at it. Thus far, RuneQuest. And, given my background with the Hero System, maybe that probably not. I liked the Hero System for Super Heroes and some modern "common man" games, but not for something where I might introduce a magic system. [/QUOTE]
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