Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Rules-Satisfying
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Balesir" data-source="post: 6292158" data-attributes="member: 27160"><p>Lots of good systems mentioned, here - some I have tried (FATE Core definitely works for me, and Fiasco), some I haven't (Savage Worlds, which I own and want to try but need time, for example) - but I'll try to add some new ones.</p><p></p><p>I actually find D&D 4E hits the marks, for me.</p><p></p><p style="margin-left: 20px">1. <em>Search and Handling time</em>: I don't need to know all the character abilities - the players deal with that, and have cards with the technical details to do so - and the monster stat. blocks have everything I need to run them. We rarely need to look anything up during play; the core of the rules just make so much sense to me that I can remember them all. I just <em>grok</em> them, I suppose.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2. <em>Information Handiness</em>: We use power cards and monster stat. block cards; with those and the GM's screen I have almost everything I ever need to hand at all times.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3. <em>No need to houserule</em>: In running a complete campaign up to Epic levels, the only thing I have felt the need to houserule is to <strong><em>not</em></strong> change the magic item rules when the "rarity" stuff was foisted in as part of Essentials. Other than that, I am hankering to try out a few ideas when I start my next 4E campaign, but feel no need whatsoever to houserule the current one.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">4. <em>Playing Should Feel as Intended</em>: I'm not entirely sure what was intended, but it feels like generic high fantasy adventuring, to me, which is what I associate with D&D (so it can't be failing completely).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">5. <em>Coherence</em>: I think this is a key 4E strength and it's probably the reason I just "get" the rules and hardly ever need to look them up. Internal consistency is sound, as far as I can see.</p><p></p><p>All that said, I definitely don't believe in "One True System", and these other games have done a super job, for me, with different styles of game:</p><p></p><p style="margin-left: 20px">- Pendragon. It's tied to Arthurian Knights, but for them it just *works*. Any edition would do, but I think 3e is my favourite.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">- Universalis. Like Fiasco, it's not traditional in form, but it has simple, clear rules that cover all the cases (and there is no GM, so you don't have that crutch to rely on when rules are missing).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">- DragonQuest. Long out of print and with a very different ethos than D&D, this nevertheless provides rules that Just. Make. Sense.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">- Theatrix. Needs the right group, and is very non-traditional, again, but this is the best take on how to make diceless, pure GM-judgement work in a game. Coming from me, that's some compliment!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">- HârnMaster. It's old and it looks scary complex at first glance, but once it "clicks" for you it's actually smooth and simple in play. Also gives a very, very different feel from "standard" fantasy RPGs. You could run a soap opera game in HM, and it would work a treat.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">- Bushido. Tied to Mythological Japan, although the related "Daredevils" uses the same basic system for pulp tales (and is also good). Bushido is almost the "original E6"; it uses only 6 levels, and you can lose as well as gain levels (if you lose "face", you can lose level). Captures the theme brilliantly, and is simple yet makes sense (for the genre) as a system.</p><p></p><p>I think those cover all the ones I have run that work (for me). Several others look very good, but I haven't actually used in anger. 13th Age, Hillfolk and the aforementioned Savage Worlds would be the main ones, there.</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="Balesir, post: 6292158, member: 27160"] Lots of good systems mentioned, here - some I have tried (FATE Core definitely works for me, and Fiasco), some I haven't (Savage Worlds, which I own and want to try but need time, for example) - but I'll try to add some new ones. I actually find D&D 4E hits the marks, for me. [INDENT]1. [I]Search and Handling time[/I]: I don't need to know all the character abilities - the players deal with that, and have cards with the technical details to do so - and the monster stat. blocks have everything I need to run them. We rarely need to look anything up during play; the core of the rules just make so much sense to me that I can remember them all. I just [I]grok[/I] them, I suppose. 2. [I]Information Handiness[/I]: We use power cards and monster stat. block cards; with those and the GM's screen I have almost everything I ever need to hand at all times. 3. [I]No need to houserule[/I]: In running a complete campaign up to Epic levels, the only thing I have felt the need to houserule is to [B][I]not[/I][/B] change the magic item rules when the "rarity" stuff was foisted in as part of Essentials. Other than that, I am hankering to try out a few ideas when I start my next 4E campaign, but feel no need whatsoever to houserule the current one. 4. [I]Playing Should Feel as Intended[/I]: I'm not entirely sure what was intended, but it feels like generic high fantasy adventuring, to me, which is what I associate with D&D (so it can't be failing completely). 5. [I]Coherence[/I]: I think this is a key 4E strength and it's probably the reason I just "get" the rules and hardly ever need to look them up. Internal consistency is sound, as far as I can see.[/INDENT] All that said, I definitely don't believe in "One True System", and these other games have done a super job, for me, with different styles of game: [INDENT]- Pendragon. It's tied to Arthurian Knights, but for them it just *works*. Any edition would do, but I think 3e is my favourite. - Universalis. Like Fiasco, it's not traditional in form, but it has simple, clear rules that cover all the cases (and there is no GM, so you don't have that crutch to rely on when rules are missing). - DragonQuest. Long out of print and with a very different ethos than D&D, this nevertheless provides rules that Just. Make. Sense. - Theatrix. Needs the right group, and is very non-traditional, again, but this is the best take on how to make diceless, pure GM-judgement work in a game. Coming from me, that's some compliment! - HârnMaster. It's old and it looks scary complex at first glance, but once it "clicks" for you it's actually smooth and simple in play. Also gives a very, very different feel from "standard" fantasy RPGs. You could run a soap opera game in HM, and it would work a treat. - Bushido. Tied to Mythological Japan, although the related "Daredevils" uses the same basic system for pulp tales (and is also good). Bushido is almost the "original E6"; it uses only 6 levels, and you can lose as well as gain levels (if you lose "face", you can lose level). Captures the theme brilliantly, and is simple yet makes sense (for the genre) as a system.[/INDENT] I think those cover all the ones I have run that work (for me). Several others look very good, but I haven't actually used in anger. 13th Age, Hillfolk and the aforementioned Savage Worlds would be the main ones, there. Hope that helps! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Rules-Satisfying
Top