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So when D&D isn't for me, what is?
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<blockquote data-quote="Derren" data-source="post: 4688430" data-attributes="member: 2518"><p>Over the last months I heard time and again that not only 4E does not support my gamestyle, but that the whole D&D brand doesn't (even though I was quite satisfied with 3E when you carefully regulate splatbooks).</p><p></p><p>So, when D&D isn't for me, what system is?</p><p>My requirements on a game system:</p><p></p><p>1. Primarily fantasy. Fantasy gaming should be the primary focus of the system. Having non fantasy setting books are ok, but not required</p><p></p><p>2. High/Low magic. Magic should be powerful both globally or in encounters/smaller scale. Yet magic should also be uncommon so that most commoners are likely never affected by it. Not like, say Eberron where magic is everywhere</p><p></p><p>3. Not too complex. A action should not require mor than two die rols to complete</p><p></p><p>4. Not gritty, but it should also be possible to play more normal stories than "Heroe saves the world" things</p><p></p><p>5. (related to 4). Combat should not be so deadly that the players are afraid to enter combat. But it should still be dangerous, so no "the players will always win without losses" assumptions</p><p></p><p>6. The game should not fall appart when you play it in a simulationist way and question things with were only included for coolness despite making no sense. At best, it should be easy to houserule them out.</p><p></p><p>7. (related to 6) The game shouldn't sacrifice too much believability for streamlining or, especialy, coolness</p><p></p><p>8. No buster swords, chainmail bikinis and other such nonsense</p><p></p><p>9. Combat should be more "down to earth" and not include many wuxia elements.</p><p></p><p>10. While combat should be covered rather well rules wise, doing something else than that should not require you to freeform. It doesn't need rules for everything, but at least should have such a framework which allows you to easily carft new "skills" (or whatever the system uses) to run a adventure with an uncommon focus</p><p></p><p>11. Believeable characters with strengths and weaknesses.</p><p></p><p>12. (related to 11) NPCs using the same system as PCs</p><p></p><p>13. (related to 12) It should be possible to play monsters, either out of the book or after small tweaking</p><p></p><p>14. Either classless or more open classes with good multiclass rules.</p><p></p><p>Thats what I can think of right now. I might later add more things.</p><p></p><p>So, what system fulfills most of that? I guess GURPS does, but I haven't looked at it yet. 3.5E was "good enough", too. But apparently I played D&D wrong.</p><p>What else?</p></blockquote><p></p>
[QUOTE="Derren, post: 4688430, member: 2518"] Over the last months I heard time and again that not only 4E does not support my gamestyle, but that the whole D&D brand doesn't (even though I was quite satisfied with 3E when you carefully regulate splatbooks). So, when D&D isn't for me, what system is? My requirements on a game system: 1. Primarily fantasy. Fantasy gaming should be the primary focus of the system. Having non fantasy setting books are ok, but not required 2. High/Low magic. Magic should be powerful both globally or in encounters/smaller scale. Yet magic should also be uncommon so that most commoners are likely never affected by it. Not like, say Eberron where magic is everywhere 3. Not too complex. A action should not require mor than two die rols to complete 4. Not gritty, but it should also be possible to play more normal stories than "Heroe saves the world" things 5. (related to 4). Combat should not be so deadly that the players are afraid to enter combat. But it should still be dangerous, so no "the players will always win without losses" assumptions 6. The game should not fall appart when you play it in a simulationist way and question things with were only included for coolness despite making no sense. At best, it should be easy to houserule them out. 7. (related to 6) The game shouldn't sacrifice too much believability for streamlining or, especialy, coolness 8. No buster swords, chainmail bikinis and other such nonsense 9. Combat should be more "down to earth" and not include many wuxia elements. 10. While combat should be covered rather well rules wise, doing something else than that should not require you to freeform. It doesn't need rules for everything, but at least should have such a framework which allows you to easily carft new "skills" (or whatever the system uses) to run a adventure with an uncommon focus 11. Believeable characters with strengths and weaknesses. 12. (related to 11) NPCs using the same system as PCs 13. (related to 12) It should be possible to play monsters, either out of the book or after small tweaking 14. Either classless or more open classes with good multiclass rules. Thats what I can think of right now. I might later add more things. So, what system fulfills most of that? I guess GURPS does, but I haven't looked at it yet. 3.5E was "good enough", too. But apparently I played D&D wrong. What else? [/QUOTE]
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So when D&D isn't for me, what is?
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