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So when D&D isn't for me, what is?
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<blockquote data-quote="Ourph" data-source="post: 4688776" data-attributes="member: 20239"><p>I'm a big fan of WFRP 2e but I'm going to disagree witht he suggestions that it fits your criteria for three main reasons.</p><p></p><p>1. If you're looking for a system that rewards willingness to engage in combat on about the same level as low to mid-level D&D 3.5, WFRP isn't it. Avoiding combat as much as possible is the primary strategy for staying alive and unmaimed in WFRP.</p><p></p><p>2. If you are looking for a system that supports playing "monstrous" PCs as easily as D&D 3.5, again, WFRP isn't going to do much for you. It's entirely possible to create monstrous PCs, but the rulebooks don't provide much support for it (beyond very specific instances like the Skaven supplement that has rules for playing Skaven or the Chaos supplement with rules for playing Chaos Warriors). Unfortuantely, those options aren't really balanced for integration with normal PCs. They work fine if you want to run an all Skaven or all Chaos campaign, but if you try to include a Kirgon character in a group of normal PCs, you'll have all kinds of problems. Figuring out how to balance such a situation is a major headache.</p><p></p><p>3. There are plenty of over-the-top elements included in the core of the game. Maybe not buster swords or chainmail bikinis, but magical handguns, alchemical chaos grenades and other wierdness abound. It's possible to take those things out I suppose, but it's an added step that makes WFRP a less attractive option.</p><p></p><p>I would suggest d20 Conan, with perhaps a few core 3.5 D&D classes thrown in if you want a little more magic (like the Warlock or the Bard).</p></blockquote><p></p>
[QUOTE="Ourph, post: 4688776, member: 20239"] I'm a big fan of WFRP 2e but I'm going to disagree witht he suggestions that it fits your criteria for three main reasons. 1. If you're looking for a system that rewards willingness to engage in combat on about the same level as low to mid-level D&D 3.5, WFRP isn't it. Avoiding combat as much as possible is the primary strategy for staying alive and unmaimed in WFRP. 2. If you are looking for a system that supports playing "monstrous" PCs as easily as D&D 3.5, again, WFRP isn't going to do much for you. It's entirely possible to create monstrous PCs, but the rulebooks don't provide much support for it (beyond very specific instances like the Skaven supplement that has rules for playing Skaven or the Chaos supplement with rules for playing Chaos Warriors). Unfortuantely, those options aren't really balanced for integration with normal PCs. They work fine if you want to run an all Skaven or all Chaos campaign, but if you try to include a Kirgon character in a group of normal PCs, you'll have all kinds of problems. Figuring out how to balance such a situation is a major headache. 3. There are plenty of over-the-top elements included in the core of the game. Maybe not buster swords or chainmail bikinis, but magical handguns, alchemical chaos grenades and other wierdness abound. It's possible to take those things out I suppose, but it's an added step that makes WFRP a less attractive option. I would suggest d20 Conan, with perhaps a few core 3.5 D&D classes thrown in if you want a little more magic (like the Warlock or the Bard). [/QUOTE]
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So when D&D isn't for me, what is?
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