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<blockquote data-quote="GMMichael" data-source="post: 9111643" data-attributes="member: 6685730"><p>Close to 60 different games, and none of them clear this bar?</p><p></p><p></p><p>So you don't trust yourself with rules-light, but rules-medium is too crunchy. That...doesn't leave a lot.</p><p></p><p>What about a modular game that starts super-simple, with bare bones rules for game play and character creation, then adds a layer of complexity for generic, extended conflict resolution, and then adds combat and magic modules in case you're still wanting more? Try <a href="https://modos-rpg.obsidianportal.com/" target="_blank">Modos RPG.</a></p><p></p><p>Gritty details:</p><p>[SPOILER]</p><ul> <li data-xf-list-type="ul">Survivable. Characters generally start at 10 health, and kobolds, on a good day, will strike for d6 damage with a short sword.</li> <li data-xf-list-type="ul">Interesting options. While the GM can always interpret whatever action a PC wants (which can make Progress), the basic actions are attack, defend, cast, move, combine, mount, maintain, and delay.</li> <li data-xf-list-type="ul">Easy to learn...but difficult to master. The first module simply asks a player to roll a d20, add an attribute bonus to it, and compare it to the GM's result. The extended conflict module chains these rolls together with rounds and progress. The combat module adds a physical, more tactical layer on the extended conflict module.</li> <li data-xf-list-type="ul">Good GM tools. There's a GM's toolbox, which helps general game play. Combat encounter creation gets some pointers, but largely comes down to two major factors: which side has more combatants, and which side has better arms and armor?</li> </ul><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9111643, member: 6685730"] Close to 60 different games, and none of them clear this bar? So you don't trust yourself with rules-light, but rules-medium is too crunchy. That...doesn't leave a lot. What about a modular game that starts super-simple, with bare bones rules for game play and character creation, then adds a layer of complexity for generic, extended conflict resolution, and then adds combat and magic modules in case you're still wanting more? Try [URL='https://modos-rpg.obsidianportal.com/']Modos RPG.[/URL] Gritty details: [SPOILER] [LIST] [*]Survivable. Characters generally start at 10 health, and kobolds, on a good day, will strike for d6 damage with a short sword. [*]Interesting options. While the GM can always interpret whatever action a PC wants (which can make Progress), the basic actions are attack, defend, cast, move, combine, mount, maintain, and delay. [*]Easy to learn...but difficult to master. The first module simply asks a player to roll a d20, add an attribute bonus to it, and compare it to the GM's result. The extended conflict module chains these rolls together with rounds and progress. The combat module adds a physical, more tactical layer on the extended conflict module. [*]Good GM tools. There's a GM's toolbox, which helps general game play. Combat encounter creation gets some pointers, but largely comes down to two major factors: which side has more combatants, and which side has better arms and armor? [/LIST] [/SPOILER] [/QUOTE]
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