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The older i get the less I need.
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<blockquote data-quote="kronovan" data-source="post: 9525455" data-attributes="member: 6775134"><p>Well...I look at my TTRPG bookshelf and I see my HCs and SCs for Basic Roleplaying, Savage Worlds, FATE Core, Cepheus Engine and True20 and IME they can do all the genres you list. Though some do require companions in edition to the CRB for some of them. I won't give a detailed explanation for most of the systems I listed, as I see others have already done that, but I will for CE and True20.</p><p></p><p><strong>Cepheus Engine</strong>: it's Mongoose Traveller 1e with some slight differences depending upon who the publisher of the CRB is. So it has 2d6 rolled against a target number as a core dice mechanic and starting PCs that are relatively seasoned compared to other TTRPGs. Having MGT1e as its DNA, it's strongest at supporting the SciFi genre, but it does others well too. There's a freebie SRD which is very close to MGT1e, but Stellegama Publishing's popular Cepheus Deluxe borrows some from MGT2e. While Moonstone Publishing's Shipbuilding and Vehicle toolkits add to the core more than the equivalent books for MGT1e did. The Sword of Cepheus, which is a Sword & Sorcery flavor for the rules, is what intro'd the rules to the Fantasy genre.</p><p>The most impressive thing about it is all the genre companions and settings that different publishers and fans have released for it. There's a Modern companion and Military companion available and some terrific companions for adding different flavors of magic/powers. The only knock against CE, is the challenge of creating careers if you want to use it for a subgenre that has no published coverage. That can be a significant task, as careers are core to the system and quite detailed.</p><p></p><p><strong>True20: </strong>it's derived from D&D 3e, but changed things signficantly. It eliminated class-favored skills and pared down the overall number. It replaced clsses with just 3 Roles (Adept, Expert & Warrior) which are broad based and usable in all genres. It also made some feats Role specific. The biggest differenced is that it replaced HPs with a wound system and damage dice with a Toughness save.</p><p>There's some quality 3rd party settings for it and I've pesonality used it for SciFi (Reign of Discordia), Cosmic/Lovecraftian Horror (Shadow of Cthulhu) and Historical Fantasy (Tales of the Caliphate Nights), with good results. There's also a good amount of 3P companions that cover many genres and provide a variety of toolkits. The publisher -Green Ronin- also released some genre books and terrific handbooks for the 3 different Roles.</p><p>Sadly it's no longer supported and the books are OOP, but GR still sells the PDFs and any GMs or players familiar with D&D wouldn't have much of a problem learning it.</p></blockquote><p></p>
[QUOTE="kronovan, post: 9525455, member: 6775134"] Well...I look at my TTRPG bookshelf and I see my HCs and SCs for Basic Roleplaying, Savage Worlds, FATE Core, Cepheus Engine and True20 and IME they can do all the genres you list. Though some do require companions in edition to the CRB for some of them. I won't give a detailed explanation for most of the systems I listed, as I see others have already done that, but I will for CE and True20. [B]Cepheus Engine[/B]: it's Mongoose Traveller 1e with some slight differences depending upon who the publisher of the CRB is. So it has 2d6 rolled against a target number as a core dice mechanic and starting PCs that are relatively seasoned compared to other TTRPGs. Having MGT1e as its DNA, it's strongest at supporting the SciFi genre, but it does others well too. There's a freebie SRD which is very close to MGT1e, but Stellegama Publishing's popular Cepheus Deluxe borrows some from MGT2e. While Moonstone Publishing's Shipbuilding and Vehicle toolkits add to the core more than the equivalent books for MGT1e did. The Sword of Cepheus, which is a Sword & Sorcery flavor for the rules, is what intro'd the rules to the Fantasy genre. The most impressive thing about it is all the genre companions and settings that different publishers and fans have released for it. There's a Modern companion and Military companion available and some terrific companions for adding different flavors of magic/powers. The only knock against CE, is the challenge of creating careers if you want to use it for a subgenre that has no published coverage. That can be a significant task, as careers are core to the system and quite detailed. [B]True20: [/B]it's derived from D&D 3e, but changed things signficantly. It eliminated class-favored skills and pared down the overall number. It replaced clsses with just 3 Roles (Adept, Expert & Warrior) which are broad based and usable in all genres. It also made some feats Role specific. The biggest differenced is that it replaced HPs with a wound system and damage dice with a Toughness save. There's some quality 3rd party settings for it and I've pesonality used it for SciFi (Reign of Discordia), Cosmic/Lovecraftian Horror (Shadow of Cthulhu) and Historical Fantasy (Tales of the Caliphate Nights), with good results. There's also a good amount of 3P companions that cover many genres and provide a variety of toolkits. The publisher -Green Ronin- also released some genre books and terrific handbooks for the 3 different Roles. Sadly it's no longer supported and the books are OOP, but GR still sells the PDFs and any GMs or players familiar with D&D wouldn't have much of a problem learning it. [/QUOTE]
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