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What are some other good non-d20 fantasy systems
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<blockquote data-quote="jdrakeh" data-source="post: 3656614" data-attributes="member: 13892"><p>HarnMaster comes close and fulfills all of the requirements except an "interesting method of generating attributes" (at least it wasn't interesting for me). It is inherently low-magic, defaults to ablative armour, and provides mechanics for specific combat maneuvers. The social caste breakdowns also arguably mirror the fundamental end goals of Warhammer's career paths. Hmmm. . . </p><p></p><p>Also, Exalted does most of this, as odd as that might sound -- it's inherently high-<em>power</em>, though not really high-<em>magic</em> (until you start to get into the supplements). The skill and charm trees, as well as the different Exalted castes, work much as WHFRP career paths do. All White Wolf games utilize ablative armour by default (and also make allowances for damage soak based on physique). Exalted in particular is <em>all</em> about combat options (its charm trees absolutely dwarf the list of D&D PHB feats). </p><p></p><p>Bones, that I mentioned earlier, does <em>almost</em> all of these things -- unfortunately, it's also a logistical nightmare, which makes trying to play it more of a chore than any kind of fun <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> It is low-magic, provides (loose) rules for creating career packages, utilizes ablative armor, defines character using only dice (no character sheets), and allows you to customize those dice, thus manipulating proababilities in combat. The only thing that it lacks are rules for specific combat maneuvers. </p><p></p><p>Burning Wheel does <em>all</em> of these things out of the box, providing Lifepath character generation, ablative armor, rules for specific combat maneuvers, and an implied low-magic setting (backed up by a lack of detailed rules for magic) in addition to very interesting attribute generation. I liked a lot of the ideas individually, though the whole game left me cold for reasons that I haven't quite nailed down yet. Seems like it would be right up the OP's alley, though.</p><p></p><p>[Edit: I'll echo Danny's response above. Hero can do most of this, as well. Of course, it has no default 'magic' being a tool-kit, so that might be a bit of a cop-out. That said, it still technically conforms to the OP's criteria.]</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3656614, member: 13892"] HarnMaster comes close and fulfills all of the requirements except an "interesting method of generating attributes" (at least it wasn't interesting for me). It is inherently low-magic, defaults to ablative armour, and provides mechanics for specific combat maneuvers. The social caste breakdowns also arguably mirror the fundamental end goals of Warhammer's career paths. Hmmm. . . Also, Exalted does most of this, as odd as that might sound -- it's inherently high-[i]power[/i], though not really high-[i]magic[/i] (until you start to get into the supplements). The skill and charm trees, as well as the different Exalted castes, work much as WHFRP career paths do. All White Wolf games utilize ablative armour by default (and also make allowances for damage soak based on physique). Exalted in particular is [i]all[/i] about combat options (its charm trees absolutely dwarf the list of D&D PHB feats). Bones, that I mentioned earlier, does [i]almost[/i] all of these things -- unfortunately, it's also a logistical nightmare, which makes trying to play it more of a chore than any kind of fun :( It is low-magic, provides (loose) rules for creating career packages, utilizes ablative armor, defines character using only dice (no character sheets), and allows you to customize those dice, thus manipulating proababilities in combat. The only thing that it lacks are rules for specific combat maneuvers. Burning Wheel does [i]all[/i] of these things out of the box, providing Lifepath character generation, ablative armor, rules for specific combat maneuvers, and an implied low-magic setting (backed up by a lack of detailed rules for magic) in addition to very interesting attribute generation. I liked a lot of the ideas individually, though the whole game left me cold for reasons that I haven't quite nailed down yet. Seems like it would be right up the OP's alley, though. [Edit: I'll echo Danny's response above. Hero can do most of this, as well. Of course, it has no default 'magic' being a tool-kit, so that might be a bit of a cop-out. That said, it still technically conforms to the OP's criteria.] [/QUOTE]
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