FATAL's not really that complex. It's just additions to a 3E/d20 SRD base. Disturbing rape-fixated additions. Complexity wise, Space Opera leaves it in the dust, just by having a different skill chance calculation for each skill.I've heard FATAL is pretty complex, but we don't talk about that one . . .
Champions had math heavy character creation. Math during play was simple addition and subtraction.I can't think of any that are so complicated as to require an aerospace engineering degree, but both Champions and RIFTS did stand out for how ponderous they were do to the number of basic math operations needed during character creation and gameplay.
Space Opera is the most complex game I've engaged with. A group of hardcore Rolemaster players spent an evening doing PC gen. We never actually played.Complexity wise, Space Opera leaves it in the dust, just by having a different skill chance calculation for each skill.
It's certainly not rules light! But I don't think it's as complex as RM.Burning Wheel is quite complex. In a good way, for those who like it, but it terms of complexity of interlocking systems its up there.
The modifier list for combat in SO has some real gems... like the bonus to hit for being a PC instead of an NPC.Space Opera is the most complex game I've engaged with. A group of hardcore Rolemaster players spent an evening doing PC gen. We never actually played.
It's certainly not rules light! But I don't think it's as complex as RM.
I've got nothing in principle against a bonus for PCs compared to NPCs - it's a version of a "mook" rule, on the attack roll rather than damage side of things.The modifier list for combat in SO has some real gems... like the bonus to hit for being a PC instead of an NPC.
For a while, my college group would try to generate an SO character if we weren't involved in any of the scenarios running that day. I don't think anyone ever finished, and I'm pretty sure we never played. Having that many d100 rolls for stats (there was a lookup table to convert to a 1-20 range, I think) basically ensured that every character would have some cripplingly low stat. One chap started trying to re-organise the system to make it more playable, but gave up.Space Opera is the most complex game I've engaged with. A group of hardcore Rolemaster players spent an evening doing PC gen. We never actually played.
My answer is always Enforcers, a super hero setting in the near future that came out in 1987. A calculator is absolutely required as some of the derived statistics for your character was determined by calculating square roots. The back cover touts Enforcers as the "easiest, fastest, most flexible super-power role-playing game." Just a few lines down the writer's proudly proclaim "LOTUS compatible spread sheet program for online character sheets." For a certainly value of online of course. This was 1987 and most of us didn't have personal computers and those of us who did really weren't online in the sense that people are online today. We had no problem with GURPS but nobody in my group was touching this one.What is the most complex TTRPG of all time? I am thinking of a game that you would have to be a rocket scientist (or another occupation that needs an extensive education of many different areas of knowledge) to enjoy.
Phoenix command lite, better known as Aliens Adventure Game, took me an average of 5 minutes and at least 3 rolls to resolve a single attack
waaaaaay back, I was a playtester on the first expansion. Raven was a regular in one of my D&D circles as well.I haven't read it, but from what I have heard, Synnibar is unreasonably complex.
He absolutely never, never, never did this.Synnibar: "Rule Zero of every role-playing game is supposed to be either "The GM is always right" or "The rules shouldn't get in the way of the story", right? Not so in the World of Synnibarr! The GM is required to write his adventure notes down before the game begins, and then show them to the players after the adventure is over — and if the GM deviated from his written notes, the GM is required to award them bonus experience points. Worse still, the rulebook states that the GM "may not, however, deviate from the rules as they are written, for if he or she does and the players find out, then the adventure can be declared null, and the characters must be restored to their original condition, as they were before the game began." As such, rules-lawyering is openly encouraged in this game."
Should be called "Bones TV Series the RPG!"Millennium's End, has to be in the running. You lay a template over a silhouette of the target in various poses. Then roll your attack the value on the percentile dice tells you where the bullet impacts on like one large number of locations. You then look the location up and see how far the bullet penetrates and that can tell you if you shatter a bone, or hit a vital organ, that leads to various bleeding or disabilities.
As a Level 21 Lawyer, my PC is prevented from adventuring as he is perpetually learning new spells (in-world, referred to as "CLE" and "Client Online Training Modules."So, if you want a really complicated game (though, admittedly, it is more live action than tableotp), there's one unpublished game, called Professions and Paychecks. Literally everyone is playing it these days...
So, if you want a really complicated game (though, admittedly, it is more live action than tabletop), there's one unpublished game, called Professions and Paychecks. Literally everyone is playing it these days...