What Video Game RPG System Do You Want to See Adapted to Tabletop

Specifically, I want the character design and abilities from LoL ported into tabletop; I'm not asking here for "Arcane on tabletop". I want a game where you can pick from 100 predesigned characters with a suite of 3-4 abilities each.
I was working on a MOBA inspired convention 4v4 game for a while, and alternated between D&D, PF2 and SWADE. I was going to create a stable of PCs to draft from and they would all have auto level ups. The project fell apart when I had to backburner some conventions due to other obligations. But soon those obligations will be finished -- Old Man graduates College (Again) FTW! -- so I might go back to it if my X-Com inspired nazi dinosaur game does not devour my attention.
 

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I know im digging deep into the well and probably not what people think is cool anymore, but id love a Lords of the Realm II TTRPG. Two games essentially, one is to manage your people and resources, the other is to defend your territories and take others. With emphasis on sieging castles and mass combat.
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I know im digging deep into the well and probably not what people think is cool anymore, but id love a Lords of the Realm II TTRPG. Two games essentially, one is to manage your people and resources, the other is to defend your territories and take others. With emphasis on sieging castles and mass combat.
120557bbbd2310c69972bf2567938c7e4ebddfc94efefccae7ce1790d57364fc_product_card_v2_mobile_slider_639.jpg
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Guild Wars 1: you get a primary profession and a secondary profession. This limits what spells and abilities you can learn. But then you get your abilities by acquiring them out in the world and assembling them like a playable deck as part of your loadout. You can change these abilities in town. So in some ways, it is like everyone is playing a wizard. However, it was a case of a MMO inspired by Magic the Gathering.
Oh man, I played the crap out of GW1 back in the day. It's wild the number of builds you can put together with what was essentially a fairly limited number of pieces. My particular niche was as a Necromancer/Ranger who sent my pet in to attack while I stood next to the Monk buffing the ever-loving crap out of their mana recovery.
 

It's a weird one but:
Incentivizing steps from a pedometer in some way.
Like Pokemon Go and Pikmin Bloom.

I also think porting steps into some points would be tedious at the table (though Pokemon Go and Pikimin Bloom do that.)
 

It's a weird one but:
Incentivizing steps from a pedometer in some way.
Like Pokemon Go and Pikmin Bloom.

I also think porting steps into some points would be tedious at the table (though Pokemon Go and Pikimin Bloom do that.)
What do the points you get from steps do in those games?
 

What do the points you get from steps do in those games?
Hatch eggs and, if I had to guess, bloom sentient plants, respectively.

The thing is pedometer stuff kinda exists in video games to make time-based features that don't feel time-based because you actually have to do something active in them. As such, "clocks", as found in Blades in the Dark et. al., serve kind of a similar function, depending on how you decide how they increase.

You could certainly make something interesting of that nature in a hexcrawl or dungeoncrawl as well.
 

What do the points you get from steps do in those games?
Pokemon Go you add step points to the eggs to mature them.
Pikimin Bloom, your Pikimin find fruit, plant flowers, and find seeds, based on location and number of steps. (Location could be the distance between your work desk and the restroom though.)

Pokémon Go seeds are new Pokémon.

Pikimin Bloom is more complicated.
Fruit give you nectar that the Pikimin exchange petals for (they grow the petals as you feed them nectar.)
The petals are planted by the Pikimin and you meet number of flower goals for rewards, and the flowers count towards level requirements that also give rewards.

But the basic system is walk more get more rewards which incentivizes walking more.
 

Hatch eggs and, if I had to guess, bloom sentient plants, respectively.

The thing is pedometer stuff kinda exists in video games to make time-based features that don't feel time-based because you actually have to do something active in them. As such, "clocks", as found in Blades in the Dark et. al., serve kind of a similar function, depending on how you decide how they increase.

You could certainly make something interesting of that nature in a hexcrawl or dungeoncrawl as well.
Or even XP, as a tool to get people off the couch. "You get 1 XP per 100 steps between now and the next session start time."
 

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