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Which gaming system has the best mechanics and why?

Yaarel

🇮🇱 🇺🇦 He-Mage
Which gaming system has the best mechanics and why?

I particularly want to know which d20 system has the best mechanics over all, conducive for theater of the mind and robust for balance. - But also interested in alternative systems like 3d6 in AGE, d100 in Eclipse Phase or differently the d100 in Marvel, and other kinds of systems.

For mechanics who has the best?
 

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There are thousands of systems, and every single one of them has fans who believe it is the best one. You may as well ask "which TV show is the best?"
 


Which gaming system has the best mechanics and why?

I particularly want to know which d20 system has the best mechanics over all, conducive for theater of the mind and robust for balance. - But also interested in alternative systems like 3d6 in AGE, d100 in Eclipse Phase or differently the d100 in Marvel, and other kinds of systems.

For mechanics who has the best?
Probably the wrong forum for it. System mechanics and opinions about them get very esoteric. AFAIC, no d20 system is even remotely in the running for 'best system.' Like D&D, d20 succeeds because of the association with the first RPG, and the large cohort of RPGers who started with the D&D fad of the 80s and find the system familiar. It's really a pretty weak core system. It can't handle most genres, and doesn't do the one's it was originally developed to do particularly well, either. It's clumsy, list-based, archaic and collapses under it's own weight if you add to much to it. The flagship d20 game, D&D, is loaded down with baggage from the early days of the hobby, and that tends to drag down the whole d20 paradigm, as well. That doesn't mean there aren't good games that use the d20 system, or that you can't run a great game using one, just that the system, itself, in the technical sense, is not the what's making the game good or the campaign great.


Best system gets personal, too, because it depends on what you want out of the system. Personally, I think the best system must be universal. That's just a necessary requirement - if it's to be the best system, it must be able to do every kind of character, facing every kind of challenge, in every genre plus genres that don't even exist yet, /without/ adding rules to the core. With that as a minimum criteria, the only candidates are games so rules-lite they barely have systems - or Hero System, a rules-heavy, inaccessible, contraption that started as the superhero RPG, Champions! and went 'universal' from there.

Since I have to consider freestyle or excessively rules-lite 'universal' systems a cop-out on the system side (though they work great as games, if that's your style), I still have to give the nod to Hero System - probably the 4th edition of it, from 1989 - as the 'best' system, in the mechanical sense. The problem I have with Hero is that before 4th edition, it wasn't universal, it was a core system (like d20 is now) with a half-dozen or so games adapting those core mechanics. Starting with 4th, it became universal, but, by then, the skill system had already become bloated and open-ended, and was really starting to be a drag on the system as a whole. So, while the 5th (and, I've hard, 6th) editions are more refined in some ways, they're only getting worse as the skill system runs out of control. JMHO, sorry if that offends some current-ed Hero fans.


I particularly want to know which d20 system has the best mechanics over all, conducive for theater of the mind and robust for balance.
The best-balanced/most robust d20 system was probably D&D 4e, though I haven't tried all of 'em. The AEDU structure and the general design philosophy behind powers/items/features/etc meant that PCs didn't vary wildly in /relative/ effectiveness with campaign variables like pacing or nature of challenges - that's remarkably 'robust' by d20 standards.
The most conducive for theatre of the mind of the d20 systems I've seen is certainly 13th Age: it's specifically designed for that mode of pay and handles it very well (better than 5e, for instance), without sacrificing options. It's balance isn't too bad, though not exactly robust - it's maintained with a heavy-handed mechanic in which the DM decides when 'daily' resources re-charge, most of the time every 4th encounter, IIRC.
 



You can't ask me to pick just one!!... but D&D 5ed. It's just simple, well balanced and very hackable. The proficiency system I just love. Maybe more for what I picture it as then what it really is, but you know.

I do love other systems though, but they kind of depend on what you want from them. You know if you want to play a dungeon craw, I might not recommend maid RPG.
 

The best d20 fantasy system is hands down Fantasy Craft. It's far and away the most thought-out, cohesive iteration of the OGL d20 rules in existence. If I go back to d20, it would be the system I'd use.

As far as Tony Vargas' claim that the "best" system has to be universal......I don't know how I feel about that. I think you could argue that the best RPG is one that accomplishes what it sets out to do the best.

The trick is whether you believe what a given RPG sets out to do has value. If rules-heavy systems don't give you a game experience you like, claiming that something like GURPS is the world's greatest system isn't going to resonate.

For example, Savage Worlds is the best action oriented, rules-medium, universal RPG with a dedicated focus on making GM prep insanely simple. If you completely disagree with that design paradigm, you're not likely going to be a fan.
 
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While I like the maths of 5e D&D, I still think the mechanics of 4e are superior. In particular the fact that the attacker always rolls in simpler than the alternatives in 5e or other editions of D&D, while the AEDU structure allowed a lot of complexity (maybe too much at higher level!) which enbaled a really full realisation of characters.

Another system I really liked was Top Secret - an 1980s spy rpg made my TSR. It was a d100 system which had a good skill system and combat was very detailed and lethal. There were these points which could turn lethal hits into lesser wounds. You had luck points (you had randomly had between 0-9 points from the start of your career) and you got one fame point per level. I remember chewing through these at a rapid rate.
 

"lets pretend" has been the best system for a millennium

although the resolution system of "You're dead - no I'm not!" is a bit messy and usually breaks down to "I'm gonna tell my mum"
 

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