What's a good, flexible, pick up n' play game that's got one central mechanic that covers like 99% of actions and isn't class-based?
I don't need it to be deep, but I'd like it to be broad and easily modified. Something that'd be as easy to introduce to a group as it would be to modify.
To clarify I am looking for an RPG; realized I said game instead of system. Mid-range magic levels, semi-deadly combat.
Carter Rodriguez
FATE
Charles Turner
Kill yourself.
Ryder Smith
I know I said it didn't need to be deep, but some depth is needed.
Landon Cooper
Literally GURPS
Kayden Phillips
> GURPS > good stumbled at the starting line
GURPS is good, but it's kind of the other end of the spectrum; it's too broad.
Tyler Rivera
Cypher is pretty good, I've been using it to run small 3-4 session campaigns to for some regulars and some potential newbies to our core games group.
Alexander Flores
OP, what you want is Dungeon World
It's pretty much objectively one of the best currently out there. It has fast easy to use mechsnics and is perfect for beginners, it's a lot cheaper than most of these other rules bloated systems that cost fifty dollars. There is no reason for extra rules when it is he role playing that matters. Dungeon World is fast and innovative and still feels exactly like the spirit of ADND before DnD 3.5 destroyed the hobby and ruined a generation of role players.
Colton Howard
Deadlands
Joshua Rodriguez
>perfect for beginners Not for beginner GMs. It's extremely unintuitive to learn how to actually play/rule/think right as a GM, and the game has very strict rules for things like the flow of play, etc.
Landon King
Yea, while rules light, Dungeon world requires a very competent GM to work
Nathaniel Carter
Luckily, the GM part of the book covers that pretty well.
However, it is class based, failing OPs criteria.
Savage Worlds maybe? Use Savage Armory, maybe one of the alternate magic systems and you should be golden.
Colton Parker
Burning Wheel / Torchbearer?
Henry Ramirez
Ultra rules light, maybe too lite for your request but a classless, setting free system that works pretty good. It's also easily modifiable
Brayden Morales
Fate is actually closer to rules-medium than rules-light.
Consider Strike? It uses 1d6 for everything. It IS class-based but you're supposed to refluff the classes during character creation.
Jacob Anderson
Stop shilling Strike!
Why does Veeky Forums keep shilling Strike!?
Matthew Gray
Before I answer, I need to know.... do you remember, like, any of the answers you have gotten to this question before?
Jaxson Anderson
All of them are shills' answers.
Luke Gray
What would be a non-shill answer?
Ryan Brown
Dominion Rules
Alexander Scott
Something that shows the game for the shitheap it is.
Dominic Nelson
That doesn't answer the original question of
>Why does Veeky Forums keep shilling Strike!?
tho.
Plus you should be capable providing your own reasons for that anyway.
Unless it's actually not shit, and you are just butthurt :^)
Isaac Perry
It's shit because Touhoufag wrote it and filled it with autism.
Jack Reyes
I assumed you liked autism?
Jace Hughes
Risus. It,s free online.
William Hughes
Stalker the scifi rpg, or the FLOW system it runs on. Needs a good gm, though.
Gabriel Wood
Wushu.
Oliver Evans
How did DnD 3.5 exactly ruin a generation of roleplayers? Actually curious, not been around that long.
Aaron White
I don't get the hate for FATE. I've played it several times and had a lot of fun.
Have I been playing it the wrong way?
Jackson Sanchez
You should ask in another thread or this'll turn into yet another edition war.
Colton Anderson
If 3.5 was the heart tumour that destroyed the hobby, dungeon world was the scalpel that cut the WHOLE FUCKING HEART out.
Luis Ross
Fate is fine, but it's not the kind of game I'm interested in.
> come back t thread > it's DW and Strike bickering carry on
Leo Taylor
FATE is one of my favorite "light" systems.
Juan Phillips
This so hard, had many fun hours playing this game
Jonathan Morgan
FATE is so rule-light it's basically freeform. And freeform is blight upon the roleplay.
Daniel Campbell
.... You mean FAE maybe?
And even that is more like on the lighter side of rules-medium.
You shouldn't confuse narrative approach with a light one.
Zachary Garcia
What should sort of setting?
Evan Campbell
>FATE is so rule-light it's basically freeform. See, people say this, but there was a lot of dice rolling going on when we played. Are you guys just ignoring the rules or is this just a meme
Leo Hernandez
>Millhouse
Jace Robinson
What?
Sebastian Myers
It's not a meme you dip
Joshua Lee
Savage Worlds.
Savage Worlds Deluxe is a short book of rules (most you won't need, but all are useful).
The central mechanic is rolling character traits (attributes or skills) vs a target number (usually 4).
It is broad enough for everyone to create unique and and just deep enough for every character to be useful.
Savage Worlds is super easy to modify, but you most likely won't have to do much of that. Though changing the flavors (trappings) of spells and items is an important part of the game.
Very easy to introduce to new players. Character creation is a blast. Mechanics are simple.
Magic is powerful, but not as ridiculous as high level D&D/PF. Spells are fun to use and made to be customized.
Combat can get pretty rough unexpectedly, but if you hand out enough Bennies (hero points), your players will be fine.
Liam Richardson
forget Dungeon World, grab World of Dungeons and just do whatever
>9/10 for concepts, 8/10 for execution, 9/10 overall.
Sounds about right.
Robert Thomas
The conclusion doesn't matter, the flaws he outlines do.
Jace Sanchez
Why are you ignoring the good points?
Michael Brooks
That's retarded
Noah Nguyen
It's a meme, grognards don't like it when you take most of their numbers and minmaxing away
Gabriel Lewis
Because they are ruined by the bad points, and there are loads of systems out there, easily replaceable. It's like job applicants; you can reject them on small flaws because there are 1000 more willing to take their place.
Oliver Sullivan
Mutants and Masterminds slots in rather well here.
Normal carvat, it's started in the books a few times, but worth re-starting because if I don't, someone while whine about me not doing it: The system is easy to break. That's because it's a toolbox for playing superheros, but it's very easily retooled to other genres. It's effects based, where you make the effect you want it to do, then fluff it as you will.
It WILL break easy if you try, but that's the price of such a number of options, and the book warns repetadly about that anyway. Hell, rather then leaving rule Zero unstated, it's actually rule 1 in the book: The DM can tell you to go fuck yourself if you are powergaming and ruining it for everyone. Breaking the game isn't hard, so you're not clever for doing it, you're just being a shit.
Simple rule when making a character: If you wouldn't read a book, comic, or watch a cartoon and or movie about them, you dun fucked up.