What's a good, flexible...

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.

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To clarify I am looking for an RPG; realized I said game instead of system.
Mid-range magic levels, semi-deadly combat.

FATE

Kill yourself.

I know I said it didn't need to be deep, but some depth is needed.

Literally GURPS

> 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.

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.

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.

Deadlands

>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.

Yea, while rules light, Dungeon world requires a very competent GM to work

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.

Burning Wheel / Torchbearer?

Ultra rules light, maybe too lite for your request but a classless, setting free system that works pretty good. It's also easily modifiable

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.

Stop shilling Strike!

Why does Veeky Forums keep shilling Strike!?

Before I answer, I need to know.... do you remember, like, any of the answers you have gotten to this question before?

All of them are shills' answers.

What would be a non-shill answer?

Dominion Rules

Something that shows the game for the shitheap it is.

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 :^)

It's shit because Touhoufag wrote it and filled it with autism.

I assumed you liked autism?

Risus.
It,s free online.

Stalker the scifi rpg, or the FLOW system it runs on. Needs a good gm, though.

Wushu.

How did DnD 3.5 exactly ruin a generation of roleplayers? Actually curious, not been around that long.

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?

You should ask in another thread or this'll turn into yet another edition war.

If 3.5 was the heart tumour that destroyed the hobby, dungeon world was the scalpel that cut the WHOLE FUCKING HEART out.

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

FATE is one of my favorite "light" systems.

This so hard, had many fun hours playing this game

FATE is so rule-light it's basically freeform.
And freeform is blight upon the roleplay.

....
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.

What should sort of setting?

>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

>Millhouse

What?

It's not a meme you dip

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.

forget Dungeon World, grab World of Dungeons and just do whatever

> savage worlds

archive.is/xzeH9

>archive.is/xzeH9

>9/10 for concepts, 8/10 for execution, 9/10 overall.

Sounds about right.

The conclusion doesn't matter, the flaws he outlines do.

Why are you ignoring the good points?

That's retarded

It's a meme, grognards don't like it when you take most of their numbers and minmaxing away

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.

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.