Looking for a system that is not D&D. Really anything which will fit in my high fantasy medieval campaign setting...

Looking for a system that is not D&D. Really anything which will fit in my high fantasy medieval campaign setting. What is RuneQuest like? Can I get a quick run?

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Glorantha doesn't do medieval. Glorantha does vikings.

There is a distinct lack of castles and knights and ladies. If you can stomach vikings and halls and cattle instead, RuneQuest is decent.

Some absolutely adore its very deep setting, though I personally can't be bothered. The rule system is decent and work decently. Read the setting and decide if you are okay with dream quests, duck people, dragons and weirdness.

half of RQ editions are setting agnostic and can do any pre-industrial period equally well.

And in case of glorantha, it's not vikings, it's bronze age mixed with lot of weird mythological shit that is even hard to describe in short

>Glorantha doesn't do medieval. Glorantha does vikings.

Vikings are pretty fucking medieval buddy.

I have been playing a RQ3 campaign since september, and I must say. It´s my favourite system I have ever DM´d

I play in Glorantha, but RQ3 can very easily be used in a generic medieval setting.

The three biggest things RQ does right are:

Armour does not make attacks harder to hit, but reduce damage when an attack hits. If you get hit for 7 damage in your arm and you wear 5 points of armour (Scalemail) on that bodypart your arm only receives 2 points of damage.

There are no levels in Runequest. All experience gains are done through skills. Everything you do has a skill. You wanna climb a cliff? Use your climb skill. Wanna find some healing herbs, use your search skill and when that worked you use your Plant Lore skill to check if they are the right kind of herbs. Wanna hit a dude with your spear? Use a spear attack check. Skill checks are done with a D100, you check your skill level, for example 35, add your atribute modifier (right above your character sheet so no endless searching) lets say 5. And then you roll the die. In this example you need to roll 40 or below to have a succes.

Once you have a succes you can check the box next to the skill on your Character sheet, that means you can make an experience check at the end of the session. To make an experience check, you roll a D100 and aim to roll above your skill level. So if you have a skill of 35, you aim for 35 or higher. Making it harder to get experience the higher level you are.

Almost everything in the game is done using D100's only damage and chargen use other dice sometimes.

FATAL

Sounds sweets I'm going to have to take a look at the pdf. What about Rolemaster?

Also what's wrong with the newer editions of RuneQuest?

And the third thing I really like about runequest is the fact that there are no classes. If you are a sword and board dude, but want to learn some archery, pick up a bow at a trainer and start using it more often. Slowly (or with a large amount of cash and a good trainer quickly) you will start to get experience and become better with the bow. Same goes for magic, seek a teacher, a shaman or a priest. And let them teach you some spells.

The only thing I don't quite like is sorcery. It's complicated as fuck with a spell skill, an art skill, a presence level and your magic points all needing to take track off. There is a decent variant from Sandy Peterson floating around on the web but it's still complicated and prone to OP ness

>Glorantha doesn't do medieval. Glorantha does vikings.
Uh...

13th Age is my recommendation,

Savage Worlds will run it. Has a bunch of fantasy based splats but it's a generic system so you can do whatever

It's such an easy game to run and play compared to D&D

I wouldn't know, I don't know the system.

They get a lot more esotheric and bookkeepy

Rolemaster has a couple different versions but here's the short -

Tables
Combat is d100 exploding (where if you roll 95+, you keep rolling and adding)

One roll, add your bonus, subtract their defense bonus.
Cross index on the appropriate table for your weapon and their armor, find damage, and if you crit.

If you crit, d100 on another table.

Skills are d100 + skill - difficulty, 100+ succeeds.

You still have levels and classes, but the classes determine how expensive different skills are.

Not for everyone, some would say, not for anyone.

Here's the old quickplay document for RQ6.

Should be a decent primer for how the system works.

I hate to be that guy, but two more to consider is Tunnels & Trolls and GURPS.
The two couldn't be more different (what about d&d is a pain?), but both can be great for fantasy.

Grow up and realize that D&D is the best system ever made. Find a ruleset you like and homebrew to taste.

I know but I'm on the hunt for a classless or very light class systems.

>historically accurate anal circumference checks and babies with giant genitals.

What is the quickest way to get into GURPS?

major in mathematics

In that case (for classless) - do you want your character generation to be pretty open (where you'd want runequest or gurps) or constrained (lifepaths- little chunks of history that limit what you can buy at what parts of your life)

So far after through RuneQuest it seems like the right match for me. I miss the Riddle of Steel I hope Song of Swords turns out to be great.

Free download of GURPs lite gives you the basic system. If you like that, grab the core books for 4th edition (it's two books, one to support chargen, one for running, most of it you won't use at the table (unless you want it)) - from there you could stop and play. There are tons of support material if you want it. Fantasy is a good genre book with advice on applying the system to fantasy (optional if you know what you want), there are a bunch of alternate magic systems of the stock one doesn't do it for you.

Also, there's a series of gurps supplements called Dungeon Fantasy, which gives you specifics on how to run d&d in gurps (though you end up taking on a thing that looks a lot like classes)

What does RQ do with its skills that d&d doesn't?

Everything is a skill. Attacking with a sword is a skill, blocking with a shield is a skill, dodging is a skill, horseriding is a skill. Magic is a skill etc.

Technically, 5e handles attacks the same way as skills. Stat+prof+d20.

Magic as well (sorta, saves are a bit different), although, I'm guessing in RQ you make a "cast magic" roll as well instead of slots.

Are there social mechanics? Stealth mechanics? Crafting mechanics? Is there anything that skills can do other than succeed or fail?

Yes, magic is either your your skill in that spell (in sorcery's case). Spirit magic isn't done with a skill but with your own spirit. So you roll on your POW x5.

You can Succeed, fail, Have a special succes, have a critical succes and a fumble.

Fumbles are fun. You can behead your friends by accident.

It's a really bad singing fumble where that happens.

Stealth is done in three skills. You have sneak, you have hide, and you have conceil.

Social is done in 5 skills. Speak (language), fast talk, orate, and the other two I forgot.

Combat is slightly different in the fact that a defender can activly block one or two incomming attacks. He does that by rolling a parry skill roll.

If the attack roll succeeds and the parry roll does aswell the attacker gets to do damage on the blocking shield/weapon. If the attack roll succeeds and the Parry roll doesn't the attack hits the enemy. If the attack fails and the parry succeeds the defender can try and damage the attackers weapon.

>Grow up and realize that D&D is the best system ever made

Americans are so funny in their plebness

You know that by "medieval" he meant "Western European feudalism"; don't be pedantic.

But it is. What other system has good bestiary and other stuff? Other systems are lacking or are about theatre of the mind.

Anything that uses special dice? I have a strange need for a FFG-esque system with successes and failures determined by symbols and not numbers.

Runequest has at least 8 different bestiaries. Region Guides not included.

The last time i checked runequest newest edition it had really crappy combat rules. I'm not saying classless is bad, I liked that concept. But it seemed to me it tried to be roleplay more, and less of a game. No flanking, positioning etc. Besides the 4 civilisations stuff and all that fluff was laughable. "ugabuga i have caveman and can be thief only".

I don't play the newest edition though. I play third.

How is it better than DnD? Maybe I'll check it out.

I sense a bait but I'll still bite

How is system's quality primarily defined by how long list of silly monsters based on progressively more ridiculous premise it has?

also

>are about theatre of the mind
how is this a bad thing?

THE ONE RING I didn't wanted to shill it there cause it's too specific to be considered in "general" fantasy RPG as it's tied to Tolkien's works and themes tightly and unseparatedly. But now you gave me opportunity. It uses both numbers and symbols though

Mostly because of:
-No leveling
-No classes
-Armour reduces damage instead of prevents hits.

I play it on a battlemap with minis.

I'm uploading my pdf collection right now, well some of it atleast.

No, that level of bullshit specificity should be punished; there's a whole lot of faggot going on there, ESPECIALLY because Glorantha is Bronze Age, which puts the Vikings just as out-of-range as your French assholes.

>Americans create a new hobby
>Eurotrash spend decades pretending they understand it better
Sounds like everything else about the last hundred years to me.

RQ3 has a viking supplement

No baiting from my side

>how is this a bad thing?
>How is system's quality primarily defined by how long list of silly monsters based on progressively more ridiculous premise it has?

Becouse I buy unfinished product this way. It's really easy to make system like this yourself. Even better - grab some fantasy books like LOTR and pretend that's PnP "game". That's ok with me, but it's not a good product.

I'm not saying DnD is perfect, but it's actually a product and is at least somewhat coherent with some budget behind it. Most of the market is "some guy made system around his favourite egyptian/vampires/pirates etc movie he has seen, published this mess via kickstarter and expect clients to make everything themselves."

So this system is for people who care for realism? I couldn't care less about stuff like this, as long as the product is coherent and play is good.

Fantasycraft, d&d5e/pf, depending on the nature of your 'no d&d' bar, fate,

GURPS: Dungeon Fantasy is good if you want AD&D atmosphere and lethality with a higher level of tactical input.

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>mess via kickstarter and expect clients to make everything themselves."
Well for Runequest this isn't the case. You can easily find loads of material online. I would recommend Griffin Mountain. Apple Lane is a nice starting scenario.

No it doesn't really care about realism. It does things differently then D&D but not more complicated.

I mean, being d100, point buy, and having opposed rolls is already more complicated.

Now it did make me genuinely sad

Well it's Lindy's favorite system so it must be historically accurate and realistic :^)

huh?

Wargaming flourished in Eurasia centuries before there was a United States, fatty

Since when is dnd not Point Buy?

I meant pointbuy advancement... unless you mean the level-by-level multiclassing is pointbuy, in which case, in my defense, I'll mention that it's only a core rule in one edition.

Obviously they were joking, even Americans aren't that stupid.

I'm gonna throw in Earthdawn to this thread (I've not seen it discussed here though I don't check this wretched hive of scum an villainy too often).

It's technically the prequel to shadowrun. Set on earth. While shadowrun is in the rising magic part of the cycle, earthdawn is set in the waning of magic part of the cycle, and since the peak is an apocalyptic event it's a bit of a post (magical) apocalyptic game.

Though if you're playing online I really don't recommend it. The dice mechanics are a pain to explain to people if you can't just shove it in their face.

I still don't get the pointbuy thing about runequest though. Maybe thats a RQ6 thingy

This is the dumbest thing I have read all day. It you are going by the definition of ass loads of content and simple rules for a good RPG, then GURPS Lite would be the greatest RPG ever.

Regardless Runequest outside of combat IS as simple to play as D&D, has a very mature setting and set of mechanics, and does have plenty of content ranging from premade adventures to monster manuals that spare you from most prep. If you were referring to FATE or something then I could understand, but in regards to Runequest all I see is more proof that D&D causes brain damage.

I was replying to that one user specifically, the one that said that theatre of the mind and not having content is a good PnP. I haven't said anything about Runequest.

Next time better think who you are accusing of brain damage, especially while being the one who can 't see the simple outline of discussion.

>
Regardless Runequest outside of combat IS as simple to play as D&D, has a very mature setting and set of mechanics, and does have plenty of content ranging from premade adventures to monster manuals that spare you from most prep.
That's good. I do not understand the "very mature setting and set of mechanics" part, though. Could you please elaborate on that?

I am not that user but
>very mature setting and set of mechanics
You have very few hitpoints, and even with decent armour a lucky crit to the head can kill PC's in a single hit. Same goes for enemies offcourse.

The setting is mature in some ways, and immature in others.

I'm confused by how lethality equates to immaturity

>You have very few hitpoints, and even with decent armour a lucky crit to the head can kill PC's in a single hit. Same goes for enemies offcourse.
That's realistic, not mature. "Mature"? Like "we're so mature we play real life scenarios, not like those immature unrealistic stuff"?.

The way I see it. Lethality in Runequest means you can't just rush in. YOu have to think, or talk to solve problems instead of relying on murderhobo'ing your way out. That's why I would call it 'mature' but I was not the user claiming it was mature, I am just giving my view on the whole

To give you a quick look in my campaign with this 'lethal' system:

I have been playing since september, and only 2 PC's have died since then.

Glorantha was bronze age myth age I thought.

>Anything that uses special dice?

Well, you've got FATE, which is setting-agnostic and narrative-heavy, and uses special +/- dice (which are actually lightly modified 6 siders, but hey, it might satisfy your fetish)

Mutants & Masterminds is classless and totally point buy.
2nd ed is streamlined D20 and very nice.
3rd ed is even further evolved than 2nd, anons claim it is better than the 2nd ed.

MYFAROG

Sure Vikings were European Bronze age, but the Jutes, Angles, and Danes were raiding and trading as far down as Macedonia since before Rome got big.