What is a fun fantasy system?

What is a fun fantasy system?

Something like OSR games are well received

You know something that let me and my players be creative with how the story and characters unfold, games like dcc or donjon inspired this post

Lamentations of the Flame Princess really meets all my needs for fantasy games. Characters are disposable in OSR fashion and all the systems are very to-the-point and easy to understand. The supplements and modules you can find in the /osr/ trove are also really good.

Can lamentations do a normal fantasy game?

cannot recommend Dungeon crawl classics enough

Fun is just a buzzword for when you can't think of any real reasons as to why a game is good, don't use it.

please tell me this was an ironic post

It’s like I’m really on /v/!

indeed DCC is a fun game to play

Yes but it does victorian esque weird fantasy better, dont know about the campaign setting tho

No.

Fun is a term for when you find something entertaining despite any flaws it may or may not have.

The Black Hack.

Easy to pick up and start playing, and really good for introducing new people to the hobby (I'm assuming this is something you're also looking for).

Also very easy to mod to your own needs and/or preferences. Gateway drug into Whitehack which is its own unique experience.

i like to post this screenshot when the opportunity presents itself, so take this (you) as thanks

The rules are basically a BX clone with some house rules, like replacing the Thief class with the Specialist. If you ignore weird shit like the summoning spell, you can run whatever you want with it.

use this for magic

Man that cat looks pissed. He does not want to be there. Like at all.

Left to right
Gandalf, conan, nigger elf fag, nigger kitty, nekron, king Arthur and robin hood

Quite on point, old boy.

I like that LotFP is a very compact book, classes only take up one page each and characters look like they’d be quick to roll up. Disappointing that sneak attack rules are, like they often are, spread all over the place and ambiguous.

Of course, OSR systems fit location-based adventures better, and modern systems plot-based adventures better.

That’s Elric you nonce

Make your own dude. Trust me, you'll learn a lot more about what you want and how to focus on it, and you'll be a better DM for it. I'll even help you, if you want.

D&D 2E but without magic or spellcasting classes. Only monsters and NPCs can do magic, and it’s much more mysterious / unexplained how they do it.

I want to do something ala final fantasy

Not him but... yeah, but it's meaningless because it's vague. It doesn't tell anyone where the enjoyment comes from.

For ecample i found DCC fun because you could give players lots of customization without a lot of mechanics, and the game felt unique enough with its weird magic and crit tables, the combination of everything with the fluff to back it up made it great

hi facebook xd

Shadow of the Demon Lord


I mean, if you want to be brutal and inforgiving like some of the old DnD stuff. With added shitty, bloody vomit

>infogiving

UNforgiving ffs

Where were you when the loli wizard got GUTSED?

>make your own
I played custom systems. It wasn't good.

I'm pretty sure the only girl that got fucked silly was Caska.

Have you been reading Berserk, nigga?

Post the whole thing

I dont think a lot of the old school systems can do that,maybe godbound

I don't have it on my pc, I go to scanner sites.
And it gets a little r rated, and I'm not tempting the dickhead mod.

Dungeon Fantasy RPG.

Does OSR style well, but is not strictly compatible with OSR crunch. Features include: competent characters, sensible HP mechanics, elegantly used skill-check mechanics, glorious probability curves from multiple dice, lots of classes and races with none of the annoying rolling for stats, consistent but not overwhelming grit, and the baked in flavor of "kill the monsters and take their shit". It really is built around the feeling of system-endorsed munchkining with all the classic sword and sorcery tropes. Power level is pretty easy to scale up or down. Once you know the system it is pretty easy to GM from the hip. Pretty easy to run most settings in it, and pretty easy to use most bestiaries with it, though that requires a little more experience and creativity to do so on the fly.

It's powered by a lite version of GURPS rules, and as such, you can pull in material from a huge library of books for equipment, alternate magic systems, deeper fightan' crunch, very good advice on running games and creating custom classes which are well-balanced, and all the other benefits.

There's a box set available which has several shorter, focused books, some character tokens, a sample adventure and map, a decent but not exhaustive bestiary, and some dice. There's also a compilation pdf available from the SJ games site.

>features include: buncha subjective superlatives
Multiple dice are actually ass for systems that use modifiers, cause cumulative bonuses make the math go insane

Heroes & Other Worlds is netter because it's The Fantasy Trip clone. GURPSlave, get ye gone.

The hot circlet

>With added shitty, bloody vomit
This is what I hate about SotDL, it's actually a really good system but has all that shit that makes people think it's "FATAL lite".

What is this?

artsy-fartsy add-on for old D&D

please go back to Tumblr and never return

I have read a lot of the searing hoop material, but never played. Is it any good?

>Uses flat distribution dice mechanics
>Complaining about modifiers on the curve
Plebian be gone.

I jest. However, 3d6 roll-under does do several things better than flat distribution, and without having to explicitly state a bunch of fiddly rules to achieve them. First, yes, it does make for inherently more competent characters, even with only a couple of character points sunk into skills. The skill purchases have a declining return on investment as a result of the curve. The math around modifiers is weirder than flat distribution, but it's also more interesting, and involves more tactical engagement. Normie players won't care, but modifiers in d20 are boring as fuck. Also of important note is that critical success or failure is significantly less likely than any other standard pass-fail roll.

The rules that are layered on top of this only enhance this quality, making purchasing the first three levels of a skill much cheaper, improving your chance to critically succeed (and decreasing crit fail chance) as your skill improves.

Having multiple dice for damage is almost always better than single dice, given the higher average damage. Being able to express that a strike is likely to do average damage and unlikely to whiff or hit super-hard is incredibly valuable.

I'll look into that system, but that almost certainly discards the explicit compatibility with mainline GURPS. The extra material shouldn't be lightly discounted, and it brings a lot of value to the system. Thanks for the suggestion, though.

>Subjective
I'll qualify some of it that I haven't already.

>HP mechanics
I've seen lots of complaint about HP bloat, and arguing about if they're HP or luck or what. HP in DF is explicitly based on your strength and your physical bulk, and is typically pretty reasonable numbers. You roll to live against what is effectively constitution at negative increments of your HP. Very satisfying to play a barbarian or bruiser with high ST and HT.

>Grit, consistent not overwhelming
Health doesn't balloon, armor behaves like armor instead of ass-backwards AC, wounding damage is interesting, you can use Fatigue Points to do better damage or increase your chance of success.

>Scaling power level
It's almost never easy in any system, but because the game is fairly well-balanced to begin with and everything is itemized and given a cost, reducing or raising the effective power of new characters is comparatively easy. "Use 50 fewer points." "Ignore this section of the template." "Take this lens on top of the template." etc.

>GM from the hip
No, really, that's pretty simple. The same layout for mooks, lieutenants, and more competent bosses can be transplanted pretty easily for most situations. The bell curve feels really good once you have a little experience with it. Difficulty guidelines for skill checks, and generally advice on when to roll at all is pretty intuitive.

>Easy setting/bestiary transplant
As stated, requires more experience, creativity, and legwork, but not super hackneyed. The guidelines in the book aren't great, so you need to look for external guidelines. When I use OGL bestiaries on the fly, I use STR:ST 1:1, use modifiers+10 for anything else relevant, (skill/2)+10 for skills, and use an average damage similar to the listed weapon damage. That covers a solid 80% of the work. Special abilities are a little more difficult, but doable on the fly; much easier if you can plan ahead.

SJGames published a good guide on setting up custom classes.

Do 3d6 roll under works with high powered games?

Spicy Roundel is very good if you want to run a Tolkien style game. Needs finagling to do other generes

Seconding this. It's actually quite good. It's parent system is also good for this sort of thing, if you want a more grounded fantasy game

As well as any other system. Capeshit is probably the exception to that, one of the few instances where a specialized system works better. High power without high challenge is just a shallow power fantasy, which can also be done. D20 and similar OGL relies on external target numbers to express challenge, and usually high power accompanies more impressive challenges. Because DF and GURPS presents challenge as rolling against the skill of the character, you need high challenge penalties instead of higher target numbers.

As mentioned earlier, the way modifiers interact with the bell curve is interesting. They impact success more the closer to average the effective skill is, which means that eating a penalty of 1 or 2 is easy when your skill is 16 or higher but challenging when the effective skill is already only 12 or 13. Higher the skill, the more penalty you can eat before it really hurts.

Idk, I've read both extensively (ok, well, not so much FATAL, as that is just too huge of a pile of retard to handle), but I...really don't see much of a comparison, other than SotDL can be very dark and on occasion disgusting, especially with the Forbidden set of magic spells.

Like, I really don't think they compare at all.

I like Tunnels and Trolls, myself. It's oldschool in the respect that it's largely unchanged since 1975 (better art in the rulebooks now, though) and allows the DM a good amount of freedom to truly personalize the game.

It's also pretty cheap. Normally, I'd tell you to pirate it, but the folks at Flying Buffalo are good people.

I am half tempted to switch from OSR stuff to the Dungeon Fantasy box set. Does it handle quick character creation so you can rebound easily as your other characters die, having a mapper who draws the thing, and of course solving problems with clever problem solving rather than just handwaving things with magic or combat? I hope that the answer is yes, as GURPS will probably satisfy my autism otherwise more than LotFP does right now.

Oh, I may as well add that rules for hex crawls would be nice. But worse comes to worse I can just steal ACKS's rules for those.

>Quick character creation
DF templates are super easy to follow. If you've made a character before (or are otherwise familiar with it) and you have a clear idea of what you want from the character, 15 minutes tops. If you just pick shit and go, it's even faster.

>Support for having a mapper who draws things,
Mapping is on DF-Exploits: p18. Mainline GURPS has rules for it also

>clever problem solving
GURPS Mysteries has better guidelines for running clever puzzles than DF RPG does. Honestly, that's mostly quibbling about implementation, since most such puzzles are system agnostic, or only loosely dependent on skills in some way.

>Hex-crawling, taken to mean overland adventures in general
DF-Exploits has a little blurb about wilderness adventures, p84. Mostly it lists some general tips on how to make it interesting, quoting page numbers of rules that will be helpful. There is a 60 page book specifically about Wilderness Adventures (literally the title) in the mainline Dungeon Fantasy line of books, as opposed to the DFRPG box set. It doesn't talk about how to run a "hex-crawl" as such, but it does cover overland travel, challenges, survival rolls, mapping, etc. Most advice on hex-crawls specifically is system agnostic anyway.

>reaching peak autism this early in the thread
Move on I guess.

>dickhead mod
>Strictly sfw board
> can't post loli porn
>dickhead
Long drop, sharp stop.

She was fucked insane, there's a difference.

The mod is completely arbitrary about what he decides is Veeky Forums, porn, or banworthy. See;' all the pol shit.

But /pol/ shit should be banned?

Comedy gold

yes. we have a containment board for a reason. fuckers need to stay in it.