Posted October 12, 2016
Just wondering what tabletop RPG system would work best if I were to run such a game in a type of setting I have been thinking of. Note that D&D (the most well known one and the only one that I am personally familiar with) is out for various reasons.
In any case, here are some characteristics of the setting:
* Alien fantasy world (none of the standard fantasy races are present; in particular, there are no humans)
* Ancient technology exists in the world, but is not common (in particular, modern weapons exists but are not the sort of thing you would buy in a store or find outside of certain ancient high-tech dungeons, which are not meant for beginning characters)
* Common magic (in other words, nearly everyone can use magic, and this includes the PCs) Also, magic should be convenient to cast, without having to worry about things like spell disruption and running out of spells. In particular, I want magic to be the *primary* form of combat for most characters.
* Religion does not play any gameplay role. In particular, there is no such thing as divine magic; healing magic would be obtained and cast the same way as other spells.
Some other preferences:
* I would prefer it if fighter-type characters do not have to choose a narrow specialization; in other words, fighter-types should be able to effectively use a good variety of weapons. (Also, they do need to have magic, since it's a common magic setting.)
* I would prefer not to have to precisely track position.
* I would prefer not to have a conventional rogue class. I don't like a class focused on thievery, and I don't like backstab/sneak attack because it makes position tracking important.
Why D&D is a poor fit (considering 3.5e and earlier, ignoring 4e because it's too different):
* Has rogues and clerics as character classes, which I don't really want (particularly not clerics, as magic doesn't come from deities, and deities might not even exist)
* Magic has disadvantages; in particular, at low levels spellcasters can run out quickly, spells can be disrupted, spells need to be prepared in advance, and offensive spells need to check both spell resistance and saving throws. Of course, D&D magic is balanced around those, so simply removing them would cause balance issues.
* It's too easy to make a character who can't use magic; in fact, 2 or 3 of the classes in the *Player's Handbook*, of all places, don't ever get magic, and several others don't start with any (some need to wait until level 8 or 9, which is a fairly high level in that system, to learn their first spells).
* Game (particularly apparent with 3.x) has mechanics (attacks of opportunity being the most obvious one) that require precise tracking of position. Note that simply removing AoO won't work, because too much of the game depends on it (there's a feat that simply makes the user able to make more AoOs per round, and it's a prerequisite for other feats).
Any suggestions? (Also, please explain why you recommend that system for this sort of setting.)
In any case, here are some characteristics of the setting:
* Alien fantasy world (none of the standard fantasy races are present; in particular, there are no humans)
* Ancient technology exists in the world, but is not common (in particular, modern weapons exists but are not the sort of thing you would buy in a store or find outside of certain ancient high-tech dungeons, which are not meant for beginning characters)
* Common magic (in other words, nearly everyone can use magic, and this includes the PCs) Also, magic should be convenient to cast, without having to worry about things like spell disruption and running out of spells. In particular, I want magic to be the *primary* form of combat for most characters.
* Religion does not play any gameplay role. In particular, there is no such thing as divine magic; healing magic would be obtained and cast the same way as other spells.
Some other preferences:
* I would prefer it if fighter-type characters do not have to choose a narrow specialization; in other words, fighter-types should be able to effectively use a good variety of weapons. (Also, they do need to have magic, since it's a common magic setting.)
* I would prefer not to have to precisely track position.
* I would prefer not to have a conventional rogue class. I don't like a class focused on thievery, and I don't like backstab/sneak attack because it makes position tracking important.
Why D&D is a poor fit (considering 3.5e and earlier, ignoring 4e because it's too different):
* Has rogues and clerics as character classes, which I don't really want (particularly not clerics, as magic doesn't come from deities, and deities might not even exist)
* Magic has disadvantages; in particular, at low levels spellcasters can run out quickly, spells can be disrupted, spells need to be prepared in advance, and offensive spells need to check both spell resistance and saving throws. Of course, D&D magic is balanced around those, so simply removing them would cause balance issues.
* It's too easy to make a character who can't use magic; in fact, 2 or 3 of the classes in the *Player's Handbook*, of all places, don't ever get magic, and several others don't start with any (some need to wait until level 8 or 9, which is a fairly high level in that system, to learn their first spells).
* Game (particularly apparent with 3.x) has mechanics (attacks of opportunity being the most obvious one) that require precise tracking of position. Note that simply removing AoO won't work, because too much of the game depends on it (there's a feat that simply makes the user able to make more AoOs per round, and it's a prerequisite for other feats).
Any suggestions? (Also, please explain why you recommend that system for this sort of setting.)