What rules system do you like best?

Ebonbuddha

Active member
You\'ve got me in an awkward position. Old school D&D is great because of nostalgia. But I love the G.U.R.P.S systems.
 

Sithtainius

New member
Originally posted by Brother_Tiberius

Hackmaster can be a lot of fun. It can be as loony as KoDT or as serious as any other RPG, but that just depends on the players and the GM. Plenty of old school 1st Edition D&D feel to it, plenty of tables and charts and such and obscure rules to haggle and argue over.

yeah, I saw the $13 GM screen......dry erase with like 5 fold out sections, most of them had a flip up thing on them, and the middle of it had a whole little booklet pretty much attached to it....


the whole game looks complicated as hell

but I still wanna try it....


@Ebonbuddha: I used to hate GURPS when I first tried but I eventually ened up really liking it.....I tried to create a Space campaign for it, but I was thinking way too big and it never got off the ground.....one of these days I\'m gonna have to pick it up, I\'ve still got the whole concept in my head....maybe if Todd gets tired of running the D&D game, I\'ll see if anyone wants to get it a shot....
 

Ebonbuddha

Active member
Yeah. thats what I love about G.U.R.P.S. You can come up with so many different worlds. Sometimes they do get out of hand. I have played in a G.U.R.P.S Fantays game that the GM modeled after the Thieves\' World series.IT was one fo the most interesting fantasy games I had played in in a long time.

I really liked playing G.U.R.P.S Illuminati. That rocked too.
 

RedDawn

New member
D20

I\'ve only played two systems - one a friend wrote that\'s very math intensive (D&D wasn\'t realistic enough :|~) and AD&D. I have to say that I REALLY prefer D20 b/c the math is so much easier. It really gives me the chance to role-play versus worrying over which danged dice I need and what number I need to get and ..... Just tell me to roll and let me get on to the playing! :D
 

Herb the bitter

New member
Old School. :cool:

The rules were a good enough skeleton from which to work. Ignored some rules and made some house rules.

I\'m probably an oddity though as I prefer the exploring/problem solving/combat aspects of a game to role playing.
 

tzor

New member
The odd thing is that if you go back far enough to 1st edition, the math likewise becomes simple because everything was a table lookup.

(The DM screen was invented mostly because it was the best way to hold all those tables in front of the DM.)

But if you want simple, nothing beats an old paperback called \"Time Lords.\" Clearly invented by a non role player because this obvious system is only obvious if you never played any role playing game.

You start with two numbers, your ability score and your difficulty number. You assume the latter is higher than the former because otherwise you would automatially succeed. Thus you look at the difference between the difficulty and the ability.

Since you now have a difference what else should you need but another difference? Thus you rol two d6 and take the difference (a result of 0-5 and it\'s an interesting curve that difference) and if your rolled difference is higher than the original difference you have \"beaten the difference\" and you succeed.
 

Holy Smigs

New member
lately, i\'m a big fan of the sanguine system (used in Iron/Jade Claw)...
impressively flexible, and had a reaction-based combat system (no AC style defense)
 
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