What games do "elves and wizards, kick down the door and slay the dragon, knights in shining armor" high fantasy better than D&D. I can find a game system that does just about anything else better than d20, except for this.
That's a great game and I really like it but it really feels like it's strongly tied to its setting.
Both look interesting in a low rules semi-free form kinda way. Got any good stories?
Ok, I'll check it out. Never really thought of going backwards, desu. Any good retro-clones you recommend?
Interesting. Any idea where I can find more about Legend, off hand? 1d4chan is unhelpful.
What are the good points of this? Not really impressed with what I'm seeing.
Not that anon, but:
Dark Dungeons (I haven't checked out Darker Dungeons yet, which veers more heavily from the formula) is basically a reprint of the D&D Rules Cyclopedia. Nice starting point, I think, and the pdf is legally free.
Where to go from there though... Adventurer, Conqueror, King System has a good approach where they keep the old way of having sub-systems that are different, but only when it makes sense.
Lamentations of the Flame Princess get a lot of praise for its scenarios, but I haven't tried it out. I will this year, hopefully.
Dungeon Crawl Classics is another one I want to try out. It is supposedly "Fantasy Vietnam", where everything is out to get you and things are genuinely deadly.
>What games do "elves and wizards, kick down the door and slay the dragon, knights in shining armor" high fantasy better than D&D. I can find a game system that does just about anything else better than d20, except for this.
The Dark Eye
Greg Stolze's REIGN
Rule of Cool's LEGEND
>1 of 4 of those has an article
>it's pretty short
Man, what happened?
Anyone have any more info on any of these? Personal experiences?
>That's a great game and I really like it but it really feels like it's strongly tied to its setting.
It works with just about any dark fantasy setting. Darkest Dungeon, for example.
>I don't know. I've been out of touch for a while, I guess I just remember it being better.
Oh, it certainly didn't get better.
> Nostalgia goggles?
>Do you know of any better generic /tg/ wiki?
No. Unlike /g/ there are virtually no good traditional games places outside of 4chan.
Take mutants and masterminds, add in the travel and weather rules from AD&D, make flight and speed more expensive. Give them a "device pool," free points for magic items they pick up so they can have one or two powerful magic items without spending points on them, start them at PL 5.
Here's the official website:
Here's a forum for the game:
Here's a review I didn't read:
AND THE MOST IMPORTANT PART: a torrent of it
Thanks senpai, this looks pretty cool.
Anyone have any experience with Reign? It sounds pretty cool.
Dungeon World if you like rules-light and escalating action.
Fate Core if you like more narrative control in the player hands - even the 'sample campaign' in the book is two sword-wielders and a magician.
Strike if you liked what DnD4e tried to do but want the out-of-combat stuff to be loose.
Shadow of the Demon Lord if you want a better-balanced DnD5e with a Warhammer-ish bent to it and a fun class-path system.
13th Age if you want a mix of 3e/4e DnD with the setting set to MAXIMUM GONZO. Although the setting is really take it or leave it - you can use it as a generic high-powered DnD game. It's literally a DnD edition, right down to having two DnD writers making it.
Basically there's no reason to ever play DnD5e, because Shadow of the Demon Lord will do low-powered or 'gritty horror' better, and 13th Age will do high fantasy better.
TDE is Germany's answer to D&D. That means it's even more convoluted, but at least well thought out.
Plus, an encounter with a normal, regular bear in the forest is a guaranteed TPK.
Legend takes an approach similar to 4e. The classes and combat mechanics are first and foremost but with everything else built around them to work with them.
If you like interesting combat and epic characters, this is the right system.
Reign excels in resolution of multiple actions and has great mechanics for groups, i.e. kingdoms, armies, mercenary bands, etc.
What do you feel like D&D lacks? In other words, why are you looking for a D&D-like game that isn't D&D? And perhaps just as importantly, what core aspects of D&D do you want to preserve?
I will say that high fantasy can be a tough needle to thread because it's hard to keep the high level of magic from unbalancing things or destroying the integrity of the world. That's assuming that by "high fantasy", you mean high magic / very fantastical.
Not really looking for anything in particular, just want to see new things (new to me, anyway).
As for that, I don't know, maybe high fantasy isn't quite the right word. Epic fantasy, maybe? I guess I was trying to specify Tolkien-esq fantasy or something like that. Because technically WoD and Star Wars and Shadowrun are fantasy. It's just a really broad term.
Barbarians of Lemuria is pretty darn cool, if you're okay with something that's light on crunch and which goes for more of a swords & sorcery, ancient feel.
The RuneQuest / BRP family (which includes such things as Call of Cthulhu and Stormbringer) has an interesting, skill-based approach to things. RQ, itself, can be crunchier than I want it to be (separate hit points for each hit location, etc.), though there are lots of editions and spin-offs, and I can't pretend to be familiar with all of them. BRP is simplified compared to RQ, and my understanding is that OpenQuest tends to be simplified compared to that. I did prefer Stormbringer to the few editions of RQ I'm familiar with, as it's more stripped down, though obviously it's firmly based in Elric's world (it bears mentioning that Magic World is supposed to be Stormbringer minus the setting).
If you really want to get in touch with old school D&D, Moldvay Basic (B/X) is probably your best bet. I mean, Original D&D is obviously more old school, but it's barely coherent at times.* Basic cleans stuff up a decent bit and doesn't have all the excess clutter that AD&D does. Don't get me wrong, AD&D also has additional options, which can be very nice, but most of the stuff it adds are fiddly rules and restrictions that do little to enhance play (and many of the additional options--more classes, for instance--are either highly derivative or not constructed as well as the basic stuff).
And one advantage to Moldvay Basic, is that it's a grand total of 128 pages for everything, including monsters and treasure. And the Basic Set, the part that covers levels 1-3, is only half of that, and that's all you need to get started. So what I'm saying is that you can learn Basic in a small fraction of the time it would take to learn AD&D.
Of course, all the old school stuff can be kind of kludgy (which makes sense, because it all uses the same core system, just with varying levels of detail added on top), with weirdly idiosyncratic subsystems. Still, as has been recently discussed in the OSR thread, a lot of this kludge was there for good reason, even if it was implemented in an ad hoc manner. But even if you don't end up playing it, becoming familiar with Basic has a certain amount of historical importance, and since the way early D&D worked informed later editions, this can grant insight into more modern stuff.
*Swords & Wizardry White Box does an excellent job of polishing up brass tacks OD&D though. It does, however, tweak some things in the process, so it's not as true to OD&D as, say, Labyrinth Lord is to Moldvay Basic.