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An alternate to DW and PF

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Hey /tg/ I've been worldbuilding a bit in preparation for a game I'm going to be running. It's a mid-high fantasy setting, and technology-wise is shortly after gun powder has been discovered, but before a whole lot has been done with it.

I was going to try out Dungeon World as the system, but DW just seems to limited and vague. I've run PF plenty in the past, but I'm tired of players abusing the system and making overpowered characters.

DW is a nice boiled down system that seems to streamline the rpg experience, though it boils it down to a point of limitation. And it's vague as fuck for some things.
vs.
PF has more options than you can shake a stick at (and I know the system pretty well already), but is very breakable*.

***My question to you /tg/: which system would you recommend that has the most balance + a fair amount of character options + (-optional- less rules than PF)?***

I was hearing Strike! is a good way to simplify but not forgo a decent combat system, but is there any truth to this?

And really, just any other system recommendations would be greatly appreciated.
>>
>>48632774
Strike! isn't particularly good. It's okay, at best.
If you're not adverse to newer D&D systems you can use D&D 5e, which has both classic D&D stuff and rules for basic firearms in the DMG that doesn't make them particularly gamebreaking.

If you're adverse to D&D-types entirely, go with Mutants and Masterminds 3e; it's only superficially similar (it uses a d20, but ONLY a d20 and that's it), and the system itself is highly flexible, using a classless point-buy method to build characters with powers and abilities based on Effects rather then preset limitations with the fluff surrounding these effects up to you, greatly diversifying the ways spells and such work.
There's a suppliment for 2e called Warrior's and Warlocks which details how to make fantasy comic book heroes or D&D style heroes in the 2e version of M&M, and the system is similar enough that I've copied it to make characters like Conan the Barbarian in 3e and so on.

While in theory just spending the right number of points lets any creative player "break" the system since the effects of abilities are not set (being based ONLY on how much you spend on it) this means that making extremely powerful game-breaking abilities means the player will be shitty somewhere else, especially if you give them less power points (build points) to start with.
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>>48632934
Here's the 3e core rulebook
http://www.4shared.com/office/qhY9hhdL/mutants_and_masterminds_3e_her.html?locale=en
Here's Warriors and Warlocks
http://www.4shared.com/office/bNrpXnYy/mutants__masterminds__2nd_edit.html?locale=en
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>>48632774
Plenty of options there.

>Apocalypse World: Fallen Empires (better than Dungeon World in every way)
>D&D 4E
>Legend (Rule of Cool)
>Fantasy Craft
>13th Age with Touhoufag's recommended fixes that have been archived somewhere, but I don't have the link at the moment.
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>>48632774
>I was hearing Strike! is a good way to simplify but not forgo a decent combat system, but is there any truth to this?

Strike! has a good combat system, but the out of combat is a lot like (an even further simplified) DW.

However, the book also got a bunch of suggestions how you can tweak the core system into something more fitting for your games and the level of complexity you want.

Good luck finding that though, the layout is very amateurish.
>>
>>48632774
Play ODnD or ADnD 1.
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>>48632774
You could tray a generic system, like Fate, Savage Worlds, or GURPS.
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>>48635371
Do all *world games have these stupid sex moves?
>>
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gambler.png
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>>48635480

It is time to shill Strike! Right, now, Strike! has...

22 classes:
Core: Archer, bombardier, buddies, duelist, magician, martial artist, necromancer, shapechanger, summoner, warlord.
Supplements: Psion, rogue.
Playtest: Channeler, dancer, engineer, freelancer, gambler, illusionist, ogre (magic), ogre (might), shieldbearer, squire.
Most of these classes have subclasses. The rogue has the backstabber, brawler, and poisoner builds. The warlord comes in enabling, incisive, and rousing flavors.

11 roles:
Core: Blaster, controller, defender, leader, striker.
Vehicle: Heavy, interceptor, scout, specialist. Just remixes of the five core roles.
Playtest: Lurker. A legitimately original role with new mechanics.
Any of these roles can be added to any of the above classes.

2 combined class/role packages:
Playtest: Bard, evoker.

Want to play a fungus manipulator? She could be...
A bombardier who creates beautiful patterns of fungus in the earth.
A channeler who conjures patches of fungus that last for the whole battle.
A duelist who builds up a constant infection in a single enemy.
A gambler who implants fungal infections in enemies, then forces them to guess just what the poison is!
A necromancer who tries to hit as many enemies as she can, so that they make fungal blooms when they die.

All this is before we add in roles. All of this is meant to be reflavored, because the classes and roles have generic mechanics.

Strike! has terrible non-combat rules.
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>>48632774
>>48635480
>>48637135
Stop shilling Strike!

Why does /tg/ keep shilling Strike!?
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>>48637105
no, to my knowledge only Apocalypse World (because trust and intimacy is important to the setting) and Monsterhearts (because it's a high school drama)
>>
Ironclaw could be a good fit if furries aren't a problem.

> It's a mid-high fantasy setting
It's probably mid fantasy. But that depends on your exact definition.

>shortly after gun powder has been discovered, but before a whole lot has been done with it.
Ironclaw has guns and bows, both viable but different weapons. Guns do a lot of damage if they hit, but take too long to reload for you to do it in most combats. Bows can be fired every round if you take the right advances. Crossbows sit somewhere in between.

Techwise, the printing press exists, but moveable type does not.
> has the most balance
I've not heard of or seen any balance issues.

> a fair amount of character options
It's a classless system. So there are plenty of options.
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>>48637105
You mean the brilliant sex moves, which reduce any potentially cringeworthy roleplaying and the aftermath to a single dice roll and which nobody ever uses because they're not comfortable enough to do that with their group and because they are perfectly optional?
No, those are pretty much limited to Apocalypse World.
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>>48637154
Doesn't shilling imply you are paid to promote it? I don't think the dev guy has enough money pay himself to shill shit, let alone another.
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>>48638172
there's not even a dice roll involved, it's literally just: 'when two characters have sex this happens'
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>>48632774
Tavern Tales. It's just Dungeon World, but better in every way.
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>>48638868
Oh, right. I forgot, since my group never used them.
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>>48638882
Or the ultralight World of Dungeons.

Or the more concept-focused Fellowship.
>>
>>48638848

Ignore him, he's memeing.
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>>48632774
Palladium Fantasy
Thread posts: 20
Thread images: 2


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