I'm stuck trying to find a system to run a campaign idea in. I'm looking to you fa/tg/uys for advice, both helpful and retarded.
The concept I'm working with is that there will be 5 pre-built characters that my players will control as a group. They'll vote on each character's actions as a committee. If they can't agree, the character hesitates and loses his actions. Each character will have personality traits and flaws that may cause them to act against the group's wishes anyway. They're going to be explorers hexcrawling an alien planet, looking for resources and alien artifacts and such.
I'm looking for a system that is complex enough to allow the 5 explorers to specialize (as Tank, Striker, Crowd-Control, Scout and Support), broad enough so that they can upgrade to cover their weaknesses, and enough tactical depth that the players feel like they're not just rolling d20s all night. Ideally, the system would also allow for upgrades from alien tech.
At first we were going to use Mutants and Masterminds, but it became apparent that tactical combat doesn't work in that system. Then we looked at GURPS, but it's just too dense for the kind of pick-up game it's supposed to be.
I know it's not an easy task, so, what do you suggest?
DnD 4e, or one of the games based off it.
>>54313634
>>54326638
Thanks. I'm looking for something more futuristic, and it doesn't support out-of-mech encounters . I guess it wouldn't take much to reskin all of the powers to be mech-based and the enemies to be alien-based, though.
I'm still looking for other ideas, though.
>>54326822
Gamma World is fun, the one based on 4th ed D&D
>>54326822
GURPS, but do the background work and use lite/action! If you need to.
Seriously it's great for these kinds of games.
>>54327365
This is what it looks like I'm defaulting too unless I can get another system. I can do all the work myself, but it's going to be rough.
Bump before work.
Make a hack Apcolypse World.
Easy to learn. Easy to play. Easy to hack.
>>54326822
>doesn't support out-of-mech encounters
I've found that if you use 4e to represent your mech, but pic-related to represent the pilot when out of mech.
Yes, this does mean that your mech will have much more in-depth rules than the pilot in-mech, but this is to be expected in a game about fighting robots.