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File: BoLcharactersheet.png (747 KB, 1576x1219)
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rules medium-light games

Something I have noticed with my preferences is that I have liked a very specific complexity level of games. Super lights that have like 3 ability skills and maybe an inventory like a Risus dont do it for me, but neither do normal medium complexity games like 5e dnd. Something complex enough were you have some tactical options and a little crunch, but not so complex that a character takes more than two or three minutes to make up. Its a very specific niche between light and medium that has really pulled me in games like
Barbarians of Lemuria
Mini Six
Scarlet Heros and
Warhammer The Old World RPG

Just wondering if anyone else has had similar tastes. Another common feature between them I noticed was player made careers instead of either a class based or skill based system. Also, anyone have any games they would like to recommend in this broad genre?
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>>97763372
Id say swade falls into this broad category, maybe toward the medium end of the medium-light spectrum. Characters, especially as the increase in rank, become more complex, but the base of the game never gets much more complicated than "roll your skill die, try to beat a 4."
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>>97763556
Yah, Savage worlds is kind of in that general realm of things. though I do remember its initiative system was overly complex. using cards and shit.
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>>97765596
I enjoy the Swade initiative system, I've found it makes players focus on longer combats a little more closely, but I agree that it is a little more complicated.
>>
I find myself preferring BoL/Everywhen style careers to skill lists these days.

I tend to like games like 3D&T Victory, OVA, Prowlers & Paragons Ultimate Edition, Tri-Stat Core, or the new Tri-Stat Refined.

I like some of the mechanics in Story Path, specifically Trinity Continuum Aeon & Aberrant, but find Story Path Ultra more accessible.

I also dig SWADE.

There are also games like Action Tales! by Peril Planet Games.
>>
>>97763372
>>97775975
Does someone know of a career based system like BoL but for sci-fi/modern?

I guess you could kind of use it for those genres, but I would think maybe ranged might be split up more and maybe a 5th attribute so that Mind doesnt become too much of an everything stat.

mini 6 kind of covers it, but I think its carreer/skills are a bit too attached to specific attributes and its more of a dice pool system.
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>>97779383
There is a generic version called Everywhen, and it has a couple of setting books/variations. There is a pump sci-fi one and I believe a modern one.
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>>97780338
>Everywhen
huh, how have I not heard of this? thanks!

As a bit of a side note, something I like about BoL Mythic edition is its armor system. Never was the biggest fan of flat damage negation, because a lot of times damage SHOULD just damage normally, like being hit in the arm if you just have a breastplate. I think the d6-x damage negation illustrates this nicely, sometimes it can fully negate an attack, other times it softens the blow, and other times it will do nothing as a gap in the armor is hit.
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>>97763372
I don't share your particular sweet spot, but I understand where you are coming from.

My personal take is that:
1. simplicity does not always lend itself to a game or to the players' use. Some people benefit from more mechanical or roleplaying hooks on the sheet, and wishy-washy rules require more time and effort to communicate around
and
2. complexity can require more time and attention to resolve, taking away from the parts of the game and story that the players and GM care about. Not enough actual enjoyment for the effort made
>>
>>97763372
Take a look at the WaRP SRD from Atlas Games, the system from Over the Edge 2e.
There is also Prince Valiant but maybe that is a little too light.
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>>97785845
>WaRP SRD
what this?

>Over the Hedge 2e.
based
>>
>>97781437
Another nice thing about BoL's general damage system is that light medium and heavy weapons all have the same potential damage, but the likelyhood of high damage scales with heavyness. Which is really satisfying. A dagger to the eye can do much the same as a greatsword to the body, so a "Critical" on a dagger can effectively do as much damage as a critical on a greatsword. Its just that on average, the greatsword will do more damage.
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>>97779383
I like careers, but I have to say I also like a veriety of "generic" skills too. Not like 20+ like Traveller or Call of Cthulu or something, but like10-20 that run a nice gambit of different activities. It gives you a nice "reference point" of the kind of activities you can do. THat's one reason I Mentioned The old World RPG, It consolidated most of what you can do into 16 skills, and you are likely to have a decent fraction of them you are good or mediocre at without feeling like you are just good at everything.

They give a nice starting off point when you are not sure what you are going to do while the generic "Gladiator" career can feel a bit broad outside of the immediate assumption of melee proficiency.
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>>97763372
How does this apply to your setting?
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>>97793983
What? it doesnt, its just the means to interact with the setting. I have been going through systems recently while playing in the Warhammer fantasy setting.

Speaking of, Fuck it, I think I might try to smash Barbarians of Lemuria and The old world together. Use Old world's Ability and stats lay out, but Barbarian's 2d6 based dice resolution. There shouldn't be any conflict that way. It will be exciting to see if it does what I want.
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>>97793915
I like careers too, not my favourite, but an easy way of not having huge skill lists. I like X without Numbers system, which is 2d6+skill+attribute modifier against dc X. It don't give you too much room to grow though, as each +1 is a pretty big boon
I never liked roll under d100, but it's grown on me a lot. Roll under attribute I'm not a fan of, or even worse, skills are tied to class



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