Aug 13, 2022 1:13 pm
I can't be the only one!
I have looked at other systems; Conan, Dungeon Crawl Classics, OSR's, Index Card RPG, etc... or using D20 or GURPS, or converting 5e with Hardcore Mode and custom Hacks to trim the overly complicated 5e tactics game, into just the framework to of d20+mod vs DC (more like X-DM, getting rid of Classes totally). I don't want character creation or game-play to be complicated by rules, rather I'd like to just ask what the player wants to be working towards and improving, to develop from a normal person into a seasoned adventurer.
I am not interested in the Settings Lores, more than ideas to steal, so it's only the Rule-base I am interested in using and other the most minimal parts of whatever rules I need, to give the players just enough crunch to feel secure in their abilities and how the world works. I'm more interested in Narrative-based games and out-of-the-box thinking, rather than Tactics-heavy games that define combat and make it the primary focus, but I still want it to be satisfying...
I'd love to open a dialog with others of similar interest, and discuss other systems or Custom D20(3.5e) and 5e Hacks
For Reference ATM the best I have found: 5e base (no feats, no classes) with 5e Hardcore Mode particularly making Magic volatile, with a Hexcrawl system with charts online and the 5e Kingdoms book, both stripped of the excess... taking tables from Dungeon Crawl Classic's, Warhammer Fantasy and any others I find as reference and influence for Fumble/Encounter and other custom random tables for a more procedurally generated world.
I have looked at other systems; Conan, Dungeon Crawl Classics, OSR's, Index Card RPG, etc... or using D20 or GURPS, or converting 5e with Hardcore Mode and custom Hacks to trim the overly complicated 5e tactics game, into just the framework to of d20+mod vs DC (more like X-DM, getting rid of Classes totally). I don't want character creation or game-play to be complicated by rules, rather I'd like to just ask what the player wants to be working towards and improving, to develop from a normal person into a seasoned adventurer.
I am not interested in the Settings Lores, more than ideas to steal, so it's only the Rule-base I am interested in using and other the most minimal parts of whatever rules I need, to give the players just enough crunch to feel secure in their abilities and how the world works. I'm more interested in Narrative-based games and out-of-the-box thinking, rather than Tactics-heavy games that define combat and make it the primary focus, but I still want it to be satisfying...
I'd love to open a dialog with others of similar interest, and discuss other systems or Custom D20(3.5e) and 5e Hacks
For Reference ATM the best I have found: 5e base (no feats, no classes) with 5e Hardcore Mode particularly making Magic volatile, with a Hexcrawl system with charts online and the 5e Kingdoms book, both stripped of the excess... taking tables from Dungeon Crawl Classic's, Warhammer Fantasy and any others I find as reference and influence for Fumble/Encounter and other custom random tables for a more procedurally generated world.