My first post. Just have a question. For those of you that play in Grayhawk, but do not use a version of DnD, what system do you use?
I will be starting a game up using Kelstia Productions HârnMaster Gold.
Rolemaster, HARP (yea, I know same thing) or Hero System. I always like the critical hits in Rolemaster, and Hero system lets you design character and spells like nothing else I have ever seen.
I use Hero Games (Champions) System. I use their genre book "Fantasy Hero". Fantasy Hero is one of the best books in the industry for campaign creation regardless of system. I've never liked the whole "level" system. By the time I get all the crunchy d20 bits that I want my character is no longer playable (20th level). With Fantasy Hero I can buy and build the character I want and have most of the cool defining traits I desire at the onset.
I admit that Hero isn't easy to learn, but, if you can get a group to show you how to play it, it is so rewarding. I don't need 20 books with 50 prestige classes or 100 feats (or be deprived of the huge amount of cash it costs to own them all). I build it, I play it,... now.
I've been playing Fantasy Hero in Greyhawk for 11 years.
I've been playing in Greyhawk since 1978.
Neither will be surrendered as long as I GM (not DM).
I use a combination of GURPS for the basic character structure and Ars Magica modified to work with the GURPS system. But I also use the MERP critical tables because I like them so much
For my GH games I use 2 systems. I'm currently playing in a v3.5 GH game. Over the years, v3.5 roleplaying has really grated on my neveres. I like the system to a point, but its the most prolific FRP system today. HOWEVER, I have found a better in print system in which to run my future GH games, CASTLES & CRUSADES.
C&C is my game of choice now and feels just perfect for GH, IMO.
.........................................Omote
FPQ _________________ Prince Omote Landwehr, Holy Order of the FPQ ~ Castles and Crusades Society
For my GH games I use 2 systems. I'm currently playing in a v3.5 GH game. Over the years, v3.5 roleplaying has really grated on my neveres. I like the system to a point, but its the most prolific FRP system today. HOWEVER, I have found a better in print system in which to run my future GH games, CASTLES & CRUSADES.
C&C is my game of choice now and feels just perfect for GH, IMO.
I have Castles and Crusades player book (got it at an auction for $2.00). I have not read it extensively, but I saw that the book is OGL so that means it is d20 based. How is it different than 3.5 itself, and how is not grating?
I have not seen the C&C book yet, but I've been more than a little skeptical, having read all the reviews I can on it. The reviews mark the PHB as notoriously full of errors, typo's and misprints. Beyond that, it looked like a quite acceptable - and easy - system to learn. It is d20 based, but only in a very loose sense.
The first printing was full of errors, but the second printing fixed that :)
One of the main differences is the "seige engine". This is the mechanic where each class has an ability which is it's prime. This gives basically a "+6" to checks. You also get an extra prime to choose if you are demi-human, and 2 extra if you are human. This essentially replaces the skills in 3.5.
Each class has it's own abilities, like thieves skills, that only it can perform. However,the other class abilities can be attempted if the keeper allows, but the character loses the level modifier or other penalties.
There are no feats or AOO... unless you house-rule them in ;)
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I just got Savage Worlds and am converting the 3E Deities and Demigods over for gigles. If I ever finish, I might have set up a "Savages and Demigods" scenario.
I'm currently using Castles & Crusades for Greyhawk and loving it.
Prior to picking up C&C however, I was considering using Talislanta 4th edition and going that route. Coming up with the initial slew of Archtypes would be a pain though.
I now have the rules to True20, Savage Worlds, and C&C. I have yet to play any yet, but here's my take on it...
C&C is the best "fit" for Greyhawk. It's very close to both AD&D and d20 D&D, so conversions seem to be a snap. It definitely has that "olde school" flavor, and will probably bring back fond memories for those who played GH in OD&D, D&D, or AD&D.
Savage Worlds is quick and (sorry to use the phrase) cinematic. It strikes me as a very fast and loose set of rules, and looks handy for introducing newbies to gaming. My impression (again, untested) is that it would best fit with a heroic/epic style of play, or something like a Spelljammer-type campaign. ("Epic" here means "high adventure", not necessarily "high level".)
True20 is my current favorite, mainly because of the simplicity of the system. It's an easy conversion from d20, and the three classes are true archetypes. It's easy enough to teach someone in one session, the combat makes more sense, and everyone can make the character they truly want, instead of trying to patch together a series of templates to get there.
All of these have huge advantages over d20: they're easier to learn, have less rules, and have less changes to the system as time passes. Some consider this a disadvantage, but I do not. Frankly, I'm tired of either pissing off my players by disallowing the latest classes, or trying to figure out where the Ninja fit into Greyhawk...
Again, I have only read through these, and gone online for reviews, etc. I could be completely wrong here, but it's free advice, aina?
If I didn't use d20, I'd use either the Fantasy HERO system or Ars Magica which has a skill vs. skill system for combat and arguably the best magic system of any game with fixed spells and completely spontaneous spell casting with regard to powers and effects. That being said, wizards are by design really nasty in Ars Magica(wizards tend to be rare, old, and powerful). _________________ - Moderator/Admin (in some areas)/Member -
I've played in Greyhawk through the evolution of D&D (Basic, 1ed, 2ed, 2.5ed, and finally 3.5ed), I've enjoyed them all, but ...
now, i've got my hands around the True20 book, i've not finished reading it, but I think my next game will be by these rules adapted to my GH vision. I've liked what i've seen so far. I wait for True20 Bestiary and True Sorcery, and will see what i can do about these.
Any of you (liking the True20 ruleset) have started some conversions ?
I currently use Classic (or Basic, if you prefer) D&D to run my campaign, and look favorably on C&C, True20/Blue Rose, Chris "Solomoriah" Gonnerman's Basic Fantasy Roleplaying Game (A highly modified, very slimmed down d20 variant that actually captures the feel of Classic D&D) and Hackmaster as variant D&D systems.
If not using a variant D&D, I'd probably lean toward Runequest 3rd edition (the Avalon Hill version) or Tunnels & Trolls.
Any of you (liking the True20 ruleset) have started some conversions ?
Cédric
I haven't done much with it, but we've had some interesting discussions on the abilities driving the Powers.
(For the uninitiated: Powers are the True20 equivalent of spells, and the ability score that drives them is undefined; there is no division between divine, arcane, and psionic power.)
Our solution: Int will determine how many Powers are known, Cha will determine the actual strength of the Power, and Wis will determine if a character is Fatigued after using a Power. (In True20, an analogy can be drawn with melee combat: Dex is a bonus to hit or to dodge being hit, Strength is a bonus to damage or to parry, and Con is a bonus to resist the effects of damage. Three stats for each makes for a more balanced game, IMHO.)
One could interpret the rules in a D&D light, that Wis is the determinant for healing/curative spells, Int for Arcane, and Cha for Psi powers, but Simplicity is Good...
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