Suitable system for a gritty fantasy game
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@JinShei Yes, but its default is the DFRPG set, which makes a lot of the CG syntax backwards to work (e.g., stunts costing -X to reduce the overall refresh). It is, however, the best available code package.
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Look into King Athur Pentagon. Folks probably hate it now, but the core system is Chaosium d20. They first used it (or it is known for its use) in Cthulu rpg; this game was aimed at trying to get one pc to survive every adventure to assure continuity in a campaign.
Death in Pendragon combat isn't too uncommon (not as common as some may think), what is more common is injury, the chance of scarring and gritty enough that one could lose ability scores to become a real grizzled vet after a few major battles. A lot can be done without, but the core combat system is on the gritty side.
Side tangent: FS3 is action oriented (sci fi) and most fantasy isn't. I think the combat issue is wrong staff or players as it's honestly just as easy to use as any other system and follows the common trends in most games .. Ability+skill is roll against set task level or opposed rolls in conflict. It's meant to be easy to use and a lot of fantasy gets the folks that like strategy, adding to much to combat gums up the basic principle of keeping it simple; a core of 10 to 12 'action skills' the game can easily be played around. I've seen fantasy places use fs3 with 20+ action skills without accounting for cgen points or even xp.
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@Lotherio said in Suitable system for a gritty fantasy game:
Side tangent: FS3 is action oriented (sci fi) and most fantasy isn't.
Most, but not all. And I'd really like an action-based fantasy game, because the Lords and Ladies shit gets boring really fucking quick.
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@fatefan I'll nudge the people over at Tenebrous Isles who have been working on theres - again it is Dresden based because that is what they do. (http://tenebrous.mechanipus.com/wiki/Main_Page) . I know Lem is working on a non-Dresden system too. Slowly the fate mush spreads!