Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

They value knowledge above all else. Non-human, absolutely not subhuman.
Also, their enemies are flying polyps. And if we know there's one thing that scared Mr. Lovecraft, it was Polyps.
And this is what actually makes them somewhat benevolent, at least compared to the other eldritches. They're not lying to you, they're very up front about helping you for their own purposes when they do, that is, what they're assisting you with, even if it's also beneficial to you, is for their own benefit. So you can "trust" them at least not to be motivated by pure malice, hatred, or mindlessness like most eldritch creatures.
Human hands typed this post.

But not necessarily, a human mind.
 
FATE is a dogshit system, tried it once then fucked right off and never again. It's very similar to PbtA in that it aims to result in a middle of the road result for dice tests where complications arise from basically any roll. And mind you, I'm fine with degrees of success and failure, I'm also fine with a complication arising, but not on purpose on the majority of rolls. That's just bad design.
 
FATE is a dogshit system, tried it once then fucked right off and never again. It's very similar to PbtA in that it aims to result in a middle of the road result for dice tests where complications arise from basically any roll. And mind you, I'm fine with degrees of success and failure, I'm also fine with a complication arising, but not on purpose on the majority of rolls. That's just bad design.
The issue I have is its not just "success BUT COMPLICATION" every roll, its that the complications are vaguely defined if at all.
 
You know what I'm absolutely stunned by, the fact aside from a somewhat solid d100 fan creation that the Elder Scrolls never got a TRG given with its amazingly insane pre oblivion lore being prime material.
Because the Elder Scrolls started life as a GURPS campaign.
 
The issue I have is its not just "success BUT COMPLICATION" every roll, its that the complications are vaguely defined if at all.
Yeah, the GM is supposed to just pull something out their ass at that point. That's why I prefer a lot of dice pool systems: they give you something to work with. For your standard more success=betterer system you can tell at a glance how good or bad they did and scale your response appropriately. Did they fail because they rolled crap, or did they roll well but the threshold for success was high because it was a tricky situation? That gives me something to work with. Same for the Fantasy Flight Star Wars. If someone failed because they had a bunch of setback dice in the pool, then I have a narrative explanation for what happened and not just, "uh, something went wrong I guess".
 
So I'm going to do a small write up of Dragonquest 3e. I'll be wrapping up final games (for now) in the following couple weeks. I'm shooting for fall.
The core game itself RaW is what I've been running. I haven't bothered looking for supplement materials. I just pulled up the pdf of The Eye many moons ago before the last outage.
So yeah the system is certainly viable. You've got your typical ttrpg core stats. You just think of whatever you want your character to be good at and start pumping ranks into everything tied to it. Each individual weapon has ranks. Each rank adds a small percentage to additional hit % plus a bonus point of damage. Those ranks typically have a cap of 10.
Weapons have different attack modes and combinations of them. Like a longsword can thrust and slash etc. Weapon reach is a thing. Certain weapons get stupidly good vs larger ones if you risk it and overcome said reach. Think of those movie scenes where Bob fighter gets passed Joe Fighter's spear with his dagger, grapples him and slips a dagger between his armor into a killing blow.
Your "hit points" are spread between 2 different types. One is easy to heal and gets whittled down first. When those are gone you start taking that very real and scary damage. Magic is fueled by the easy to heal HP. There are critical hits that are tied to the target number of what you need to hit a target. A critical will bypass straight to your real damage plus optionally have a whole other table of secondary effects.
Think bleeding out stamina, severed tendon etc. All carry some sort of debuff type effect until healed. It's better to just use common sense when applying them in different situations.
You're not going to give a 25 foot tall giant a black eye by chopping at hit knees that are at head level with the character attacking it.
Weapons also have stat requirements. Think Dark Souls requirements. Damage also has 2 different options for bonus damage.
You can just unga bunga it through but risk damaging your weapon. Or go with your trained weapon skills. It says pick one and certainly don't stack it. I let the players fo one or the other.
Magic is powerful yet also limited. You've got several schools of magic. Some have sub schools like the Elemenal schools.
Each school has a dozen or so default spells + long rituals. Some schools have at will minor effects.
Optionally some schools get bonuses or penalties for certain situations. Like Necromancy gets a little better during let's say Not Halloween and the weeks around it. In the heart of a necropolis etc.
Lots of spells cross over into different schools. Generally minor spells.
You only get one school.
Spells are identical to weapons with skill ranks for each individual one.
Rank takes up casting % plus adds damage, range and in some cases various bonus effects.
The spell list is pretty much on par with let's say Ad&d or 3.5 up to 3rd level.
It's suggested and encouraged that you invent your own spells using the ones present as a guide to power scaling and effects. It's a common sense thing.
The spells a lot of the time have ungodly genetic printed names. You could and should change them to add flare and a sense of uncertainty to them. The character didn't find a tome of "induce visual hallucinations in other creature" They found phantasmal force or something.
The spell names RaW are kinda comical in a way.
Ritual magic is it's own thing for those big big dangerous magics. Its time, effort, character abilities and resources. There's examples but you're going to be homebrewing in this department if you're going to implement it heavily.
The game was a bit ahead of its time with enemy size and space + reach. It works on par with the 3rd edition D&D stuff with loads of examples.
Now your skill sets are a fun little system all together. Thief type skills are on a case by case basis.
There are professions that mimic let's say D&Ds subclasses.
Ranger will have a few ranger like abilities to buy. Healer has abilities to well heal loads of stuff.
Assassin has a host of abilities for better Backstabs, poison etc.
The Alchemist abilities are ingredient based ala Elder Scrolls style with ingredient lists + a couple usable foraging charts for just about any terrain.
Its actually not too heavy on the profession part. If you're wanting it to be very in depth you're going to be creating a lot of it.
The monster section is pretty bare bones. Its on par with maybe B/X combined. Most monsters are just some raw stat blocks. Its divided into monster types. Undead, humanoid, animals, fey etc.
So you'll have a stat block with a few notes on some mild special abilities that they might possess. You'll want to put in work here.
It's a good system though and I enjoy running it. Players took a liking to it. Character progression is a slow burn.
The downside is you're going to be creating everything outside of your character & monsters on your own.
The world. How and where your PCs are acquiring magic. Anything other than foot travel needs to be figured out.
Its all from the ground up.
Its a lot of work but worth the effort.
 
You can just unga bunga it through but risk damaging your weapon. Or go with your trained weapon skills.
Oh man I fucking love this and can't believe I didn't think of it on my own.
Anyone can use any weapon, but item HP keeps dropping if you're not trained because you are a spastic tard just swinging it around.

Its ironic because I was thinking about how to gradiate fighters and have a "professional soldier vs a bar room braweler"

I like that it gives a pathway for fighters. Fighters can turn anything into an untrained weapon, a dedicted bar brawler would be able to make improvised weapons behave like trained ones and not immediately break.
 
@Ghostse
Yeah there's a few fun little options all over the system that are interesting.
For instance arrows and other piercing missiles weapons.
They do half the damage going in. The other half when they removed.
Getting pincushioned results in lowered mobility and dexterity due to well having an arrow, spear or dagger etc embedded into your body.
There's a stun mechanic that's pretty cool as well that can be implemented in a lot of neat ways.
A lot of the stuff was ported over as optional rules in some of the Becmi Gazateers.
There's a decent write up in the old TSR magazines on running TSR era D&D materials with the DQ system. You just have to axe the rules in the DQ core about magic school restrictions + use judgement calls for things like D&D druid spell lists etc. On paper it looks like it would work smoothly.
TSR purchased it. Rumor has it they claimed that they were going to support it. Then just kinda threw out an article or 2 and then left it to collect dust. So yeah business as usual.
 
Fallout started as a GURPS campaign as well and it got one from Modiphilus even if there's things I could give and take from it.
It's not a bad system, but too video-gamey for my taste. Makes sense I guess, they were trying to hook the video game crowd with it.
 
It's not a bad system, but too video-gamey for my taste. Makes sense I guess, they were trying to hook the video game crowd with it.

It really feels they're trying to get the Fallout 4 crowd rather than someone from the older games. It why I'm not exactly the biggest fan but it's a solid RPG for someone trying to play a group of loot goblins.
 
I don't want to be making coin to convert into Bolivars though.
Runequest was made by Greg Stafford in America. The themes of dealing with unique local cultures, that everyone can use magic, strange beast races, interactions with gods, the manipulation of myth, all of that comes from Runequest. Kirkbride even worked on the game line before Morrowind.
 
Runequest was made by Greg Stafford in America. The themes of dealing with unique local cultures, that everyone can use magic, strange beast races, interactions with gods, the manipulation of myth, all of that comes from Runequest. Kirkbride even worked on the game line before Morrowind.

I know that I'm just making a cheeky joke about how Venezuelans were using RuneScape money to convert into Dollars for better purchasing power
 
Not related too much but I remember at an old job I was once in the break room and saw some very fat lady (I think an FTM) drawing something on her drawing tablet. I was fully curious since she was zoomed in, so I leaned in to ask her what it was. She then zoomed out to show an absolutely disgusting fuckinf amalgam I could only conjure in an act of irony during a nightmare. She then told me then and there it was a “half-tiefling half-orc warlock”, to which I asked why. She told me it was some charcter idea for an original campaign but inquired no further because I didn’t think I needed to.
 
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