| Post/Author/DateTime | Post |
|---|---|
| Yamo06-22-03, 09:52 AM | I like Forgotten Realms a lot, so I generally use it as the setting of most of my fantasy campaigns. On the other hand, I don't really care for Dungeons & Dragons at all. Classes, levels, alignment, hit points, the way armor make you harder to hit, the Vancian magic system (slots and levels and such), saving throws, etc. I just don't like any of the nuts and bolts of how the system operates. :sad: Instead, I use HERO System (http://www.herogames.com/) for my Forgotten Realms campaigns. It's a nice, crunchy point-based system with no classes or levels and rules I really enjoy. :cloud9: Has anyone else ever tried divorcing Forgotten Realms from D&D? If so, how did it work out? |
| Jack in the Green06-22-03, 10:05 AM | I don't like the Hero system. I think its crap. :D I didn't think there could be a worse system than Hackmaster but its out there. So my answer would be no.:smirk: Of course I'm a newly converted d20 snob so take it with a grain of salt. I will admit I've always wanted to try Rolemaster though, but no gumption to master it. I guess. Enjoy. |
| Faraer06-22-03, 11:07 AM | I haven't done it myself, and if I did I'd use something like Fudge rather than something like Hero. If you search the REALMS-L archives (http://oracle.wizards.com/scripts/wa.exe?S1=realms-l) for different game systems you'll find some commentary. I'll point out that the Realms had Vancian magic before it was D&Dized in the 1970s. I also think characters classes are a good fit: like a lot of swords & sorcery, the Realms really does have warriors, thieves, priests, and mages. |
| Yamo06-22-03, 11:38 AM | I'll point out that the Realms had Vancian magic before it was D&Dized in the 1970s. I also think characters classes are a good fit: like a lot of swords & sorcery, the Realms really does have warriors, thieves, priests, and mages. Perhaps, but I have no interest in arguing my opinion. I'm happy with the way I do it. I'm pretty much just interested in hearing other peoples' experiences with non-D&D FR campaigns. Thanks, though! |
| Iakhovas06-22-03, 12:01 PM | It's nice to see someone embrace the setting of the Forgotten Realms and not get caught up in the mechanics of D&D. It's a shame that many cannot see the distinction between the two. |
| Yamo06-22-03, 12:05 PM | It's nice to see someone embrace the setting of the Forgotten Realms and not get caught up in the mechanics of D&D. It's a shame that many cannot see the distinction between the two. Well, my first exposure was Dragon magazine articles and the old SSI "gold box" computer games back in the early 90s (especially Azure Bonds). I always loved the setting and when I left D&D behind to pursue other games, I took the Realms with me. |
| Nanosecond06-22-03, 04:40 PM | I don't know if you know about this, but HERO Games does have a link to a site that has converted the Realms to the HERO system. Just go to www.herogames.com and click on links then go to Fantasy HERO links. There's also Dungeon HERO, which has a lot of conversions (looks like 1E). If you do a search, you can even find Grey HERO, which uses the HERO system for (ugh!) Greyhawk. Yes, I like HERO too. I'm working on a campaign with that system. I considered using d20, but it doesn't work because (1) thee's no magic and (2) you need those nifty combat maneuvers for all the swashbuckling rapier-play and kung fu fighting. GURPS was another possibility, but I'm not too familiar with the rules. I don't think d20 is particularly bad, even though it took me a couple of years to convert to 3E. Being a relative newcomer to the Realms, I don't have a problem with using 3E. However, I still use 2E for certain campaigns. I personally think 2E captures the flavor of a Middle Earth campaign better than 3E; just delete those spells that do massive amounts of damage. Anyway, it's your game. You can play it any way you like. |
| Ranger REG06-22-03, 05:16 PM | Actually, 3e is better at capturing the feel of Middle Earth. Perhaps because after being spoiled by 3e multiclassing system and Skill System (which bears resemblance to MERP in concept: you develop skill, you don't rely on your ability score), I find it easier to make the kind of characters in Middle-Earth the way I want to. Heck, you can start off being a sword-wielding wizard without a character kit. |
| Yamo06-23-03, 12:14 PM | I don't know if you know about this, but HERO Games does have a link to a site that has converted the Realms to the HERO system. Just go to www.herogames.com and click on links then go to Fantasy HERO links. There's also Dungeon HERO, which has a lot of conversions (looks like 1E). If you do a search, you can even find Grey HERO, which uses the HERO system for (ugh!) Greyhawk. Yeah, one of my sites is on there. I started a Forgotten Realms HERO site a while back, but it's still in rough-draft form (particularly the magic system). I may complete it one day or I may not, depending on my mood. :) |
| Willie Llewellyn06-24-03, 11:16 PM | While I haven't started it yet, I was planning to start a Rolemaster campaign based in Calimsham. So I can't really say how it's going to go yet. How's the Hero system work for you? Does the point based system of Hero, make for a lower magic setting? Or Does everyone have a little more magic? I would've never thought of using Hero, only because I still think of it only as a viable superhero RPG. -Willie |
| Yamo06-25-03, 12:18 AM | How's the Hero system work for you? Does the point based system of Hero, make for a lower magic setting? Or Does everyone have a little more magic? I would've never thought of using Hero, only because I still think of it only as a viable superhero RPG. Depends on how many points. You can use 50-100 starting out for that "low-level D&D" feeling. I prefer 150 or so for starting characters, which imparts a good "mid level" feel where the PCs have a lot of room to grow, but don't start out frustratingly weak. If you want to play big-league movers and shakers, you probably want at least 350 points to start. Somebody godlike like Elminster could easily top 500 or even 1000. Whether everyone has a little magic or not is their own call. You can always pick up a few spells at the expense of concentrating on other areas. The 150-point warrior who spends 20 or 30 points on some minor magic just won't be as strong in a straight-up brawl as the traditional warrior who spent all 150 to achieve combat monsterdom. It all evens out in the end, though. As for differentiating magic from superpowers, you mainly have to use the rules to emphasize the differences. Magic usually takes longer to use, is often (but not always) less flashy, and requires concentration, arcane gestures, magic words, material components and so on. I've never had any trouble getting the differences across to my PCs. |