I did most of that when introducing newcomwers to GURPS, I was just asking if someone already had experience with something even beyond that, without going all Very Basic Melee.
I had a more "Stormbringer"-ish system in my notes once, but currently no GURPS group running. I even went all out...
What bothered me the most is that they kept the fantasy units there.
But yeah, the basic game wasn't that mathematical, as are most games where this is a frequent point of criticism. That doesn't mean that there isn't complexity elsewhere, and people just pile their confusian at the foot of...
I'm all for that, let's hope the target demographic is bigger than it appears to be.
I thought about hacking some openly licensed game into a 3d6 roll under system somehow, so that there's another group to draw from (and also at least one legal post to ties your horse to). RuneQuest, Traveller...
100 points for the common (and rather sensible) "IQ-", but even at full price it's often a bargain if players are allowed to do that (and at creation, they definitely are unless one is a hardcore member of the Cult of Stat Normalization).
Talents and techniques also suffer from this cost...
I got in right after SR2 came out (the German translation), so I still got the 1E Street Samurai Catalogue, for example.
But I recently re-read the SR1 version I acquired in the meantime, and while I agree with some of the SR2 (and SR3) refinements, there were some I quite liked about the...
If I remember correctly, some version of BESM had a few example skill cost lists, for your stereotypical Anime campaign. GURPS has very few concessions to varying campaign costs, the only thing I can remember right now is a suggestion that in a sci-fi campaign, ST might be priced lower.
(And of...
Regarding layout, that was a general shift in the 90s, extending far beyond GURPS. Either print quality or their availability in DTP tools made gradients and the like easier to do/possible, and well, everyone did (We had that again a few years ago in the web…) Plenty of other bad examples to be...
There are many things twixt one-pool point buy and character classes. Recent GURPS is using templates pervasively already, and there were a few Pyramid articles about alternate ways, too.
I'm not saying that I'm strictly against point buy, just that for me it's not the main interesting thing...
When RM2 was basically re-released as Rolemaster Classic, RMX was its simplified version. So more in line with MERP and Cyberspace. All in 90 pages. I found that it's easier to adapt parts from the "full version" in it, if you want it. Want more skills? Pick them from RMC. Want a more detailed...
I'm a bit of a potential GURPS heretic because what I like mostly focuses on the stuff that happens after creation. If GURPS 5E would ditch "character points" and would do fixed templates or something like that in the basic game, I'd probably be okay with it. "Potential" because I only ever used...
It's not that I don't like RM2/RMC (and probably would like RMSS if I actually played it), but I just thought that RMX is a nice *core* version of the game that you can add on afterwards if you really want to.
And CyberSpace is just a neat setting, too. It's also rather "artless" to me...
GURPS (any E, as long as it's not the ugly version of 3E)
MasterBook (or ShatterZone/Torg)
RQ III
The Dark Eye 2E
CyberSpace
RoleMaster Express
D&D 3.0 (splatless)
HERO (Fantasy HERO 3E, Champions 4E, homebrew 5E)
FUDGE
Candidates once I've got to actually play them for a longer time:
Against...
I also wouldn't mind something ghostly. I mean, while the other players are physically there, the "GM" is only interacting with them through scenery and by controlling other people. Also, in lots of game they're kind of the spirit of death. So let's pick one of those.
Like, well, Fetch.