Roxxy
2014-04-04, 06:23 AM
I have a setting concept and an idea of how I want the game to play, and I need a rule system for it. I know nothing will be a perfect fit, but I'm willing to houserule things to make them fit. I just don't want to be houseruling massive chunks of the system. I was trying to modify Pathfinder, but it focuses too much on scaling math and role specialization to work for what I'm trying to build.
My setting is a fantasy world, not Earth, that has a technology level in the second half of the 20th century (I'm taking whatever's cool from whatever decades I want rather than forcing myself to model my setting off of one year or decade). Magic is heavily based off of witchcraft, being a dark, mysterious, and hazardous entity. It's existance is common knowledge to the world at large, as is the existance of creatures such as dragons and the fae. This has been the case for so long as there have been people. The nations of this setting have organizations meant to deal with rogue witches and magical creatures when they become a threat to innocent life, and the prevailing logic is that the best way to fight a witch is to get your own. These organizations are a major force in the campaign setting, and a primary focus of the stories I want to tell.
Here's what I need in a system:
It needs to be able to facilitate all PCs having some degree of magic - Not all PCs are witches, but those who aren't are probably vampires or something else like that. Witches and monsters are far more apt at dealing with their ilk than nonmagical humans, so the government hires them to do the job.
It needs to work well with firearms and melee weapons, and shouldn't encourage players to focus heavily on one role
It shouldn't have as much scaling math as Pathfinder
I need to be able to build my own monsters with reasonable ease
It needs to either be free or be accessible by purchasing just one rulebook, not a ton (That's why Storyteller won't work)
It needs to be able to how a very "witchy" vibe with spellcasting
It needs to be able to handle dark fantasy easily
Does anyone know of anything?
My setting is a fantasy world, not Earth, that has a technology level in the second half of the 20th century (I'm taking whatever's cool from whatever decades I want rather than forcing myself to model my setting off of one year or decade). Magic is heavily based off of witchcraft, being a dark, mysterious, and hazardous entity. It's existance is common knowledge to the world at large, as is the existance of creatures such as dragons and the fae. This has been the case for so long as there have been people. The nations of this setting have organizations meant to deal with rogue witches and magical creatures when they become a threat to innocent life, and the prevailing logic is that the best way to fight a witch is to get your own. These organizations are a major force in the campaign setting, and a primary focus of the stories I want to tell.
Here's what I need in a system:
It needs to be able to facilitate all PCs having some degree of magic - Not all PCs are witches, but those who aren't are probably vampires or something else like that. Witches and monsters are far more apt at dealing with their ilk than nonmagical humans, so the government hires them to do the job.
It needs to work well with firearms and melee weapons, and shouldn't encourage players to focus heavily on one role
It shouldn't have as much scaling math as Pathfinder
I need to be able to build my own monsters with reasonable ease
It needs to either be free or be accessible by purchasing just one rulebook, not a ton (That's why Storyteller won't work)
It needs to be able to how a very "witchy" vibe with spellcasting
It needs to be able to handle dark fantasy easily
Does anyone know of anything?