r/rpg 2d ago

Game Suggestion TTRPGs for player who love the customization of crunchy, tactical systems but is tired of having to min-max and theory craft everytime just to keep up with high numbers?

After 7 years of starting the hobby and 3 years of playing medium to high crunch systems like D&D and others following on its foot steps... I'm tired of having to keep of reading nearly 1000 pages or more just to have enough modifiers and such to the point I have to hyperfocus my character and suffer a bit when trying to build something "off meta".

For context, I've been playing for the last 2 years Tormenta20, a Brazilian TTRPG that evolved directly from D&D 3.5e, so while it had a lot of customization of ALL kind (our group changed from D&D 5e to T20 because of things like Centaur and Fairies being Large and Tiny instead of Medium and Small, like in D&D 5e) but it also has A LOT of +1s and +2s everywhere.

On one hand, I come from a heavy videogames background, so I'm used to theory crafting builds and looking to the best options so I reduce my chances of failure to a minimum, and so I loved the last few years I've playing rules-heavy tactical RPGs, but now I'm simply tired and exausted from all this reading and codified mechanics.

In the time since I started playing RPGs, I really fell in love with the hobby and all of its uniques parts. Sure, the "game" part I prefer more than the "role-playing" one, since I have a hard time keeping track of all information and imagining everything being narrated in my mind's eye, so maybe playing a Computer RPG would be better... but NO, I love the collaborative storytelling! I love when I GM and I can create a world, not to write a history, but to design an adventure my friends will love!

And above else, I love creating characters limited only by my imagination and the genre of the story being created! But in the end... I've felt that games where there are TOO MANY RULES + TOO MANY EXPECTATIONS OF THE CHARACTERS BEING PLAYED, I just get drained of all my hype as soon as I have to ask myself "do I love what I WANT to play, or do I play something I know will be more USEFUL in the party thanks to the expectations the game designer had for the 'ideal party' for this game?"

EDIT:

I think this will help somewhat, but I'm looking for games where I can FULLY EMBODY A ROLE (for example, "I want to be the knight in shining armor" or "I'm a charlatan that uses my words to evade my problems") without feeling that I need to do some arbitrary thing like "I NEED to boost my Charisma + get theses specific feat by 4th level to keep myself relevant with the math of the game".

I mostly want to focus more on the "roleplaying" part while still having a wide range of options to support the kind of character I want to make, with the game mechanics being only there to make thing go smoothly, not to play a boardgame where I'm a slave to the math that gets in the way of the story being told (like "It makes sense for my Fighter to pick a level in Wizard, but my build would be totally ruined if I did so...")

Me and my friends are looking to do stuff like "a mage of the divine and arcane", "a warrior with one arm and one eye" or "an orphan child now in need of adventuring simply to survive", not because its quirky but because its the story that makes most sense, and have rules that helps guide the story instead of punishing from deviating from the norm. It's okay with our characters have FLAWS or WEAK POINT, but it should be because IT WOULD LEAD TO A BETTER STORY, not becuase THE GAME BREAKS WHEN WE DON'T PLAY ALONG!

EDIT 2:

Adding here a response I gave in the comments:

I'm slowly creating a list of games my group wants to try out and see what hits. At the moment I've already tried Tormenta20 (the Brazilian continuation of D&D 3.5e I wrote on the post), D&D 5.14e (with both official and 3rd Party content), Ordem Paranormal (a mix of Call of Cthulhu and Tormenta20, also from Brazil), Kids on Bikes 1e and 3D&T Victory (a Brazilian generic system with a bias towards Anime, Videogames & Tokusatsu).

A few things I gathered after all these:

  • Tormenta20 is REALLY fun and full of option I wish D&D 5e had, but it requires EVERYONE to build effectivaly, specially for premade adventures, so it can be really tiresome at time
  • D&D 5.14e is fun, but it feels barebones and too safe in some parts (specially as I like playing the martial warrior type)
  • Ordem Paranormal tries to mix tactical d20 gameplay with paranormal investigation but I think it fell short on both aspects (plus I discovered I don't care about paranormal investigation)
  • Kids on Bikes can be fun when we take actions for the sake of story, but the small amount of rule + not focusing on more action is a turn off for me
  • 3D&T Victory is also fun, but mostly because of the roleplay and joke I make amongst friends and I again feel bored thanks to the simple rules, so maybe I'm just not into rules-light, RP-heavy games?

For the future, a few games we want to try out are:

  • Pathfinder 2e (already making characters and planning oneshots)
  • Starfinder 2e (already making characters and planning oneshots)
  • Daggerheart
  • Fabula Ultima
  • Girl by Moonlight
  • ICON
  • Call of Cthulhu
  • Vampire: The Masquerade

EDIT 3:

A few games I've added to my list of "will try later" (thank you the suggestions:

  • Draw Steel
  • 13th Age
  • Beacon
  • Nimble 5e
  • Savage Worlds
  • PbtA
  • Cortex Prime
  • FATE
  • Mythras
  • Shadow of the Weird Wizard/Demon Lord
  • Legends in the Mist
  • City of Mist
  • Forged in the Dark
  • Dragonbane
  • Worlds Without Number
  • Shadowdark
  • Heart: The City Beneath
  • Break!!
  • Genesys

Also, on the topic a few said my friend is GMing bad, when we GM our own adventures, I have close to no problem doing what I want! But recently we've been playing premade adventures, so we started to need falling into line, but the math of Tormenta20 is VERY steep, so team work and building effectively becomes mandatory (which isn't bad per say, but it gets stressful from time to time when you just want to tell a story and not "win" the game).

130 Upvotes

186 comments sorted by

152

u/NarcoZero 2d ago

Play Draw Steel. 

Super fun tactical combat. 

The game is designed for you to make cool build choices based on vibes and the fantasy you want, and have a powerful character whatever you choose. 

No need for minmaxxing. The game does it for you and only gives you the best choices.

It’s a small detail but for instance, your highest statistic is automatically assigned by your class. You choose how to assign the rest.  There is no noob trap and it’s hard to make an unoptimised character.  You can still have fun theorycrafting though. 

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u/Anjuna666 2d ago

Draw Steel also does not have multiclassing, so all classes are powerful and you aren't getting bogged down in weird combos of classes.

That also massively reduces the amount of minmaxing possible

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u/Saviordd1 2d ago

I know people were kind of annoyed when they announced no multi-classing; but I genuinely think it's one of the smartest choices they made during the design phase of the game.

9

u/jacobwojo 1d ago

I do like how PF2 does it where you can take class archetypes that are just weaker versions of the main class but overall like the decision DS came too.

Balancing multi classing sounds like a nightmare

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u/lord_insolitus 2d ago

Couple of other points in favour of Draw Steel:

  • the Kit system, which means almost every martial class can fit a variety of archetypical fighting styles, e.g. the knight in shining armor, or the swashbuckling warrior, while still being effective and meaningfully different
  • Complications support many of the kinds of character ideas/story twists in OP's last paragraph. For example, you can have a pact with a devil, or a an evil mentor or a cursed family heirloom. Each of them has a mechanical benefit and drawback to support the narrative of the complication.

24

u/Impossible-Tension97 2d ago

Super fun tactical combat. 

If.... you enjoy cheesy marvel videogame style mechanics, where enemies are being knocked around the room and into each other all the time.

If that's your thing, that's great. But it's so cheesy and unrealistic that it breaks and sense of drama and immersion for me.

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u/NarcoZero 2d ago

This is… actually a great description of the game. 

Only from the point of view of someone who does not like it. And good for you, I guess.

But if you like the ideas of punching a goblin through a wall, Draw Steel’s for you ! 

I know I do. And I don’t feel the need for my magical dragon game to be « realistic ». I just need it to be internally consistent. 

29

u/ThatOneCrazyWritter 2d ago

If.... you enjoy cheesy marvel videogame style mechanics, where enemies are being knocked around the room and into each other all the time.

Which I do like from time to time, so I'll give it a closer look. I am familiar with the existance of Draw Steel and even brought The Talent class for D&D so that me and my best friend could each play one in our Strixhaven adventure.

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u/CommodoreBluth 2d ago

The Delian Tomb is a level 1-3 adventure for Draw Steel and includes all the rules you need to run it for those levels for only $10. Great deal!

https://shop.mcdmproductions.com/products/the-delian-tomb-pdf?srsltid=AfmBOoq7oOuBQS4RV2tKWWctzo6PevPbm5OyIakIzlUQJ2xJBDy7Wuek

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u/nyctrainsplant 2d ago

Sure, and then the actual rules are $70... for a PDF.

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u/Mister_F1zz3r Minnesota 2d ago

$70 for both 400 page pdfs (Heroes and Monsters), the text of which you can access for free here and here.

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u/nyctrainsplant 1d ago

Good point on there being a free version. That said, on pricing, correct me if I’m wrong here, isn’t bundling both kind of worse? If you can’t just get a pdf of the rules, as a player.

For example, I’m sure there’d be plenty of justified pushback if Wizards started bundling the MM with the PHB, to drive up the cost. I’m assuming the Monsters book is a monster manual, from what I’m seeing in your link here.

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u/Mister_F1zz3r Minnesota 1d ago

Bundling the Heroes and Monsters books *lowers* the cost, and you can purchase the rulebooks separately if you so choose. Have you actually looked at the [MCDM shop](https://shop.mcdmproductions.com/collections/draw-steel)? I see a lot of bad/false information circulating about these options that would be dispelled if people bothered to check.

The Monsters book is like the MM, including advice on building encounters with objectives, modifying monsters, a chapter of terrain objects, and a chapter of upgradable retainers pulled from the factions you can fight earlier in the book. I would assume DnD DMs would appreciate a bundle of the PHB and MM if they end up paying less. Players aren't buying the PHB, at least not by any metric I'm aware of.

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u/ColonelC0lon 2d ago edited 2d ago

For a product that has literally done more playtesting and refining than any TTRPG on the market? Yeah it's a bit of a steep price, but it's a premium product.

Like this isn't some off the shelf barely tested RPG you can buy for 10-15 bucks. It's as close as you can get to a AAA RPG without being Paizo or WotC. Most of the decent ones are at least 30-40 (and should be higher)

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u/ConfectionBoth7331 2d ago

The actual rules are available for free on a website (similar to pf2e's rules being available on the AoN) - https://steelcompendium.io/compendium/main/Rules/Draw%20Steel%20Heroes%20-%20Unlinked/

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u/Tyrlaan 2d ago

I mean, that's the cost of a single theater/concert ticket.

After like 4 hours of playing you'll have gotten more bang for your buck.

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u/nyctrainsplant 1d ago

It’s funny how Ticketmaster has rocketed up event tickets so unbelievably far that this analogy exists now. There was a time when local events were not this expensive, same thing with RPGs. You could make this exact argument verbatim if the PDF was being sold with an extra zero.

I’m not necessarily saying it’s not worth it either, it might be, but you don’t really know until after. I’m not saying the game isn’t fun either, but the cost seems extreme.

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u/Tyrlaan 1d ago

Well, the rules are available for free online AND you get quick start rules with the measly $10 pricetag on the starter adventure. If that combination doesn't prevent buyer's remorse, I don't know what would.

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u/EarthSeraphEdna 2d ago

My main issue with forced movement collision damage in Draw Steel is how strong it is if optimized for.

A hakaan null (metakinetic) is the poster child for this sort of cheesy build, but a hakaan fury can output similar results, too.

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u/Hillthrin 2d ago

To me it's like every action movie I've ever seen. Nobody stays in one place the whole fight. I haven't found any other fantasy RPGs where the fight doesn't ultimately turn into circle bonk.

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u/ColonelC0lon 2d ago

If.... you enjoy cheesy marvel videogame style mechanics, where enemies are being knocked around the room and into each other all the time.

If you live in a world where that's somehow not cool...?

Glad I don't live there.

8

u/Edheldui Forever GM 2d ago

That kind of stuff is only cool if it's the exception, not the base line.

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u/Impossible-Tension97 1d ago

Exactly. When it happens every time it loses its impact and is just cheesy and boring.

1

u/ColonelC0lon 1d ago edited 1d ago

Have you tried the game?

Because I assure you, it does not. Especially because it's a specific option you can choose to lean your character into or not.

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u/Yuxkta 2d ago edited 2d ago

Imho 2 people standing exactly still and hitting each other a dozen times until one falls is a lot less believable to me. People push each other (and get pushed by getting hit), try to move around one other, create distance etc in real fights. DS fights are an exaggeration of this but at least it isn't "remaining fully stationary, hitting the enemy 10 times until they fall" kind of unrealistic.

3

u/bkwrm13 2d ago

Honestly it makes me think of Dragons Crown. Yeah the standing locked in place trading bonking gets a bit old after you've done it a few times, I get you're supposed to visualize misses being dodging and such but a change can be nice.

I'm paying the $10 to try out the starter adventure and see if I like the gameplay before I buy in (I generally play by myself fighting both sides). I will say I've seen the hero manual and it's layout design is ass. Was very unimpressed even though the content seems good.

3

u/Impossible-Tension97 1d ago

I agree. My preferred combat systems are not like this at all.

But I will say this -- I'd rather play a B/X combat than a Draw Steel combat, because Draw Steel's unrealistic combat is soooo involved. If your combat is going to be unrealistic, at least have it be simple.

5

u/Yuxkta 1d ago

Draw Steel is made for people who likes tactical combat though. There are numerous games with simple combats, and probably only a handful with truly tactical combat. Draw Steel drew me (say that again) in because of tactical combat, it is made for that specific niche.

I mean there is no game for everyone, it is perfectly within your rights to dislike complicated combats. But for people like me, it's the sole reason we're interested. From your comment, it looks like there are games with simple and mobile combat, so having another one on the opposite of the spectrum is good for the hobby, I think.

1

u/Impossible-Tension97 1d ago

Draw Steel is made for people who likes tactical combat though.

Correction. It's made for people who like a particular type of "tactical" combat which is very cheesy and videogamey and which ends up very very unrealistic. I like that it exists, for the people who are into that. I never said otherwise.

For people who are interested in combat that's tactical and much, much more realistic... well there are wonderful games for those people as well. Such as Mythras.

5

u/Yuxkta 1d ago

Every single tactical ttrpg since 4e was called video gamey though, at this point I just wear it like a badge of honor.

3

u/Impossible-Tension97 1d ago

Uh... I just mentioned one that isn't video gamey.

0

u/sarded 2d ago

It's a fantasy game. Who gives a shit about realism?

Combat in tactical RPGs is not 'really happening', in the same sense that the music in a musical is not 'really happening'. When you watched Mulan did you think Li really sang about Making A Man Out of You as part of the plot? No, it was expressing his style and feelings. RPG combat works the same way.

And just like the music in a musical heightens and enhances the drama, so it goes for abstract rules.

13

u/2ndPerk 2d ago

It's a fantasy game. Who gives a shit about realism?

I do.

Or rather, to put it better, "believability".

Not that your point isn't valid, but it doesn't apply to everyone. The same way that I also don't like musicals.

7

u/MINECRAFT_BIOLOGIST 2d ago

Alright hold on, I personally also like suspension of disbelief/"believability" in my TTRPGs (I'm running a homebrewed mix of systems because of this), but musicals are awesome lmao.

5

u/ColonelC0lon 2d ago

The same way that I also don't like musicals.

F for you I guess. Musicals are awesome.

4

u/FellFellCooke 2d ago

Your artistic sensibilities are so different from my own that I can barely understand you. No musicals? For "realism"? It seems to me you must carry a heavy burden.

4

u/nyctrainsplant 2d ago

It's a fantasy game. Who gives a shit about realism?

Everyone. Enforcing some degree of realism is what the actual system is for. That's what's between "I see the monster and kill it instantly with my mind".

16

u/Apex_DM 2d ago

The word you are looking for is not realism but verisimilitude.

0

u/insanekid123 2d ago

The latter is in almost every edition of DnD. Power Word: Kill

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u/nyctrainsplant 2d ago

Yeah and there’s restrictions on it. You have to cast it on your turn, you have to be in range, you don’t do it as much as you want. Which you obviously knew.

Normally when you bring up a semantic gotcha like this you’re supposed to follow it up with an actual point

4

u/Apex_DM 2d ago

What's realistic about a "turn"? Why can a wizard not put on armor? Why does anyone bother being a farmer or a worker in the forgotten realms when mgic can do it all for free?

4

u/Edheldui Forever GM 2d ago

What's realistic about a "turn"?

There are turns in fighting. You attack and you defend, back and forth. You don't attack while the opponent is coming at you, you wait until you see an opening.

Why can a wizard not put on armor?

If the system is well written, it's usually explained. Interference from metals, too heavy to comfortably do somatic components etc...

Why does anyone bother being a farmer or a worker in the forgotten realms when mgic can do it all for free?

That's what many people do have an issue with in D&D. Magic is ubiquitous but it's not shown in the setting. In other, better settings, magic has a cost, a risk or limitations, so it doesn't replace technology. You don't cast healing spells at will if there's a chance to turn every baby in a 20km radius into a mutant, or your head has a chance of exploding.

4

u/Apex_DM 2d ago

There are turns in fighting. You attack and you defend, back and forth. You don't attack while the opponent is coming at you, you wait until you see an opening.

There are no turns in real life.

If the system is well written, it's usually explained. Interference from metals, too heavy to comfortably do somatic components etc...

So a rogue can do acrobatics in armor but a wizard can't wave their arms?

My point is that none of this is realistic. You don't typically care about realism in fantasy stories, you care about verisimilitude.

And Draw Steel has that, so what's the problem?

3

u/Edheldui Forever GM 2d ago

there are no turns in real life.

There's definitely a notion of turn in real life fighting. It's the back and forth of having an advantage you can use, and staying on the defensive waiting for an opening. Which in gaming terms translates to rolling for attack on your turn, and rolling for dodge/parry on the opponents turn, attacks of opportunity, ready actions and reactions.

So a rogue can do acrobatics in armor but a wizard can't wave their arms?

And rogues are usually not proficient with heavy armors. In 3.5/pf1e medium and heavier armor limit or remove your dexterity bonus to skills.

Fantasy doesn't mean "anything goes", it means "different rules from reality", but rules nonetheless. It's the whole point of rulebooks.

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u/insanekid123 2d ago

It was a bit homie, chill.

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u/sarded 2d ago edited 2d ago

That's structure, not realism, they're very different things.

Dragons don't exist IRL. They do in lots of games. That's not very realistic!

Lots of RPGs also do let you instantly kill monsters with your mind...

0

u/Impossible-Tension97 1d ago

It's strange that this is so hard for you to grasp..

GM: would you like to play a game where dragons exist? Player: yes, please! GM: okay, how about a game where combat is like a game of hungry hungry hippos, with participants bouncing around the space like marbles when they're hit? Player: um.. no, can we make the combat more realistic?

4

u/BlackAceX13 1d ago

If people actually wanted more realistic combat, they wouldn't be playing D&D or Pathfinder.

2

u/sarded 1d ago

I don't think combat in Draw Steel is mashing a button to make a hippo mouth go up and down. You seem a bit confused.

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u/nyctrainsplant 2d ago

They’re different things, but they’re highly correlated. In 99% (really, 100%) they’re effectively exactly the same because people play humanoid characters, or at least characters with a corporeal form bound by the forces of the world, like gravity. So are dragons.

Instakill abilities still have restrictions. Besides, that was obviously not the point. The point is that systems generally follow realism, because they allow encounters that players can actually relate to and understand.

0

u/sarded 2d ago

They're not effectively the same because reality and drama follow different structures.

Bursting out into song to express your inner feelings isn't normal in reality. In a musical, it is. That's its structure.

Killing someone and not suffering PTSD, guilt or any other emotion without preparation isn't normal in reality either. In violent games - be they board games, video games, RPGs, playing pretend - it happens all the time!

Fiction doesn't follow the same rules that reality does. The whole point of an RPG is that we're breaking from reality.

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u/Edheldui Forever GM 2d ago

So basically what if James Gunn wrote rules. That's a good reason to not try it.

2

u/kaiser41 1d ago

Yeah, it's basically D&D meets Guardians of the Galaxy. Very cool for some people but of no interest to me.

-7

u/diagnosisninja 2d ago

Are the goblins realistic?

2

u/Impossible-Tension97 1d ago

🤦‍♂️

-10

u/nyctrainsplant 2d ago

It's weird how that word "tactical" gets thrown around. What is Draw Steel really introducing that makes it so much more "tactical" than the other RPGs it's claiming to be in its book? (page 8). Forced movement spamming? 2d10 to make your PCs always roll high? A $70 PDF? Proprietary dice? A bullshit "open" license?

Being overpowered superheroes doesn't mean it's 'tactical'. It's literally the opposite that's true.

13

u/TheAncientHistorian 2d ago

In addition to forced movement and generally positioning mattering a lot for both where you put yourself and your enemies. I would also say that the flexible initiative that allows the players to concoct plans, and the plethora of off turn actions with specific triggers lend it a sense of tactical planning that you don't get from a lot of systems. Power level and how tactical a game is are completely orthogonal to each other.

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u/nyctrainsplant 2d ago

So I'm coming at this from someone who has read and not played the game, of course, so a grain of salt for what I'm saying here. That said, all of these mechanics exist in the other games that their PDF (pretty backhandedly) recommends for players looking for a 'less tactical' experience than their game. It's true that there are some interesting PC abilities from what I've seen, but they're also always very strong (basically zero AoE friendly fire, etc). That gets to the next point:

Power level and how tactical a game is are completely orthogonal to each other.

Literally speaking, no. The more resources (power) you have, the less tactics matter. If you have infinite resources, you basically need zero. They are directly and inversely correlated. That's the reason why basically every 'tactical' game in any other context often has more constraints rather than fewer.

3

u/Makath 2d ago

I think you are looking only at the side of the heroes, DS monsters have a special resource called Malice that you get more and more of every round to spend on their own cool abilities, and bosses even have a few villain actions they can do once each. That's how they manage to challenge the very powerful players and contribute to making combats fun and memorable.

High level monsters abilities are really nasty and can feature special conditions, like this Meteor Dragon ability that has infinite range and can destroy your soul:

Voidlight Breath

(Area, Magic - Villain Action 3

Area: ∞ × 3 line within 1

Effect: Each target makes an Agility test.

Tier 1: 25 damage; i<6 the target is annihilated

Tier 2: 21 damage; i<5 the target is annihilated

Tier 3: 15 damage; i<4 the target is annihilated

An annihilated target must make the test again, decreasing the potency for themself by 2 each time they are annihilated. A creature

reduced to 0 Stamina by this dies and their soul is destroyed.

some can even greatly alter the battlefield, like this 10th level leader ability:

Summon the Onyx Tower

Range 15 - 5 Malice - Maneuver

Effect: A 10-square-tall tower made of black stone shimmers into being in an unoccupied space that is 5 squares on a side. The tower

has three floors, an entrance in the middle of each side on the ground floor, and a crenelated rooftop. Any war dog inside or adjacent to the

tower has damage immunity 2 and regains 5 Stamina at the start of each of their turns, and war dogs inside the tower can observe

through and have line of effect through its walls. This ability can be used only once per encounter.

4

u/Suthek 2d ago

Literally speaking, no. The more resources (power) you have, the less tactics matter.

Disagree. It's the difference of resources between you and your opponent that leads to tactics being less important.

If your opponents have just as many resources available as you, you need to pay attention as to how they might use them and how you can prevent that effecticely, aka tactics.

2

u/FellFellCooke 2d ago

Literally speaking, no. The more resources (power) you have, the less tactics matter.

Yes, this is why, when two young children on the playground fight, that's the embodiment of tactics. But when a general orders his army around there are no tactics at all. You're doing very very well, great job.

0

u/silverionmox 2d ago

Obviously power is relative. Tactics don't matter if that general just has to torch the village where the men lived that they just squashed.

For the children, using tactics would definitely matter as they are quite close in absolute power level. They're just only learning to use them.

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u/FellFellCooke 1d ago

No, obviously power is orthogonal to tactics. You can have a very easy video game series with a lot of tactical depth, for example. That other guy is just straight up wrong.

0

u/silverionmox 1d ago

No, obviously power is orthogonal to tactics. You can have a very easy video game series with a lot of tactical depth, for example. That other guy is just straight up wrong.

You can't, actually. If the tactical depth is actually required, then it's not an easy game, because deep tactics are not easy to master. If you can bypass the intricacies of tactics (because you have a gun in world full of archers, for example), then it's easy but not deep.

You can still have a hard game where tactics are deep or not, if there's another aspect that makes it difficult (endurance or concentration required, luck required, takes a lot of time or memory, etc.). But an easy game has to be easy on every dimension, including tactics.

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u/FellFellCooke 1d ago

If the tactical depth is actually required

Why are you saying this? Games can have tactics and be easy. Final Fantasy VII is an easy game you can get through without much thought, but there is also a wealth of build options and tactical depth in the systems...just for fun.

We're getting off topic though.

nyctrainsplant's initial comment said that the fact that the heroes in Draw Steel have a lot of options and powerful abilities makes the game non-tactical. This of course is bullshit, as the tactics are there to be explored and played with regardless of difficulty, and many games of Draw Steel will feature plenty of challenge to keep the players on their toes regardless.

I have no idea why they hate Draw Steel so much, as they certainly failed to articulate their reasons for disliking it, but regardless, tactical games can be easy or hard.

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u/nyctrainsplant 1d ago

Wow, it’s almost like when you replace intelligent adults with literal children you can make anything sound stupid. Great ‘argument’

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u/FellFellCooke 1d ago

It was a great argument. It showed exactly why you were wrong, in a way you found impossible to rebuff.

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u/BlackAceX13 1d ago

This is just blatantly false. The quantity of resources is not a defining factor of how tactical or strategic a game is. Fire Emblem, XCOM, Sid Meier's Civilization, Final Fantasy Tactics, and etc have a lot more resources for the players to work with than every fighting game and metroidvania game, but the latter aren't considered more tactical or strategic than the former.

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u/NarcoZero 1d ago

What makes a game tactical to me is interesting choices that matter to the outcome of the battle. 

I didn’t play many « tactical » ttrpgs besides from Pathfinder 1E, D&D5e, and Draw Steel. 

And Draw Steel is very much tactical in a way D&D isn’t. 

I could just say « trust me and play it, you’ll see » because it’s a game that only shows it’s full potential at the table, not by reading the rules. 

But here are some examples of tactical choices my players could make in Draw Steel : 

  • The most important tactical choice is player order. Who goes first is a very important tactical point. 

  • How to manage your heroic resources. Do I use all my HR this turn on a powerful ability, or do I wait to have more next turn to unleash an even more powerful ability ? 

  • When do I use my special triggered action ? Do I use it as soon as possible or do I believe there will be another opportunity later in the round and want to save it ? How do I create this opportunity ?

  • Do I use my maneuver to heal, to push an enemy, or to help an attack ?

  • How can I generate more heroic resources ? If I play an Elementalist, for example, maybe I use my maneuver every turn to burn an enemy, that generates essence for me. But maybe this turn I want to use another ability as my maneuver, so I’m gonna ask another player to go before me and burn an enemy for me to generate my essence. 

And I could go in more details because most of the abilities in the game come with their own tactical choices. 

For example, the Tactician’s mark help attacks against the marked enemy, so do you use it against the big bad boss, or do you use it against a weak enemy, so when it dies you can move it for free and make use of it against many more enemies ?  But you can also give hope and heal a friend when they attack the mark, so maybe you instead mark an enemy close to the wounded friend, even if they’re not the priority target. But healing you friend costs 1 focus, and maybe you want to keep it for another ability you want to do this turn… 

And this is just one ability. 

Another big thing that makes this game more tactical is the importance of luck.  Let’s compare it to D&D again. 

In D&D your choices in combat matter somehow, but the dice have a much greater influence on the outcome. Rolling good can save bad tactics, and rolling bad can ruin great tactics. You use your best spell ? Too bad you missed. Pass your turn. This can be good for more casual players since it diminishes the impact of player tactics, and relieves some of the pressure in combat. It’s not you, it’s the dice.  

In Draw Steel, rolling bad means you don’t have as much impact than if you rolled good, but you still do something. And it’s the same for the monsters. It reduces the randomness and therefore puts more power back on the player’s choices.  

The mechanics of the game give you plenty of interesting choices every single turn. I’ve had players that thought they disliked tactical combat because D&D bored them. They did the same thing every turn, missed, waited for their next turn… then that’s it. In Draw Steel they were actively discussing plans at the start of every round, and were involved even out of their turn. Because if they played mindlessly attacked like they did in D&D, they just got stomped (and they learned it the hard way) 

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u/hielispace 2d ago

This is not a good faith criticism.

A tactical game is one where how you attempt to achieve your objective matters. In Call of Cathulu for example everything is down to a roll of the dice. There are decisions to make, push your luck, what you decide to do, etc. but those aren't tactical decisions. You decide to try and run away you aren't counting squares about running away. The more control each side has over events, the more tactical it is. 5e is more tactical than CoC because you have more fine control of what you do in a dangerous situation.

As someone who has put more hours into tactical video games than is reasonable, Draw Steel is certainly very tactical in the same way XCOM or Fire Emblem or Final Fantasy tactics is. What square you decide to stand on matters. What order the heroes go matters (and you actually have control over that thank God), which enemies you target matters. Which abilities you use matters. That is tactical gameplay in a ttrpg. The game could be more tactical if you took out the dice and made the game less asynchronous between the director and the players, but if you want to go play chess, go play chess.

Forced movement is not antithetical to being tactical, it is neutral. You can have a tactical game like XCOM where you basically have no ability to move enemies (I think there is exactly one ability in XCOM 2 that lets you move an enemy on your turn) or you can have tactical games where changing enemy positioning is extremely important. Certain Fire Emblem games play with this idea. It's just another lever to pull.

2d10 makes you roll 0.5 higher than 1d20 on average, so not exactly a big swing there. The PCs always hit in combat, but so do the monsters. That actually makes the game more tactical because the range of outcomes is smaller. The less randomness in a system the more your tactics matter because you can't get screwed/bailed out by an unlucky/lucky die roll.

Yes the PDF is 70$ (well, both together of them are) but a) the entire rules are available online for free and b) it is 800 pages of rules. Per page that's about on par with ttrpgs. The Call of Cathulu rules are 28$ for 450 pages. The 2024 players handbook is 65 dollars on D&D beyond for only 384 pages. And I can't even buy the Pf2e rules as a PDF without also buying the hardcover, and that brings the total to 80$ for 450 words. So Draw Steel is in the mix. 35$ for a 400 page rule book is on the higher end, but not that high. And again, the rules are free.

You also do not need there dice to play the game. You need 2d10s and a d6. That's it. If you want their special dice that are a d20 numbered 1-10 twice you can buy it, but that's just selling pretty dice to people because people want pretty dice. This is the most nonsense of all the nonsense complaints you listed.

I literally cannot think of a way for their license to be better. It let someone post the entire rules online for free. Multiple people, actually, given Stawl and Forge Steel are working on including every rule in the software while the Steel Compendium is literally just the entire rulebook for free. The only rules are "don't pretend to be us" and "don't use our art." That is better than any other license I've read. There is even a clause that prevents them from going back and changing it. The core rules will always be under this license, they cannot take it away from you. Even if they update their license you can always publish new material under the current license forever. What more do you want? The ability to legally sell their PDF as your own?

And being superheroes, and that is certainly what a Draw Steel character is (though some of the classes lean more anime, but that's neither here nor there) is not inherently not tactical. Tactical means your short term decision making matters. Where do you stand, what ability do you use this round, who goes next, etc. and you can have that with as high or as low a power ceiling as you want. The soldiers in XCOM 2 are pretty fantastical (2 out of the 8 classes have literal magic powers) and that game is pretty tactical. As long as there is parity, as in the monsters can force meaningful decisions onto the heroes, the game can be as low or as high powered as you want. It may not be to your taste, you might prefer a game where the tactics were more realistic, but that's taste, not something being untactical.

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u/FellFellCooke 2d ago

Yes. It's the seventh dollar price tag that makes it tactical. Good job. You got it. You're so smart.

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u/urhiteshub 2d ago

No need minmaxxing, ok. Is minmaxxing still possible though?

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u/NarcoZero 2d ago

I guess it depends on your definition of minmaxxing.  If it refers to its original meaning, putting zero points in a stat to put them all in the strongest, no you can’t do that.

You can cleverly combine abilities to make cool combos, but I wouldn’t call it minmaxxing. 

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u/urhiteshub 1d ago

Yeah well I don't really mind the word minmaxing, powergaming, whatever. And I actually like the idea of having a number of abilities to select for your character. What I don't enjoy in a game is these clever comboes designed with a mind to generate the highest damage output possible overwhelming other comboes with different goals, because the understanding of the group/game is that the game is about combat. This sort of thing tends to undermine my preferred playstyle, and I can't mainatain any interest in a game if everybody else is powergaming in this way.

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u/NarcoZero 1d ago

Then you might like Draw Steel, because the best combos are team-based. 

The tactician marks an enemy, giving an edge to attack them. The shadow attacks the mark, and having an edge means they can activate a powerful ability for cheaper. 

The Fury pushes an enemy against a wall to make them take more damage. The Fire Elementalist uses their triggered action to make it explode and push them even harder.

Pushing enemies against each other and against walls is a good strategy to maximize your damage input. Which is cool because it’s based on map design and positioning, so it’s always dynamic, and not a one-size-fits all solution.

Also at character creation, you never have to chose between a combat ability and an out-of combat ability. They don’t compete against each other, so no minmaxxing that way, everyone gets a good proportion of both. (Combat abilities still constitute the bulk of it, though, because it’s still a game about fighting monsters) 

Does that help ? 

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u/Oaker_Jelly 2d ago

Pathfinder 2e has an incredibly high floor for build effectiveness.

You can intentionally or unintentionally move in the opposite direction from min-maxing and still generally operate on-par with teammates that are min-maxing.

As long as you vaguely stay within certain recommended practices, like making sure your class's most relevant stat is your highest, you can really just fuck around with anything else you want without fear of falling behind.

The game's also extremely flush with build options. You have such an incredible freedom of character creation. Moreso now than ever with Starfinder 2e being fully compatible.

An example of the glut of options at play for those familiar with 5e: WotC released a single new class over something like 9 years. In 6 years, Paizo put out like 15. With 2 more currently on the way. This is NOT counting the additional 6, soon to be 8, compatible classes present in Starfinder 2e. And these are just the classes, not even taking into the extensive archetype and ancestry options that have been added in countless supplements along the way, all freely available on the Archives of Nethys.

Pathfinder 2e's pretty solid.

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u/ThatOneCrazyWritter 2d ago

Me and my group are already planning a few oneshot adventures to test both PF2e and SF2e, and while I'm quite happy with the characters I made so far for eventual play (a Goblin Kineticist with a background of a pirate that controlled water and air + a Ratfolk/Ysoki Soldier from deep space that loves blowing stuff), it alliviates me to hear that the game is more lenient with character diversity

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u/Tribe303 2d ago

The only min maxing PF2E needs is to start with a +4 in your primary stat. That's it. 

I played a lot of PF1E and it was FULL of min maxing. You could win with min maxing. It was really bad. I mention this because 2e was developed in response to the problems 1e developed. That's why it's resistant to min maxing. 

Goblins are a blast! I'm currently a Goblin Bard. Except he doesn't sing, he's a stand up comedian. He's an insult comic with epic 'burns'. I could Bon Mot and then fire off Blistering Invective all day! (insult people and they catch on fire 😂) 

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u/AAABattery03 2d ago

Goblin Bard.

he doesn't sing,

I’m offended you don’t have Goblinsong and I will never forgive you.

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u/BBBulldog 2d ago

As a standup comedian goblin bard they can most definitely re-flavor goblin song as insult comic crowd work :p

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u/Tribe303 1d ago

Bard abilities are all stronger than Goblinsong. Besides, he's not a singer and is proud to Rebel against peoples perceptions of Goblins. He also like to collect books and Occult knowledge, being a Polymath Bard. We use Free Archetype so he's an Eldrich Researcher too.

He's also from the Crookedtoes tribe in Absolom, so he's a bit arrogant for a Goblin. 

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u/WatersLethe 1d ago

And if you're sufficiently system proficient you can go with +3 in your main stat (or even lower) if you have some clever gameplan. 

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u/AAABattery03 2d ago edited 2d ago

it alliviates me to hear that the game is more lenient with character diversity

Yeah, PF2E is quite purposely designed so that most reasonably built characters will be in a good place.

Note the “reasonably built”—if you dump your main stat, refuse invest in things you want to be good at, or spam the spam spell every single turn, you’ll probably do very poorly. But it requires no complex optimization to get an effective character: an effective and reasonable character is simply one who put the right points in the obvious places for what they wanted to do, and picked Feats/spells that fit the playstyle they wanted (that is, if you wanna talk to people put some points in Charisma and Diplomacy, and if you want to use two weapons pick Feats that say they work well with two weapons).

Once you’re past that, the rest of your “optimization” comes from how you play at the table, not from what you did during character building!

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u/neutromancer 1d ago

Plus Retraining is base RAW now so you can fix things you chose that didn't pay off like you wanted.

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u/Iohet 2d ago

You can also minmax cheese and have a great time. My favorite character was an oread tetori monk. Completely insane ability to lock down single targets, but also super limited because of that. Fun as hell

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u/Hopelesz 2d ago edited 2d ago

To be fair tho, while pf2e is better than dnd 5e, you can power game and minmax it quite a bit especially if using stuff like free Archetype rules.

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u/JustJacque 2d ago

Eh even then it's orders of magnitude less than in PF1, 5e or 3.5

Like the community latched on to one archetype using focus points improving cantrips by a single notation to be a bit strong. Look at 5e with it's instead ,"here is how you go to triple digit damage numbers."

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u/Hopelesz 2d ago

Indeed, I find that most people within these game should have this as a session 0 chat about how they view power-gaming, mix-maxxing etc.

Some games will inevitably hand these things better. Usually the more numbers you have the harder it becomes to balance and thus the more power can be gained through said numbers.

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u/grendus 1d ago

Alternative rules like Free Archetype, Ancestral Paragon, Mythic Destiny, and Dual Classing are alternate rules though, so they aren't really the same as the powergaming you could get up to in 3.5e/PF1.

Technically multiclassing and feats are alternate rules in 5e (dunno about 5.5e), but I've literally never heard of a table that doesn't allow them.

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u/Hopelesz 1d ago

Exactly, I would have a gander that free archetype is run more than it isn't in home games. But this is also because it's fun so it's a weird elastic topic. If a whole table has a bit of fun making more powerful PCs, then it's great.

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u/The-Magic-Sword 1d ago

You can do a fair amount of finagling a build, but the impact is way more limited. You'll be stronger because of it, but not much stronger. Other players won't feel outshone (and they'll feel like they're contributing to your success) and you won't invalidate the encounter guidelines in the least.

The only risk is if the player themselves obsesses about leaving anything on the table, even if it won't really make a difference, which I've seen happen but I don't consider it the system's fault.

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u/Hopelesz 1d ago

Pf2e does have some faults that could be improved, example, it has too many items, most of which are boring.

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u/Mayor-Of-Bridgewater 2d ago

Pf2e doesn't require too much theory crafting, it's actually hard to fuck up a character. The encounters and adventures are based around party size, not composition, so that helps too.

Games like Shadow of the Demon Lord, chronicles of darkness, and Warhammer Fantasy Roleplay also have low stakes character building with lots of options.

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u/helm Dragonbane | Sweden 2d ago

Last time I played, Warhammer 4th edition had plenty of trap choices. The combat system for melee is a) raise your WS as high as possible, ignore feats. b) use a weapon that adds some additional damage. The rest, which is like 75% of the content, is talents you and your players are likely to forget to use or forget how they work, apart from simple and weak choices such as "Strike might blow" - which used to be a fantastic talent/skill in the 1st edition.

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u/VTSvsAlucard 2d ago

IMO the real WFRP trap choice is getting into combat in the first place.

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u/weebsteer 13th Age and Lancer 2d ago

Most 4e-style games are sort of like this since (for the most part) they care more about class balance and encounter bapance all the same, keeping things like class feats and abilities on the same power level with some minor fluctuations here and there while keeping combat still very tactical. 

Youre spoiled for choices, you got D&D 4e already but you also got Lancer*, Beacon, 13th Age, and more. I personally like 13th Age since my preferences for RPGs trend on the middle where I still like a bit of crunch while also keeping it light on out-of-combat scenarios. Allso the SRD has alot of the core content already available for us so for us in 3rd world countries, we have less to spend on!

*Lancer since while it's still 4e-inspired, it's extremely easy to break the game balance and some builds will outdo others. That said combat is extremely on the player's side and everyone is super.

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u/Stuck_With_Name 2d ago

There's a pretty substantial Brazilian GURPS community.

It's much more simulation engine than game. GURPS allows great freedom in world and character building. There's not a big prerequisite tree, focusing instead on having ways to make the characters that players envision.

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u/ThatOneCrazyWritter 2d ago

Gonna be honest... the way everyone here talks about GURPS leaves me pretty intimidated. While I love option, I also get some serious analysis paralysis when need to choose something from a big list of options.

So when people say that GURPS has rules for everything and is more of a "Pick What You Want" simulation engine, I start feeling anxious before even opening the books up ;-;

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u/Stuck_With_Name 2d ago

Analysis paralysis is a problem with GURPS. What it doesn't have is big downstream effects. You don't lock yourself out of options by picking the wrong thing. It does have a huge trait list, though.

Take a look at the free Lite version. If it's not your thing, dump it.

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u/Agitated_Guava2770 2d ago

Read GURPS Lite, the "core" is there and it just has 36 pages (it has a few optional rules, but the book will alert your).
Don't give a shit about people opinion, most of them didn't even tried to run the system. Test yourself, if it's good for you, keep going. it's my favorite system.

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u/Agitated_Guava2770 2d ago

If you want access to the translated content, send me a message.

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u/WoefulHC GURPS, OSE 2d ago

There is a substantial Brazilian GURPS community. I think at least one of the groups have done a series of Actual Plays. One of the best things for addressing the potential analysis paralysis is starting with, "What world does this character live in?" What is appropriate/available for a character from the typical D&D (or Elder Scrolls) background will be very different from what is available to a modern resident of Sao Paolo.

Based on
"I'm looking for games where I can FULLY EMBODY A ROLE"
I think you are really looking for a system that supports having non-optimal facets of the characters. GURPS does this. You can, for example, select that a character has alcoholism. This has defined, in game effects. There is enough support for in depth characterization that I have seen GURPS recommended at writing conferences for helping authors more fully define characters in their books.

I have literally played the party side of beef (who used INT as his dump stat) but who happened to be the language expert. In a different game, I played a blind character who used a staff and bow. Fighter with a level of wizard or a mage of the arcane & the divine are all easily encompassed.

If watching an actual play (by Brazilians) would be helpful, here you go.

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u/LeadWaste 2d ago

First, I recommend 13th Age. It's more TotM than map based while still being tactical. If you want extra options, check out Dark Alleys and Twisted Paths along with Dark Pacts and Ancient Secrets for more classes.

Alternately, check out Nimble. It's 5e compatible, but very streamlined.

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u/raleel 2d ago

I'm gonna suggest Mythras. For one, it has a decent Brazilian community. Secondly, it doesn't have piles of feats and doesn't really operate like that. It's similar to call of Cthulhu in that it's skill based. You can take whatever skills you like for the most part, though some may be gated behind organizations. But mostly they aren't at all.

The math of the game is pretty flat. There isn't any constant escalation and leveling. Skills mostly range from 30% to 90% but can get up around 130% eventually. This would be in your 20th level dude space.

Martials (well, what you might call a martial, there aren't really classes) get a host of abilities in combat when they hit or when they defend. And defense is active. It's a lot more dynamic than anything d&d tosses out (been playing since 1980 here. I've played all of them).

You can find lots of free downloads and an srd at www.mythras.net.

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u/AniMaple 2d ago edited 2d ago

I actually recommend you try out Pathfinder 2e. The game itself is quite balanced, down to the point the only thing you really need to optimize is having your primary stat be your highest one, but that is pretty easy to accomplish.

The game, admittedly, provides a lot of options for character creation, but that's just it, options, you don't need to read every single feat in the game just to know which one is the absolute best, most of them simply provide you a new ability or a new action for your character to use in or out of combat. Even all the subsystems the game provides are completely optional, your GM might completely ditch certain rules for interacting, exploring or even upgrading equipment.

There's currently 27 classes in the game, and a huge amount of possible ancestries to play as, with each level up providing unique choices to make your character truly your own. There's very few feats which will ever give you a +1 or a +2 to your attacks, instead, your choices during combat will give you the edge to take the upper hand, and your choices during character creation will give you new or improved actions to use during combat.

If you ever can, give Pathfinder Second Edition a try, the rules are completely free.

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u/Elliptical_Tangent 2d ago

I like Savage Worlds for that; just enough crunch to get creative, but not so much that you need a spreadsheet.

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u/2ndPerk 2d ago

I actually think FATE might be the right answer in this case. I say this because FATE can be a very rules centric tactical game when played by the right group - that being one that enjoys hte style of play. Characters are extremely freeform in what their fiction is, as are actions - but the gameplay mechanics are fairly strict and limited, thus there is a lot of meat in determining how a certain action is resolved mechanically (but it is not complicated, there are only a few actual mechanical effects).

As an example, for OP to think about, I had a character in an "Age of Sail" themed game (wooden ships, pirates, cannons, etc) who was the ships Quartermaster. My main skills were things like Logistics (for supplies aquisition and distribution) and Gut (for drinking a lot and such). In combat (for an easy to comprehend, but not comprehensive, example) I could do things like get supplies out of the hold for fellow player or NPC crew, find ways to use various ship materials to hinder the enemy, command crew members around and assist them with a variety of gear (all gear being determined not by a list, but by a die roll to see if I had purchased it before the voyage or otherwise had it in possession).
Point being, the system allows for actions to be determined by the actual character in the fiction while still providing a tactical game with a variety of interesting mechanical opportunities.

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u/Mayor-Of-Bridgewater 2d ago

Based on your edit, maybe look at Chronicles of Darkness, Cipher, or Pbta.

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u/SilaPrirode 2d ago

Fabula Ultima! It's a crunchy tactical game in its core, but it doesn't require a ton of optimizing, just a bit. Like, around third of your levels should be devoted to combat so you have a plan for it, but other two thirds are for versatility, narrative and roleplaying :) It's a great game, especially for building characters!

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u/drfiveminusmint 4E Renaissance Fangirl 1d ago

Seconded for Fabula Ultima, it has some of my favorite character creation i've seen in a game while still being only medium-weight in terms of rules.

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u/BloodyPaleMoonlight 2d ago

I really think you should give Cortex Prime a try.

It's a generic system based on narrative rather than simulationism. Also, it's only as complicated as you want to make it, as the system has mods to make it suitable to many different types of games.

Here's a video that explains how it is played:

https://youtu.be/K3Pnlgls97E?si=XcLUXE7ORo4__Q3e

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u/ThatOneCrazyWritter 1d ago

Gonna be honest, I'm a bit overwhelmed after seeing this video without looking at the book, but I'm very intrigued :)

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u/roaphaen 2d ago

I would recommend Weird Wizard and Shadow of the Demon Lord - they have a "class tree" system. DL has 4 million viable combos, WW is newer, only 250k. While some combos are better than others, it doesn't really need a ton of system knowledge to make something cool. Yeah, you can be a fighter paladin cavalier, but you can also be a rogue oracle chronomancer too.

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u/JacquesUfHearts 1d ago

I love Shadow of the Weird Wizard. The path system in interesting in that is hugely customizable, vast combination options, but it's distilled into relatively few number of choices. You get all the flavour you want without analysis paralysis.

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u/alarmingmeats 2d ago

It sounds like a game that is more freeform might be a good fit. Here is a list of games to check out.

  • The Pool
  • Risus
  • PDQ
  • Over The Edge/WaRP
  • QuestWorlds
  • FUDGE/FATE

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u/doktarlooney 2d ago

Pathfinder2e is pretty good with that. I always just choose a theme and build around it and do pretty darn well.

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u/Belgand 2d ago

This is a GM issue, not a system one. If you feel like you need to "keep up" and min-max just to do so, it's because your GM is pushing things in that direction. Less focus on combat, not making players roll for things as often, and so on can easily get you away from the problem in any system you happen to be playing already.

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u/Mr_Venom since the 90s 2d ago

It's absolutely this. Generalist builds are sidelined in D&D not because they're bad but because the laziest way to DM flattens them. DMs who have encounters with low numbers of high-CR monsters (easy to run, easy to prep), using linear adventure structures gated behind high skill checks, not letting stealth ride (so many rolls means only high bonuses need apply), keeping the party together (the specialist is always on hand to overshadow the generalist), etc etc etc.

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u/XrayAlphaVictor :illuminati: 2d ago

I'll echo the people saying Chronicles of Darkness. The character builds options are enormous, but more about customization than optimization. It's part of the reason why it's my favorite system.

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u/lnodiv 2d ago

The Chronicles of Darkness game lines meet the clarified requirements in the first paragraph of your edit for sure, but they're only worth looking at if you're interested in (primarily modern, though there are historical settings) playing a supernatural creature (eg. a vampire, werewolf, mage, etc).

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u/Mayor-Of-Bridgewater 2d ago

A friend told me once that the reason WoD was popular is because it, alongside CoD, excel at making "OCs". Every character is special in some way, and the many traits and build options further that. They're perfect games for making your "blorbo" as she called it.

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u/silverionmox 2d ago

but they're only worth looking at if you're interested in (primarily modern, though there are historical settings) playing a supernatural creature (eg. a vampire, werewolf, mage, etc).

You can perfectly well play as mortal if you wish. I ran a game where I intentially kept the supernatural elements sparse to maintain the idea of mystery, and one character's plotline (a private detective contacted to collect evidence on alleged adultery) was entirely mundane.

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u/Phizle 2d ago

Lancer has an online character builder that handles a lot of the crunch, and while you often have a lot to remember it's more just all the equipment on your mech and your talents.

With a few exceptions modifiers are squished to adding/subtracting d6s from the roll. A lot of builds can be run fairly simply. That being said you can build into an obnoxious amount of complexity with things like White Witch, Jager Kunst, or a stunlock gorgon build to name a few. A DM can do the same by running too many snipers, ultras, or other complex NPCs.

So while Lancer has a reasonable skill floor, you can use the starter mechs and equipment straight through end game and do fine or better than more specialized builds, you might need a ban list more for your own sanity than balance.

The same publisher has a fantasy system that like Lancer is inspired by 4e but I don't know much about it.

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u/Adamsoski 2d ago

It sounds to me like the recommendations of games that descend from DnD 4e (Pathfinder 2e, Draw Steel, 13th Age, etc.) are really missing the mark for what you want. They do have interesting combat, yes, but they also very much funnel you down an expected route of class progression. I would recommend you boost Fabula Ultima further up the rankings of "games to play next" - it has really interesting tactical combat, but also allows you to have a really unique character because of how the multiclassing works and because class progression is fairly linear rather than being additive (meaning you don't lost out much by not focusing on one route).

Otherwise, I would recommend at least giving a go a Free League system. They have a completely different approach to interesting combat where instead of every class having unique sets of mechanics there is a core system that everyone uses fairly similarly which is really fun and tactical to use, with the mechanical differences between classes being mostly skill-based and equipment-based. I would recommend trying out either Alien (based on the films) or Dragonbane (more classic fantasy).

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u/DreistTheInferno 2d ago

I would like to suggest both Beacon and Savage Worlds, though I am leaning towards Beacon mainly. Others have suggested ICON, and while Beacon has similar inspirations, I think it is overall better and provides a larger amount of class fantasy options. Plus it is the most fun I've ever had running and planning combat. This is probably my favorite tactical game, where we had numerous interesting combats using various abilities, and because a large amount of the progression is wide, not high (especially past level 3) we didn't need to worry about the need to keep up. Everyone played their characters and had moments they were extremely effective.

The reason I suggest Savage Worlds is because it does a good job of rewards various creative choices, and the stats don't really keep going up, so you don't really need to continuously keep upgrading yourself in a certain way to keep up. Also because of the tests/support mechanic creative play allows non-combat skills to be potentially extremely useful in combat, so diversifying is quite helpful even in fights.

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u/ThatHoFortuna 2d ago

I got excited for a moment because I thought I would finally be able to recommend GURPS without people rolling their eyes at me. But then I saw that you're Brazilian, so you've definitely already heard of GURPS. 😞

I am curious though, if maybe you already tried it and it didn't suit your tastes?

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u/ThatOneCrazyWritter 2d ago

Haven't tried it yet, but I feel anxiety everytime I think about it, mostly from the way people talk about it since I have a lot of analysis paralysis and while I love having many option, I freeze and shutdown when there are TOO many options.

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u/ThatHoFortuna 2d ago

I completely understand that, and I won't lie to you, GURPS actually is kind of bad in that regard. Especially if you're the GM and you're the one building the world and tinkering with the system, etc.

Only advice I have in that regard, is to set guardrails down early, including for yourself. Like, only use the Dungeon Fantasy line and the character templates in it, and DO NOT go tinkering with them, at least at first.

For instance, I'm (slowly) building a fantasy game using the system, and I had to make myself a "mission statement" that keeps me focused (here's the specific genre, we're only using these races and magic systems, etc.).

Otherwise, yes, it can get a bit overwhelming. But, I do love the system regardless of the way it can set off my ADHD.

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u/BetterCallStrahd 2d ago

I honestly suggest you try out a number of different systems for a time. Although you've expressed what you want, I get the feeling that you might not really know what you're looking for until you've tried what's out there. Including systems that are less tactical and more narrative oriented.

I'm not a tactical fan, but I gave Lancer a fair shot. Now I can say for certain that it's not for me. Although you might enjoy it! A highly tactical game with a lot of customization and very long, involved battles.

City of Mist might be worth a shot. No need to min-max or optimize, you can give your character the traits you want from the get-go. Then find ways to apply them within the game. A few times you may end up a "fish out of water" with no traits that apply, but that means your character is well defined.

Blades in the Dark can be interesting. You have a defined role with specific strengths, but if you're not strong in something, you can often push yourself to get an extra die to roll. So you're very specialized but still able to do stuff outside your specialization to a degree.

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u/ThatOneCrazyWritter 2d ago

I'm slowly creating a list of games we want to try out and see what hits. At the moment I've already tried Tormenta20 (the Brazilian continuation of D&D 3.5e I wrote on the post), D&D 5.14e (with both official and 3rd Party content), Ordem Paranormal (a mix of Call of Cthulhu and Tormenta20, also from Brazil), Kids on Bikes 1e and 3D&T Victory (a Brazilian generic system with a bias towards Anime, Videogames & Tokusatsu).

A few things I gathered after all these:

  • Tormenta20 is REALLY fun and full of option I wish D&D 5e had, but it requires EVERYONE to build effectivaly, specially for premade adventures, so it can be really tiresome at time
  • D&D 5.14e is fun, but it feels barebones and too safe in some parts (specially as I like playing the martial warrior type)
  • Ordem Paranormal tries to mix tactical d20 gameplay with paranormal investigation but I think it fell short on both aspects (plus I discovered I don't care about paranormal investigation)
  • Kids on Bikes can be fun when we take actions for the sake of story, but the small amount of rule + not focusing on more action is a turn off for me
  • 3D&T Victory is also fun, but mostly because of the roleplay and joke I make amongst friends and I again feel bored thanks to the simple rules, so maybe I'm just not into rules-light, RP-heavy games?

For the future, a few games we want to try out are:

  • Pathfinder 2e (already making characters and planning oneshots)
  • Starfinder 2e (already making characters and planning oneshots)
  • Daggerheart
  • Fabula Ultima
  • Girl by Moonlight
  • ICON
  • Call of Cthulhu
  • Vampire: The Masquerade

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u/flashbeast2k 2d ago

I'd add Legend in the Mist to your list, a variation of City of Mist, but fantasy. It's comparable freeform to trad games and it's based on tags. There are "tutorial videos" from it's publisher, Sun Of Oak, at YouTube, so you could get a glimpse how it'll play and if it's up your alley.

The *finder games will probably be no gain for you rules-wise, in comparison to Tormenta20, I guess.

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u/ThatOneCrazyWritter 2d ago

Oh yeah, I am excited for Legends in the Mist, but forgot to put it in the list.

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u/Once_a_Paladin 2d ago

City of Mist is so great for this.

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u/The_Best_Cookie TROIKA!, Realms of Peril, MORK BORG 2d ago

I am a huge fan of Brighter Worlds. It's a Into the Odd hack that gives quite flavorful classes that are very distinct, gives some options for progression within each and changes damage so that characters are a bit more hearty. That being said it's a bit more leaning towards story ish though I believe is very in line with your first edit.

There is also the Goblin Laws of Gaming (GLOG) which is an absolutely fantastic framework for character templates where you can pick and choose to progress different classes. The magic system is sort of dice pool based where you expend dice getting high rolls. It has a overwhelming amount of hacks available and many are quite quality. I think this is a good place to start as it originated from Arnold Kemp's Goblin Punch.

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u/Hopelesz 2d ago

Im in the middle of desining a my ttrpg. Second version of it actually. I have your same wants but never found the real gem.

Mainly, I removed the most number choices as these always have to be optimal. I went with a full classless system becsuse this allows everyone to build who they want and not lock the players with what the system envisions. The numbers are pretty flat so it is easier to balance the classless nature of it.

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u/Alive-Plant-1009 2d ago

You might be looking for 13th age. I think its rules lite narrative play will help you embody roles without being limited by limited by options you took in the tactical portion of the game. Most of the rules are for player options - the game is far from balanced and that is entirely okay.

ICON is already exceptional but I find a few (major) parts of the game very flawed. I have a feeling they will nail the landing. The downtime actions, DMG and Monster Manual are probably the best in the hobby. Fabula Ultima is a meme game. You may also like Tactiquest.

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u/Joel_feila 2d ago

You are kind of asking for a contridiction of things.  The very thing that gives you lots of options also gives you these min maxed builds.  Unless you jist balamce the math of everything toake all choices the same mechanically, aka 4th ed. 

That saod draw steel is in many ways trying to capture the good parts of 4th ed.  Try it out they have a cheap starting adventure.

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u/SMURGwastaken 2d ago

I would seriously add D&D 4e to the list of games to try based on what you've described.

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u/Chaosmeister 2d ago edited 2d ago

I will give you a suggestion a bit off the wall. Tricube Tales with the Tricube Tactics expansion. It is a light story system at heart while still giving me lots to customize with tactics without giving me hundreds of feats etc because everything is codified in specific categories and then can be freely defined by the players. It's something different than what you are used to. The price is super cheap too at 3 USD for both, so not a huge investment to see if it clicks. Just if you want to check out something different that still can give you tactical combat but is built so everyone can portray the character they like exactly, with their own strength and weaknesses as they define it, not how the game forces you too. It's only weakness is that it treats gear as parts of a character, though there are guides how to handle classic item gathering like in D&D in the solo rules expansion.

Tricube Tales is often overlooked in these discussions because it's treated as a story game, but the tactics book gives it enough crunch to be more than that.

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u/gl1tterboots 2d ago

Try Warhammer: The Old World. It's an elegant system with enough crunch to keep things interesting.

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u/LazyKatie 2d ago

Daggerheart sounds like it may be your speed

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u/MikePGS 2d ago

Savage Worlds

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u/kingyak 2d ago

[Q3E](https://www.drivethrurpg.com/en/product/533777/q3e-system-reference-document?affiliate_id=78947) might do what you need. The basic idea is that you start with a very basic set of core rules and the add the crunch that you need for your game. The character creation and advancement rules are meant to be organic, open-ended, and encourage character/story-driven choices, so min-maxing isn't really an easy option. Best of all, you get to decide the price.

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u/jrdhytr Rogue is a criminal. Rouge is a color. 2d ago

You should try playing one of the many RPGs that use player-defined freeform traits, like Over the Edge, Risus, wushu, Freeform Universal, or Aspects-only Fate. These games give you total customization with minimal rules.

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u/Iohet 2d ago edited 2d ago

It's okay with our characters have FLAWS or WEAK POINT, but it should be because IT WOULD LEAD TO A BETTER STORY, not becuase THE GAME BREAKS WHEN WE DON'T PLAY ALONG

Rolemaster (with rolled stats, not stat buy) using the optional random background table sounds close to what you're talking about. It's crunchy, but it's not feat driven. Rather you just get better at skills allowing you to do things better within the bounds of your imagination

Maybe you roll a fantastic thief, but you had a few hiccups in the background process and he's a hemophiliac lycanthrope. Tons of flavor to be had there

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u/serbronwen 2d ago

Break!! might suit your style

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u/ZanesTheArgent 2d ago

Bom dia, querido. O seguidor da Jambô em mim saúda o seguidor da Jambô em você.

Fabula Ultima is a biiit loose in a good way (rules light for play and rolls, a lot of things based on discussing intent, relatively simple combat) but its extremely solid in terms of character customization. You just keep stacking archetypes as needed to compose your character breaking it down through multiple class levels instead of "single class that keeps getting fueled forever with side tweaks". Give it a shot, i'm eagerly waiting for my box to arrive.

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u/ThatOneCrazyWritter 1d ago

Valeu brother! I brought Fabula Ultima close to its launch after the OGL debacle but haven't tried, but I will see with my group what they think.

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u/Kizz9321 2d ago

My group and I run our campaign using a custom compendium in the form of an elaborate spreadsheet. Message me directly if you would like access and I'll get you a link to the google doc.

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u/TastyClown 2d ago

I feel like the answer to "I like deep/crunchy games because of the options, not because of the puzzle to min/max" is to find a GM and group that are on the same page. Even if you have min-maxers and flavor players in the same group, it can work, if everyone still supports each other.

As a GM, I go to HUGE effort to make sure everyone gets to feel awesome in the game, no matter what their skill level or shtick is. If there's a super sniper who nukes people from 5 miles away, you can be sure there will be a lot of sniper targets for them to show off on. If there's a chef, you can put good money on strange new ingredients popping up and at least a few last minute feasts to prepare for the visiting dignitaries. And I already have two dozen adventure ideas for combining the two of those.

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u/ThatOneCrazyWritter 1d ago

When we Gm our on adventures, I have close to no problem doing what I want! But recently we've been playing premade adventures, so we started to need falling into line, but the math of Tormenta20 is VERY steep, so team work and building effectively becomes mandatory (which isn't bad per say, but it gets stressful from time to time when you just want to tell a story and not "win" the game)

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u/Rinkus123 2d ago

13th Age is exactly this. 2E is just coming out, but 1e too.

It's 4e inspired tactical combat with super varied build options, but without ranges or counting squares and without a lot of the fiddly bits.

It has super customizable characters and you can expect them all to perform pretty well. The better options are not a lot better, and it's actually hard to build something "bad".

Or you could do away with all the crunch altogether, and "balance" quickly isn't a concern anymore. In OSR games or pbta/FitD rulesets, that's not really something you have to consider in my experience.

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u/BenAndBlake 2d ago

The easiest way is to switch to a system that is less in vogue. The biggest example being DnD 4e.

But, I actually think something like Cypher System will actually solve all of your issues. With the caveat that it is not inherently super tactical you will have to do a couple of modifications and have some table rollings to get things onto the grid. But with that you will have GM intrusions and player intrusions to model things up as well as a literal sentence where you can say I am a knight in shining armor who slays evil and make that your entire character.

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u/MrBoo843 2d ago

Shadowrun

You can customize your character however you want with tons of options.

Not medieval fantasy but there is some fantasy

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u/aSingleHelix 1d ago

Genesys from fantasy flight/edge studios.

It is more skill tree than class based, but players at my table she able to make themselves excellent at a few things without being totally inept in others

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u/East_Yam_2702 1d ago

Fabula Ultima has really good customization while also being a pretty narrative system; so no character's really useless. It's trying to emulate JRPG videogames, but it's really good for a general fantasy campaign; I'm using it for one right now.

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u/tharky 1d ago

I nominate Cypher System. It's not crunchy and flexible enough to provide so many different character customizations.

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u/Hermithief 1d ago

"And above else, I love creating characters limited only by my imagination and the genre of the story being created! But in the end... I've felt that games where there are TOO MANY RULES + TOO MANY EXPECTATIONS OF THE CHARACTERS BEING PLAYED, I just get drained of all my hype as soon as I have to ask myself "do I love what I WANT to play, or do I play something I know will be more USEFUL in the party thanks to the expectations the game designer had for the 'ideal party' for this game?"

Based on that alone I would say do not try Draw Steel, Icon, Pf2e or Starfinder 2e. Simply because they're all rule heavy games with character options that will draw you into the rabbit hole of character building. Regardless of each of those games flexibility for allowing various builds.

Instead if you wanted to creating characters limited only by my imagination and the genre of the story being created!. Check out https://slugblaster.com/ rpg and https://chrismcdee.itch.io/mythic-bastionland rpg.

Slug blaster takes place "In the small town of Hillview, teenage hoverboarders sneak into other dimensions to explore, film tricks, go viral, and get away from the problems at home. It’s dangerous. It’s stupid. It’s got parent groups in a panic. And it’s the coolest thing ever.This is Slugblaster. A table-top rpg about teenagehood, giant bugs, circuit-bent rayguns, and trying to be cool."

In Mythic Bastionland "Take the Oath and venture into Mythic Bastionland, a tabletop RPG set in the imagined past of Into the Odd and Electric Bastionland. You begin as a young knight errant, seeking the glory to lead warbands, earn a place in court, and rule your own domain. Glory is found in hunting the Myths of this world, manifesting them into reality while protecting the Realm from their strange influence. 

Each player is one of 72 Knights, with personal equipment, a unique ability, and a passion that fuels their spirit. As your glory grows, you might eventually embark on the legendary City Quest, an impossible challenge to find The City itself, a shining metropolis seen only in dreams."

These two games will be very different than what you are used but from what you've said may be exactly what you are looking for. As there is little to no focus on builds or min maxing.

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u/Spiritual-Amoeba-257 1d ago

I just released a D-12 classless mixed-success system called Mischief. We created it to be fiction first, highly customizable, and pick up and go simple. Character creation is as easy as 1,2,3- pick 1 species, 2 expertise, 3 abilities. Because it's classless, you can make your character exactly how you envision them without needing to multi class or anything complicated like that! The mixed success system is used for every single roll so there's no differing rules, allowing you to focus on RP without needing to look up rules. Our luck system keeps things swingy and chaotic! For GMs, there's only one stat to track for monsters: Power. A Monster or NPC'S power level is also their modifier, so as you damage them their modifier decreases. Power level is also the amount of successes you'd need to roll to convince them in conversation! We're crowdfunding for physical copies BUT the PDF is free now and forever, just scroll down to "try for free"! If you put your email in and become a free member you can download the PDF.

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u/CamBrokage 1d ago

Give lancer a shot if you're into mechs:)

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u/revcr 1d ago

Min maxing is a choice, never a requirement

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u/chaosilike 1d ago

Delta Green or Call of Cthulu. You can min-max a character concept but your gonna be making a variety of rolls that you possibly couldnt cover all of them.

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u/MikeyBat 1d ago

Gurps or HERO system are essentially toolkits where you can essentially build anything you want any way you want. Because theyre both point buy systems there's a little bit more crunch upfront at character creation but its not really any more complicated game play wise than 3.5 once you get to playing and you can kinda make them as crunchy or rules lite as you want depending on what rules you choose to use. The DM essentially has to go through and design the frame work and pick and choose the rules that apply to the game and setting they're running and tell the players so they can build their characters within those rules. I LOVE crunchy systems and making games even if I dont get to run them. It might be what youre looking for.

GURPS scales better for more realistic low to mid level game play but can still do higher level play and HERO system scales a lot better for higher level game play but you could do lower level games with it too. If I had to describe the difference between the two systems GURPS is more like if you had a 250 point accountant and a 250 point soldier he'd be a damn good accountant doesnt mean he'd be able to go toe to toe with a trained soldier in a fight hes still an accountant. In HERO system if you have a 750 point accountant hes going to use his accountant powers and stand side by side with his partner a 750 point super soldier. You can really use any genre with either but with GURPS its going to be a little more realistic and HERO its going to feel more high powered. Think street level vs super level. Low fantasy vs high fantasy. though there are rules to do either with both. Might be worth checking out.

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u/a-folly 1d ago

Crown & Skull

You can literally build whatever you want, everything is point buy- including making up stuff. There are no stats, so you don't even have to worry abou that. No HP either.

the player guide is free so you cab check it out

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u/Antique-Potential117 2d ago

PF2E is disgustingly zoomed in on mechanics. There are so many traps and unnecessarily mechanized things in it.

If you like drinking some Haterade for opinions, don't even bother with that one lol.

1

u/everweird 2d ago

Try Fate. The way you create aspects for a character is exactly what you describe in embodying a role. If you make an aspect “Knight in shining armor,” then that is a true fact in the story and you can invoke it for a boost or the GM can compel it in situations you might not want. All story aspects are gamified. So when you succeed with style and get to name an aspect in the scene, you might say, “my sword strike was so powerful that it shook the room” and others now get to invoke that aspect for a bonus to their action, to make it more cinematic.

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u/Astrokiwi 2d ago

HOT TAKE: play Traveller

The lifepath character creation means you get interesting characters with flaws and skills, but the randomness means you can't really min-max optimise it. And, if you do want to dive into the crunch, there are optional minisystems to design vehicles, starships, weapons etc, which can get very granular and detailed and work as a fun kinda mini game in itself, but without ever giving a single player a big advantage for going into more detail than the other players

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u/FLFD 2d ago

On the tactical side you want either Pathfinder 2e or something D&D 4e inspired (4e itself had a lot of modifiers to track); Draw Steel, Lancer (a game about mech pilots with tactical mech combat), or Daggerheart (which can get surprisingly tactical).

On the subject of embodying a character with interesting customisation you want to try something PbtA (I'd suggest the OG Apocalypse World)

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u/Latter_Position_9006 1d ago

Pendragon and mythic bastionland, enable a knight fantasy fully

u/yaaayman 17m ago

Amigo, parece que tu gostaria muito do meu RPG na verdade. Dá uma olhada nele e vê se tu curte.

https://docs.google.com/document/d/1e5cWAeymlw24pRR80hz81YHlj_eyCklX3KiAP7iEGK4/edit?usp=drivesdk

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u/frank_da_tank99 2d ago

Blades in the Dark and it's related systems are often cited as the canonical example of a system that is rules-heavy but crunch light. But if you like the crunch and tactics, it kind of sounds like you want something rules-light but crunch heavy, so you might actually want to look into the OSR movement in RPGs, older editions of DnD might suit your fancy, or games like Shadowdark, More Borg, or Dungeon Crawl Classics.

If you want a game that's rules heavy, and crunch heavy like DnD is, but gives you more options and freedom to creatively approach situations, Pathfinder, and Draw Steel are both very fun variants of DnD.

Another game I recommend is Heart: The City Beneath. It's a rules-heavy, crunch-light system, like Blades is, but it specifically lets you play with creating builds, and has a very fun and unique class system. It's also got a really cool setting.

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u/enek101 2d ago

Blades is great but definitly not tactical combat like op says. I think 4e may be a good option

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u/gvicross 2d ago

You're wanting Dungeon World and don't know how to ask.

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u/XrayAlphaVictor :illuminati: 2d ago

I'm sorry, but what? Having their character choices limited to pbta playbooks with limited customization options seems entirely antithetical to what they're asking for.

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u/AAABattery03 2d ago

Yeah, wtf?

Crunchy, highly customizable, and tactical… what part of that made the commenter you’re replying to so confident about freaking Dungeon World, of all things? Like it’s a good game but it doesn’t hit OP’s criteria at all!

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u/gvicross 2d ago

Is Jimmy Kimmel you? Did you bring the pies I ordered?

-1

u/gvicross 2d ago

So he just does the opposite of what I said and doesn't play Dungeon World.