So we are playing D&D now, and we like some things in it, but, of course not all. I would like to know if there is an RPG system that would have what we like in D&D and Pathfinder, but without their most significant flaws.
What I consider good would be:
- Easy to balance, no significant "tiers" of career paths.
- Fast rules in session (at least once players know special rules they want to use)
- Variable character complication:
- It's OK if wizard's spells get complicated, they are slow to learn and may be complicated to cast
- It's not OK for simple warriors to be complicated, if someone wants to play hit'n'smash, let him
- No limits without justification:
- Wizard can run out of juice or have to weak will to force magic staff to listen to him.
- Warrior unable to use some stances because game says no, when he isn't even tired? Or unable to even grab a magic sword that is by all physical means identical to the one he is using now? No.
- Easy for DM to scale encounters for players without too much math and planning ahead.
- Dice based chances over narration based ones. Dice roll should be a basic and standard way to decide success or failure, but at the same time rolling should be simple. Simple enough not to discourage rolling by being time consuming or complicated. One, maybe two rolls per action preferably. We don't want to throw buckets of dices, or roll five or six times just to decide if it was a hit. (Warhammer 40k or fantasy battle game is perfect example of rolling that uses everything we want to avoid)
- Rules stiff enough to prevent advantage of more imaginative payers, or players who simply happen to have more time to prepare. Time and imagination should contribute to fluff etc, not to power.
- Readily available high-fantasy rules (not necessarily whole setting, just rules would suffice), like magic and typical monsters, so we don't need to invent all of it from scratch. We don't mind filling some gaps, but we simply will not write a substantial part of the game.
- Class-less and level-less of course, that's what I said in title.
- Various aspects of what we know as classes should not be tied to each other. Like "You can't be better at picking pockets unless you learn to backstab people better as well" - why? What if someone does not want to backstab, at all? That's why I don't like levels.
- And what with dirty fighter types who wants to backstab, but don't care about traps? That's what I dislike about preset classes.
About our party:
3 to 6 players, usually.
Campaigns we play vary from 3-session ones to half a year ones.
Mix of old and new players.