- D&D 5E - Dungeons and Dragons is the anchor point for most people; that is, I feel like a lot of people will describe a system by saying how it does x better and y worse than D&D, so this is natural.
- Fate - An alternative generic role playing system that gives a great amount of narrative control to the players. Mechanics exist in favor of telling a good story and playing compelling characters.
- Savage Worlds - Another generic system, somewhat of an "in-between" for GURPS and Fate.
- Ryuutama - Just for giggles, a system that I've been learning that focuses on telling slice-of-life style fantasy stories rather than sword and sorcery battling and dungeon delving, but has a simple combat system nonetheless.
|The Main Character|
- Proficiency equals DX + skill modifier
- Damage is calculated by finding a value on a lookup table by ST, and plugging it into a weapon's damage formula.
- "Proficiency" equals Strength modifier found on a lookup table, plus proficiency modifier which is calculated by class and level.
- Damage is calculated by looking at the damage of the weapon on the weapon table, and adding the STR modifier calculated in the previous step.
- Proficiency is determined by the fight skill. Aspects can have a situational positive (or negative) modifer or allow it whatsoever.
- Consequences are resolved simultaneously with Proficiency so it is also directly related to the value of Fight skill and aspects.
- Proficiency is determined by Fighting skill alone; it is cheaper if the character has a lot of Strength
- Damage is determined by adding Strength and weapon damage attributes together.
- The formula for proficiency is determined by the weapon chosen. The attributes in the formula are determined by stat distribution.
- Likewise, the formula for damage is determined solely by the weapon chosen. Attributes are determined again by stat distribution.