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Favorite tabletop system?

I've played a considerable number of systems, from D&D to Call of Cthulhu, but I've gotta say that new World of Darkness is my favorite. WoD sort of has a bad rep as a game for goth kids, and while some of the chronicles (well, just Vampire: The Requiem, really) are definitely geared in that direction, the mechanics are awesome. You can tell someone 90% of what they need to know to play the game in about a paragraph. The system is really simple, intuitive, and flexible. You have a number of attributes (rated 1-5) and skills (rated 0-5), and to perform an action, you pick an attribute and a skill, add their ratings together, and roll a number of d10's equal to the total (plus or minus modifiers). For each 8, 9, or 10 you roll, you get a success, and you need an increasing number of successes to succeed at increasingly difficult tasks. A few tasks are marginally more complicated, but that's really about it for most things. You might roll dexterity + stealth to sneak past a guard, for example, or manipulation + persuasion to sell someone something, or wits + subterfuge to come up with a convincing cover story on the fly and composure + subterfuge to deliver it convincingly. It's easy to come up with a dice pool for just about anything you want to do, or even more than one dice pool depending on how you want to do it. WoD is much more roleplaying-oriented than, say, D&D, which is another thing I really like about it. When combat shows up, it's brief and deadly, and you don't need to keep track of a million different things like you do in D&D. I started enjoying GMing way more when I moved from D&D to WoD.

I like GURPS a lot too, but GURPS is much more complicated than WoD. That said, they don't call it the Generic Universal Roleplaying System for nothing. You can stat everything from a plant to a spaceship as a character (not exaggerating). The level of character customization is simply tremendous, and there are a bunch of highly specific rules and skills and whatnot for different situations. The sourcebooks are all amazingly well researched, too. If you're looking for a system that has rules for every conceivable thing ever, GURPS is for you, but there's a good bit more number-crunching than in most other systems. I mean, you have the option of ignoring the more complicated rules, but I once spent days making a sheet.
 
Personally I haven't played that many tabletop games, but of the ones I have, the system Dark Heresy uses is fun and easy for me. Once you get your stats written out, it's just a manner of rolling two D10s for a particular stat. That, and you can do some crazy customization with your characters.

The one I liked the least, believe it or not, was classic D&D. I know, shame on me; I blame it on a GM that tried to throw everything at us at once and then expected us to know what we were doing. Blech.
 

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I haven't played anything in forever due to a lack of a good group but I used to love Unknown Armies. Now I don't even remember why... I think it was just the setting, and how bizarre and absurd it was.

WoD (i prefer nwod over owod aaa!!) is also really great, Mage being my favorite. But yeah, white wolf games in general can attract some major creepers.
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:specs:
 
I've never played Dark Heresy, but yeah, D&D has a ton of rules. There's an online SRD for 3.5 that's really useful, though.

Oh yeah, Moe? Mage, despite my near-fetishistic love of all things wizardly, is actually not one of my favorite chronicles. It looks super fun to play (I haven't actually gotten to play it because people keep claiming they'll run games and then don't, so I just make sheets), but the fluff is just kinda, I dunno, generic. I really love Changeling, though. I'm running a Changeling game now. It's definitely a lot more focused than some of the other chronicles, but I think that also gives it a lot of depth, and it is simultaneously horrific and wonderful. It's got much more of a horror bent than most of the others, I think.

I agree about the target audience. That turned me off of the system for a long time, but a lot of the material is great if you have a good group to play with.
 
I love me some Mordheim, but I haven't played it in about 6 years. Mordheim is a skirmish variant of Warhammer Fantasy. It takes place in the ruined city of Mordheim, a city destroyed by a meteor, and elements such as elevation and cover come into play.

Mordheim, in my opinion, is similar to a tabletop version of Final Fantasy Tactics. I think that is probably why I like it so much.
 
The books are out of production, but if you can get a copy, you can use any Warhammer Fantasy models and play it.

Necromunda is the 40k version of Mordheim, taking place in the lower levels of The Hive. You play as a gang. If you don't play skirmishes and actually continue with the same gang, you can earn territory that generates you additional income and sometimes lets you salvage weapons to improve your gang. It's a lot-a lot-a lot of fun!

I play D&D 4E as a rule with Tabletop RPGs. I find it the most polished and easiest to just set up and go. That being said, Warhammer Quest was a lot of fun too. Especially with the extended rules (D6D6 to spawn encounters, random deck of dungeon tiles, etc.) so that it was all randomly generated and required no DM. I can't think of how many times I played that until the sun came up. Loved me the Chaos Warrior class, since it was completely random.
 
Me and my sister used to do combat patrol, which uses skirmish sized armies, as we only had ~500 points of troops at the time. That was pretty fun but has none of the special rules that necromunda has. Still different enough from regular 40k to be interesting.

We actually went to Warhammer World when she was dating a 40k nerd. Huge battle between Chaos, Space Wolves, Vanillas, Necrons, and Tyranids. Was very cool, other than the fact we had to have 5 people in a corsa for a ~60 mile trip, haha.

Warhammer World is great though. It's just an old basketball court full of tables, with a large games workshop store, a museum with models in (including the Emperor vs Horus scene from the second edition Space Marines codex), and Bugman's bar... booze. Yay. Free entry, too, for unlimited play.
 
That reminds me, 40k is amazingly broken. 500 pts space wolves vs one carnifex stood no chance. (Since me and my sis had 500 pts, her boyfriend just used 500 pts of his nids... which equalled one carnifex)
 

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