I'd like everyone's thoughts on the various systems (I'll compile them in this first post).
Dungeons and Dragons Rule Sets
2nd Edition
Pro:
- Tons of published material, including many modules
- More dangerous combat than 3rd or 4th. Simple combat system - elegant in it's simplicity.
- Simplest classes, easiest character creation. Differing class complexity - Wizard becomes very powerful, complicated. (Note, Wizards advance slower) (Post #160152)
- Ravenloft books are fairly common.
- Awkward percentile thief skills.
- Jury rigged proficiency system.
- Maximum class levels based on race.
Pro:
- Core rules available online at http://www.d20srd.org (Post #160127)
- Very compatible with Pathfinder (use http://www.d20pfsrd.com) (Post #160127)
- Outstandingly written fluff in White Wolf books.
- More streamlined and intuitive d20 mechanic that ties skills and combat together.
- A plethora of d20 material to tap into for ideas outside Ravenloft.
- Most of the FoS material is 3rd/3.5, including fan adventures.
- Derpy skill progression.
- Feat creep if you include extra supplements, otherwise there is only one optimal selection of feats for most classes. (Note, Pathfinder provides more options for feat paths) (Post #160142)
- White Wolf rules were not always the best. (Example, missing/vague rules in d20 Masque of the Red Death) (use http://www.d20pfsrd.com) (Post #160127)
- No modules, few prewritten adventures.
- Combat system optimized with miniatures. (Post #160846)
Pro:
- Similar system to 3rd, monsters can be reworked without too much effort.
- Classes balanced with each other.
- Convenient conversion documents on the FoS.
- Combat focus, did they ever release those social combat rules?
- Combat system optimized with miniatures. (Post #160846)
- No true Ravenloft material, just a few scattered articles and tid bits. Official Ravenloft Campaign Setting shelved.
Burning Wheel
Pro:
- Sweet social combat rules.
- Very deadly combat system.
- Current rules designed for High Fantasy.
- No conversion guide that I'm aware of.
Pro:
- Dion has a conversion. (Post #160888)
- Includes non-combat classes: Courtier and Artisan. Very easy to convert your own classes. (Post #160888)
- Eastern theme may require reskinning for Core domains.
Pro:
- Class based model.
- Gritty, realistic combat. Itemized magic system.
- Madness mechanics.
- No conversion.
- 3rd edition is very difficult to reskin due to board game element (cards, special dice, etc).
World of Darkness
Pro:
- Generic horror you can apply templates to.
- Points based character generation. (Post #160139)
- Plethora of horror material (Including various Rome and Dark Age supplements).
- Dion made a conversion in the past. (Post #160126)
- Simple but breakable combat system. Better in NWoD.
- Freeform magic system.
Pro:
- Simple percentile game system with special advancement rules. Almost all actions skill based.
- Harsh combat rules. Itemized magic system.
- Focused on horror, detailed madness and mental effects. (Post #160139)
- Cthulhu Dark Ages supplement available.
- No conversion available.
GURPS
Pro:
- Universal system, supports GM tinkering
- By default, supports harsh combat, skill-based spells, points-buy and PC customization. All can be tweaked to some degree. GMs and PCs can easily work together to develop a character's profession without having to worry about balance in house rules.
- huge flexibility in designing monsters, npcs, etc.
- supplement books are highly respected and their literature research is useful even for non-GURPS systems. (Specifically recommended: Horror, Mysteries, Low-tech, Social Engineering, Thaumatology.)
- GURPS conversion by HuManBing (Post #160141)
- Universal system, so the GM will have to familiarize players with the system and then familiarize them with his personal tweaks to it.
- GM has a lot of work to do, to pare away the rules that have no place in his campaign. Understanding of probabilities helps a lot too.
- More suitable for players who are more accustomed to customizing their characters, rather than following preset progression paths.