Clovenhoof
Mongoose
One point to consider is that rpg systems can have fundamentally different approaches, and you should ask yourself what basic approach you want in a game.
D20 is moderately simulationist, in that the mechanics involved are supposed to represent the game world. You have a Strength score and a Climb skill, so if you want to scale a wall you roll a Climb check with your Strength modifier.
In many modern systems there has been a tendency towards very abstract mechanics, with no real reference to the game world. These systems remind me rather of German Board-Games than of RPGs. These games are more about "tokens" and "stakes" and "conflict resolution" rather than the good old ability check. It's sort of like doing Stone-Scissors-Paper to see who wins a fight (and I actually do know an RPG that does exactly that), or playing a game of poker to see who has the upper hand in a negotiation.
Personally, I hate this kind of system for a RPG. Since it does not have a real reference to the game reality, it does nothing for your immersion _into_ the game world. Which is my main objective for playing RPGs in the first place.
The other end of the spectrum would be "heavy simulationist" games like RuleMonster and cohorts, which try to simulate every little bit but, in doing so, get so big, cloggy and cumbersome that they also destroy any hint of immersion, because you're too busy looking up Result 55 on Table 63/185b to see whether your mount lost a horseshoe or the saddle belt came loose.
That's why I say: the more realistic a system wants to be, the less realistic it feels in the end.
For those reasons I want a system somewhere in the middle between complete abstraction and complete simulation. And what can I say, D20 does a pretty good job there.
D20 is moderately simulationist, in that the mechanics involved are supposed to represent the game world. You have a Strength score and a Climb skill, so if you want to scale a wall you roll a Climb check with your Strength modifier.
In many modern systems there has been a tendency towards very abstract mechanics, with no real reference to the game world. These systems remind me rather of German Board-Games than of RPGs. These games are more about "tokens" and "stakes" and "conflict resolution" rather than the good old ability check. It's sort of like doing Stone-Scissors-Paper to see who wins a fight (and I actually do know an RPG that does exactly that), or playing a game of poker to see who has the upper hand in a negotiation.
Personally, I hate this kind of system for a RPG. Since it does not have a real reference to the game reality, it does nothing for your immersion _into_ the game world. Which is my main objective for playing RPGs in the first place.
The other end of the spectrum would be "heavy simulationist" games like RuleMonster and cohorts, which try to simulate every little bit but, in doing so, get so big, cloggy and cumbersome that they also destroy any hint of immersion, because you're too busy looking up Result 55 on Table 63/185b to see whether your mount lost a horseshoe or the saddle belt came loose.
That's why I say: the more realistic a system wants to be, the less realistic it feels in the end.
For those reasons I want a system somewhere in the middle between complete abstraction and complete simulation. And what can I say, D20 does a pretty good job there.