Don't know what this is about? Read first: http://nma-fallout.com/threads/a-community-effort.205614/ Before we get to all the delicious fluff of the NMA PnP, we need to chew through the bity crunch. The ruleset defines how a Pen&Paper plays and flows. Do you have to sift through pages of tables to find the modifier for your skill roll on how fast you can run at a particular time of day? Do you need advanced calculus to know your damage roll, and is your table big enough for the 15 d6 you have to roll for it? First we need to collect all the options we have and consider each one. So please post in this thread your favourite PnP ruleset and options. Give a short summary of the system, with a short list of what you think are pros and cons. Try to make it easily understandable how combat and skill rolls work, make it clear how the combat system in general works (like, using action points like Fallout or general actions like D&D), what dice are needed and how many rolls per turn (player and GM) can be expected. Also, try to give information on how easy it would be to modify to our needs, and how easy it is to get into for PnP noobs. Try not to repeat suggestions, so make sure you read this thread carefully before posting. If you have grievances with a description, don't immediately post in this thread, rather contact the other poster via PM and see if you can work it out. Last but not least, please be sure about your informations, and only post if you have actual experience or at least really know what you're talking about. This thread does not need half-knowledge and semi-truths, it is about informing the others about a particular ruleset so we can then decide what ruleset we want to use or modify. /edit: In case you are wondering: Yes, I'm heavily moderating these threads. I have to sift through them to collect all the information in the end, so please don't get off-topic here and only post when you read everything carefully.