Hello
thanks for your feedback. I checked out fantasy express , it looks even better ... (still do like levels and classes you know:p) so i am bit lost here. is it better than novus? would you recommend me to switch? i am more of a campaign Game master .. so once my players characters adopt a system , we ll stick with it for a while:p
The first game I ever designed was HARP, then came Novus, then Novus 2e, and then Fantasy Epress. Each game I have developed is better than the one before it as I know more and do a better job. And since I am essentially a one person shop here, I can only focus on one game at a time, and Fantasy Express is my current focus and will be for a while, which mean I will be producing more products for it as time progresses.
Yes, I would recommend going with Fantasy Express. Novus 2e was an attemptt o go profession-less to make things more flexible, but I still ended up with Training Paths, which were almost professions in an of themselves, and the dsired flexibility wasn't there.
In Fantasy Express, I started with the Vocations that Against the Darkmaster had (about 6 or seven of them) and then started adding. My playtesters commented on how similar some where we played around with a few options (like 4 core Vocations with Kits to specialize), but that brought up issues of what if a Fighter wanted Mage Kit (and at the time, the Mage Kits gave access to the spell lists and how that would work). Then I stumbled upon the idea of just splitting Vocations into two, and just letting the player choose two, any two Vocations to build their character (which takes the 32 core Vocations and gives 528 possible combinations. Add in the 9 Vocations from EA #3, and the 5 from EA #4, and that gives 1081 possible combinations overall.
You wanted some quicker Chargen Methods, EA #1 includes Training Packages, you can use the ones given or even make your own, they will help speed things up or give more flexibility overall, as there is even an option in there to break Cultures into Culture and Adolescent packages.
Also, in your first post, you mention resurrection spells and spells to fly a group across a river.
The Envoy/Cleric's School of Divinism has the Miracles spell, which can resurrect a person if it is cast at Tier 8 (requires minimum 16 skill ranks in the spell or risk Abnormal Spell Failure). The Magicians spell Levitation in the School of Magery can when cast at Tier 5, cause all within a 5' radius to fly at the most minimum speed. (And if you are not sure how many individuals that is, you can use the notes on Circles from page 136 to determine that it means 11 people total, with Asgerdi counting as 2 people, and Gnomes and Dwelfs count as half a person each, and then easily extend that out so that a Riding Horse counts for at least 3 people, etc...)
last thing, regarding Novus, i noticed an interesting conversation between you and someone else sharing his players feedback about the game, one aspect interested me : Parrying is OP ...
By "OP" I am presuming that you mean option.
i remember long time ago in Rolemaster , knowing when to parry was very important as well ...but was not OP. is it the same in novus and Fantasy express ?... you have to parry a lot a the beginning of combat , and when you notice a weakness you can go full offense?
as a matter of fact it was a mechanic i found enjoyable as it truly felt warriors were tanks.
While still important in Novus, it is not as important as it is in Fantasy Express. I am also working on converting the Combat Moves from Novus 2e and bring them to FX as well (either in EA #5 or EA #6.