A lesson so many need to learn
-
Stop replacing TTRPG by DnD and I would be fine
-
You sound like me!
We have a household rule: donât talk to south until heâs awake. How can you tell heâs awake? Has he been moving for at least an hour? If yes, then he may be awake, but thereâs no promises. If not, then treat him like you would a manbearpig freshly out of hibernation.
The grunts and croaks that pass as communication from me that first bit are a passable caveman shtick.
Not too dissimilar here. Roommate has learned to avoid me at all costs until my tone of voice doesnât sound like a serial killer. I thought a cpap machine would help with that part of my sleep habits too. It did not.
-
If anything, I feel like Pf2e is more streamlined than DnD5e overall. At the very least, everything is in just one book.
The way critical success/fail works is better, too. Rolling a nat 20 doesnât automatically make an unskilled character super good at something, and rolling a nat 1 doesnât make a super skilled character fumble it completely.
Well there are no crits on checks in 5e, so a nat 20 +0 is no different from a nat 6 +14. And someone with a +14 canât fail a check with a DC of 15 or lower.
Having Degrees of Success built into the system in PF2 is really neat though. And seems like something DnD could easily incorporate if Wizards had any vision.
-
I think part of the problem is that 5e is so pervasive and baked into the âpeople who play TTRPGsâ population that you need to sell them on why 5e isnât good before you can get them to consider why your alternative is good.
Frankly, Iâm a White Wolf die-hard. I love Exalted. I love Werewolf. I love Mage. I tolerate Vampire. But as soon as I show someone a set of d10s and try to talk them out of the idea of âLevelingâ they get scared and run back to the system theyâre familiar with. I also have a special place in my heart for Rollmaster/Hackmaster/Palladium and the endless reams of % charts for every conceivable thing. And then thereâs Mechwarrior⊠who doesnât love DMing a game where each model on the board has to track itâs heat exhaust per round? But by god! The setting is so fucking cool! (Yes, I know about Lancer).
I will freely admit that these systems arenât necessarily âbetterâ than 5e (or the d20 super-system generally speaking). But they all have their own charms. The trick is that selling some fresh new face on that glorious story climax in which three different Traditions of Magi harmonize their foci and thereby metaphorically harmonize fundamental concepts of society is hard to do on its face. By contrast, complaining about the generic grind of a dice-rolling dungeon crawl is pretty straightforward and easy.
If you lead with âThing you like is actually badâ, their immediate response will be to disagree with you and start defending the thing they like. And if you want someone to listen to your arguments, rather than just try to poke holes in them, you must avoid putting them on the defensive.
To get through to people, find common ground and build off that. âIf you like FEATURE in GAME, youâll probably love SIMILAR FEATURE in OTHER GAME becauseâŠâ is something thatâs actually going to get someone interested, rather than start a pointless argument
-
I personally prefer Warhammer Fantasy (either 2e or 4e), I think it contrasts to DnD like Dark Souls to Diablo. Armor is damage reduction instead of damage avoidance, everyone has access to a number of combat maneuvers, magic is limited and dangerous, every combat is dangerous and healing is limited.
-
try to talk them out of the idea of âLevelingâ they get scared and run back to the system theyâre familiar with.
I still think about the time in college I tried to get a D&D friend to consider Mage. I was telling him about how you can just do magic, and the real limitation is paradox and hubris. Like, itâs often not about âcan you?â but rather âshould you?â
He couldnât get over âyou can just cast whatever you want? Fireballs every turn?â
âYes, but thatâs probably going to make a lot of paradox, and probably isnât the best way to solve your problemâ
âSounds broken,â he said, and lost interest.
The main problem with magic in Mage is that you need a LOT of rule knowledge to even know what the fuck you can cast, especially if you mix different spheres. Your friend mightâve dodged a bullet, but for the wrong reason
-
Mutants and Masterminds is kind of interesting. I like how itâs designed so character creation is entirely point buy. Thereâs no classes. No spells. You pay for skills and abilities directly. Thereâs basic powers, and modifiers you can use to make them more interesting. Itâs also geared towards balance as opposed to simulation, which means you can make whatever type of character you want instead of having to stick with whatâs optimal.
Unfortunately, itâs not well-done. For example, they frequently forget the game uses a log scale and cut numbers in half. Someone with a Dodge rank of -2 who is Vulnerable has their active defenses halved, which brings their Dodge rank up to -1. Equipment is 3 to 4 times cheaper than Devices, with the only differences being flavor (Equipment is something a normal person can get) and a different method of calculating Toughness that very often makes Equipment stronger. I ended up making a list of house rules trying to fix all of them (and admittedly including a few alternate rules that arenât clearly better or worse) thatâs so long that it would probably be easier to make a new RPG.
I donât suppose I can get any advice on something I would like? My requirements are:
- A point buy system that lets you make any character you want.
- Costs are based on making characters balanced, and not how literally expensive a piece of equipment would be and that sort of thing.
- Must be balanced as far as reasonably possible without massive flaws like M&M.
- Iâd really like having a wide variety of characters you can make and things you can do. Make it so you can just play a Swarm, or a character of any size class, or anything else you can think of.
EDIT:
- Must be free. Iâm not going to pay $20 for a system I donât even know Iâll like. And honestly, Iâm too cheap to pay for anything I donât really need.
Maybe try GURPS + Supers suplement?
-
The main problem with magic in Mage is that you need a LOT of rule knowledge to even know what the fuck you can cast, especially if you mix different spheres. Your friend mightâve dodged a bullet, but for the wrong reason
I think Mage: The Awakening 2nd edition was a cleaner version of the game, but yeah no version is something you can just phone in.
I ran a game of it a year or so back, and one player just refused to read the book in any detail. She was always frustrated by not knowing what she could do, or how to do it effectively.
-
If you lead with âThing you like is actually badâ, their immediate response will be to disagree with you and start defending the thing they like. And if you want someone to listen to your arguments, rather than just try to poke holes in them, you must avoid putting them on the defensive.
To get through to people, find common ground and build off that. âIf you like FEATURE in GAME, youâll probably love SIMILAR FEATURE in OTHER GAME becauseâŠâ is something thatâs actually going to get someone interested, rather than start a pointless argument
If you lead with âThing you like is actually badâ
Why would you assume the critiques are of things they like? 5e has plenty of widely recognized flaws.
To get through to people, find common ground and build off that.
Often, simply catering to peopleâs priors means never leaving their comfort zone.
-
I personally prefer Warhammer Fantasy (either 2e or 4e), I think it contrasts to DnD like Dark Souls to Diablo. Armor is damage reduction instead of damage avoidance, everyone has access to a number of combat maneuvers, magic is limited and dangerous, every combat is dangerous and healing is limited.
I played that a few times. I love the early game lethality and gritty realism. Iâve heard Mörk Borg (sp?) is carrying that torch nowadays, have been meaning to try it.
-
If you lead with âThing you like is actually badâ
Why would you assume the critiques are of things they like? 5e has plenty of widely recognized flaws.
To get through to people, find common ground and build off that.
Often, simply catering to peopleâs priors means never leaving their comfort zone.
Sute, but the thing they like is âD&Dâ, and D&D isnât just a game anymore, itâs an identity signifier. Pointing people to other games before establishing yourself as firmly not attacking their identity is going to trigger a fight.
-
Your formatting broke btw
Aye. NodeBB and Lemmy have a couple of rough edges here and there.
-
Mutants and Masterminds is kind of interesting. I like how itâs designed so character creation is entirely point buy. Thereâs no classes. No spells. You pay for skills and abilities directly. Thereâs basic powers, and modifiers you can use to make them more interesting. Itâs also geared towards balance as opposed to simulation, which means you can make whatever type of character you want instead of having to stick with whatâs optimal.
Unfortunately, itâs not well-done. For example, they frequently forget the game uses a log scale and cut numbers in half. Someone with a Dodge rank of -2 who is Vulnerable has their active defenses halved, which brings their Dodge rank up to -1. Equipment is 3 to 4 times cheaper than Devices, with the only differences being flavor (Equipment is something a normal person can get) and a different method of calculating Toughness that very often makes Equipment stronger. I ended up making a list of house rules trying to fix all of them (and admittedly including a few alternate rules that arenât clearly better or worse) thatâs so long that it would probably be easier to make a new RPG.
I donât suppose I can get any advice on something I would like? My requirements are:
- A point buy system that lets you make any character you want.
- Costs are based on making characters balanced, and not how literally expensive a piece of equipment would be and that sort of thing.
- Must be balanced as far as reasonably possible without massive flaws like M&M.
- Iâd really like having a wide variety of characters you can make and things you can do. Make it so you can just play a Swarm, or a character of any size class, or anything else you can think of.
EDIT:
- Must be free. Iâm not going to pay $20 for a system I donât even know Iâll like. And honestly, Iâm too cheap to pay for anything I donât really need.
Oooh, have you heard of Wild Talents? It has everything on your wishlist. Itâs possible to create overpowered abilities, but youâd have to set out to specifically do that - and the GM would then have to say yes to it. If youâre trying to be OP in a sneaky way, itâs just not gonna happen.
-
Sute, but the thing they like is âD&Dâ, and D&D isnât just a game anymore, itâs an identity signifier. Pointing people to other games before establishing yourself as firmly not attacking their identity is going to trigger a fight.
D&D isnât just a game anymore, itâs an identity signifier
Which is part of the problem. Like talking to someone who only drinks Coca-Cola about trying a new bag of tea you brought over.
attacking their identity
If youâve wedded yourself so deeply to the brand that you feel attacked whenever someone levels a critique, youâre probably not mature enough to be at my table.
-
D&D isnât just a game anymore, itâs an identity signifier
Which is part of the problem. Like talking to someone who only drinks Coca-Cola about trying a new bag of tea you brought over.
attacking their identity
If youâve wedded yourself so deeply to the brand that you feel attacked whenever someone levels a critique, youâre probably not mature enough to be at my table.
Ok, but these discussions arenât happening at youâre table. âWell, fuck them thenâ isnât exactly helpful.
-
Ok, but these discussions arenât happening at youâre table. âWell, fuck them thenâ isnât exactly helpful.
âWell, fuck them thenâ
Isnât what I said. But if thatâs what youâve heard, youâre illustrating my point.
-
I never had a chance to try Earthdawn, but it looked like a lot of fun.
Try 4th Edition, I am having sooooo much fun! But if you want Spells to feel like more than just different flavors of damage/buffs/debuffs, I would recommend the addon âMagic - Deeper Secretsâ that brings back a whole lot of the extremely creative spells from 2nd Edition.
-
Runequest
No character classes: everyone can fight, everyone gets magic, everyone worships a god (with a few exceptions), and your character gets better at stuff they do or stuff they get training in. The closest there is to a character class is the choice of god your character worships (which dictates which Rune spells your character might have) but there is plenty of leeway to play very different worshippers of the same god.
No levels: your character gets better at stuff they do or stuff they get training in. As they progress in their godâs cult they also get access to more Rune spells.
Intuitive percentile âroll underâ system: an absolute newbie whoâs never played any RPG before can look at their character sheet and understand how good their character is at their skills: âI only have 15% in Sneak, but a 90% Sword skill - reckon Iâm going in swinging!'â
Hit locations: fights are very deadly and wounds matter, âOh dear, my left legâs come off!â
Passions and Runes: these help guide characterisation,and can also boost relevant skill rolls in a role-playing driven way, e.g invoking your Love Family passion to try and augment your shield skill while defending your mother from a marauding broo.
Meaningful religions: your characterâs choice of deity and cult provides direction, flavour, and appropriate magic. Especially cool when characters get beefy enough to start engaging in heroquesting - part ceremonial ritual, part literal recreation of some story from the god time.
No alignment: your characterâs behaviour can be modified by their passions, eg âLove familyâ or âHate trollsâ, and possibly by the requirements of whatever god you worship, but otherwise is yours to play as you see fit in the moment without wondering if youâre being sufficiently chaotic neutral.
Characters are embedded in their family, their culture, and the cult of the god they worship: the game encourages connections to home, kith, kin, and cult making them more meaningful in game and, in the process, giving additional background elements to take the edge off murder hoboism (though if thatâs what the group really wants then thatâs a path they can go down (see MGF, next)).
YGMV & MGF: Greg Stafford, who created Glorantha, the world in which Runequest is set, was fond of two sayings. The first is âYour Glorantha May Varyâ. It is a fundamental expectation, upheld by Chaosium, that while they publish the âcanonicalâ version of Glorantha any and every GM has the right to mess with it for the games they run. Find the existence of feathered humanoids with the heads, bills, and webbed feet of ducks to be too ridiculous for your game table? Then excise them from the game with Gregâs blessing! The second is the only rule that trumps YGMV, and that is that the GM should always strive for âMaximum Game Funâ.
While weâre on the subject of Glorantha, the world of Glorantha! Itâs large and complex and very well developed in some areas (notably Dragon Pass and Prax) but with plenty of space for a GM to insert their own creations. It is, without doubt, one of the contenders for best RPG setting of all time.
To continue on the subject of Glorantha, there is insanely deep and satisfying lore if you want to go full nerdgasm on it. But you can play and enjoy the game with a sliver-thin veneer of knowledge: âIâm playing a warrior who worships Humakt, the uncompromising god of honour and Death.â The RQ starter set contains everything you need to get a real taste for the game (ie minimal lore) and is great value for money since itâs what Chaosium hope will draw people in.
Ducks: ducks are cool and not to be under-estimated.
I just finished playing through a short Runequest campaign, and itâs certainly an interesting system and setting. Itâs extremely âoldschoolâ in feel (probably stemming from the fact that itâs been around for forever.)
The big struggle with Runequest and Glorantha is that thereâs just so MUCH of it, and a lot of the setting is rather dry. Itâs a little like reading a history book, except you have to learn what everything means, because itâs a self-contained setting. I feel it appeals quite strongly to people who want a lot of âloreâ and history in their game, and who want to really get into the weeds of what a political marrage between these two clan leaders means for future trade agreements and military alliances. People who like their fantasy stories to have an index in the back of character names with a pronunciation guide, and their family trees and stuff.
Like⊠the first hour of character creation was rolling through d20 tables that randomized the eventual fates of each PCâs grandparents through various wars and major historical events, so we could determine stuff like âis your family famous?â and âhow much do you hate wolf pirates?â
Anyway, hereâs my girl Tikaret, sheâs a priestess of Issaries, and she discovered one of his lost aspects on a heroquest once.
-
Anyway the only thing about 5e that does suck is Wizards of the Coast.
The race/class system, the leveling mechanics, the Vancian Magic mechanics, and the general need to get into conflicts in order to progress the story / advance your characters has been a thorn in the side of the entire d20 universe from day one.
5e stripped out a lot of the math (which is good for bringing in new players but bad because actually having lots of gritty math in a game can be part of the fun of designing and playing) and smoothed the edges off 3.5e. But 4e also did this arguably too aggressively, giving us a game that was so bland and so generic that people flocked to alternatives for a good five years.
WotC is a mixed bag of old school TTRPG nerds and corporate suits that have somehow managed to keep the game cheap and fun while heavily investing in promotion. As enshittification goes, it could have been a lot worse. Theyâre a meaningful improvement over TSR, which is a low fucking bar. Lots to dislike, but nothing I can point to that I wouldnât find in another system easily enough.
Iâm more of a Pathfinder 2e guy tho.
IMHO, the math on PF2e is bad. They stripped out a lot of the more interesting abilities and features of 1e to make the game simpler. But, as a result, writing encounters is a balancing act between âtrivially easyâ and âfunctionally impossibleâ. Like, why even use the d20 if youâre going to build a game this way? Just make it an entirely points-based resource management game, with High Fantasy color.
Iâd rather run up against the Big Red Dragon and have my DM say âYou swing with all your might, but the beast barely noticesâ than to get handed a d20 while the DM laughs up his sleeve.
I would say that the main thing that âsucksâ about DnD is that DnD has often been portrayed as appealing to the kind of nerdy rules-lawyers that like to argue âhey, the rules say (x) so I can do (ridiculous thing)â and end up in a big argument with their DM about what the rules do and do not say. A lot of my groups have been like this, and itâs okay for a game to cater towards that specific playstyle.
Iâm not trying to make a value judgement whether this is a good or a bad way to play a game. Itâs also just one of many ways to play the game. You can (and given the stuff I talk about below, perhaps you should!) play it differently, but regardless it is quite a common table-style that the various holders of the DnD IP have encouraged throughout its history.
What is a problem is that this kind of playstyle can often be quite acrimonious, especially when combined with adversarial DM styles, and arguments can get rather heated and angry. Iâve heard many a tale of a group that split up over a rules argument that left everyone at the table too angry and frustrated to stick together as a group.
DnD 4e made huge strides to mitigating these problems by having a whole lot of very tightly defined keywords and language which could almost always be resolved into a solid, consistent, official ruling. You had to do a lot of work to learn exactly how the language was being used, but it was possible to get a table of six rules lawyers to sit down and develop a shared understanding of what the rules meant - and know there was a right answer to any specific question.
DnD 5e has taken huge strides to re-introducing the uncertainty in the system, by very loosely defining how things work, or not providing official answers at all, preferring to go with a âthe DM will make a rulingâ approach. This can be a nightmare for groups that like to have a defined, correct, answer to things.
Now of course, many alternate systems take this stance as a given âThe rules are a set of loose guidelines, the GM will run the game and just make up a lot of the rules on the spot.â - and this has a lot of advantages. It makes it easier to write systems because you donât have to be completely rigorous, and it leaves the GM with the freedom to run the game they want, and it encourages players to not get hung up on the details - all healthyâŠ
But DnD is in the unique position of already having proven with 4e that it can nail down a rigorous set of principles and a style guide that leaves ambiguity behind, courting a whole section of RPG players who desire that, and then retreating from that position with a new, fuzzier, system document.
Why is this a âproblemâ for DnD specifically? Well⊠I find itâs extremely common on internet forums like this one for a person to say âI was in a game and (x) happenedâ and then immediately three different arguments spawn, running in separate directions, all founded on the premise that the poster is playing the game wrong or doesnât understand the rules. Itâs exhausting.
-
Iâm not seeing any mention of it, but I think a lot of people might be interested in Break! - itâs specifically aiming to make a game that has the vibes of an âadventure of the weekâ system, where you learn of an ancient ruin, gear up, venture through the wilderness, explore a crumbling tomb for loot, then get back in time for dinner and an ale. - Basically Iâm saying that the game is specifically designed to try and tell the kind of stories that DnD is designed for.
Where break differs from DnD is in itâs approach to mechanics. Downtime, journeying, exploring an adventure site, and fighting are all their own small, light subsystems of rules, so thereâs clear guidelines for how to run each of them, and theyâre largely aimed at highlighting the cruical and interesting moments for each of those activities, while quickly glossing past the faff and monotony of what lies between.
Iâve lost track of the number of DnD campaigns Iâve played where the DM didnât really have a clear framework for what to do on a long journey, and resorted to just tossing a couple of random encounter fights in because it âfelt necessaryâ, but they never felt like they advanced the story or contributed anything interesting to the game.
Itâs also a game you can recruit random NPCs and the like to join you and follow you around, and when they run out of HP you check to see if you remembered to give them a name. The world knows that characters who have their own names are important to the story, and characters who are just âthat random bandit mook who surrendered and we brought them alongâ are not. If the character doesnât have a name when they hit 0hp, they die on the spot.
Oh, and fights take 10 minutes, rather than 2 hours - so you can have one in the middle of a session without it becoming the whole session. Yum.