this post was submitted on 08 Jul 2025
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[–] freewheel@sh.itjust.works 7 points 1 week ago (1 children)

Nope. You play what you want. I, however, will not play any game from a company that demonstrably dislikes its customers. So far, wizards of the Coast and games workshop are on my list. In the electronic space, EA, Microsoft, and Sony.

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[–] phase@lemmy.8th.world 6 points 1 week ago

Stop replacing TTRPG by DnD and I would be fine 😜

[–] otter@lemmy.dbzer0.com 6 points 1 week ago

Modern iterations? Daggerheart. Full stop. πŸ€·πŸΌβ€β™‚οΈ

[–] ICastFist@programming.dev 6 points 1 week ago (2 children)

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.

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[–] Archpawn@lemmy.world 5 points 1 week ago* (last edited 1 week ago) (9 children)

Mutants and Masterminds is kind of interesting. I like how it's designed so character creation is entirely point buy. There's no classes. No spells. You pay for skills and abilities directly. There's basic powers, and modifiers you can use to make them more interesting. It's 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 what's optimal.

Unfortunately, it's 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 aren't clearly better or worse) that's so long that it would probably be easier to make a new RPG.

I don't suppose I can get any advice on something I would like? My requirements are:

  1. A point buy system that lets you make any character you want.
  2. Costs are based on making characters balanced, and not how literally expensive a piece of equipment would be and that sort of thing.
  3. Must be balanced as far as reasonably possible without massive flaws like M&M.
  4. I'd 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:

  1. Must be free. I'm not going to pay $20 for a system I don't even know I'll like. And honestly, I'm too cheap to pay for anything I don't really need.
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[–] Zwiebel@feddit.org 5 points 1 week ago (2 children)

The dungeon master can do whatever the fuck they feel like. It's their game. These systems are suggestions, inspiration, not law. I don't get why people get so hung up on the particular rules of some edition

[–] blanket@sh.itjust.works 5 points 1 week ago

in general, i agree. it's just a game and more often than not the system encourages you to tweak it to fit your group. however, i feel like there are times when people fight against the system by trying to hack it apart and rebuild it in their image. while i don't directly discourage this, sometimes this is done at a detriment and without consideration for balance or fun. if you like the changes you've made to your favorite system, and it works well at the table, then keep doing that. but if you're looking for ways to trim the fat, or like the ideas but not the mechanics, then there are so many more options to choose from than monolithic popular game.

i think it's okay to point out to people that there are systems that already exist that solves their specific problems. that's more than likely why they exist in the first place. and this goes especially for those who are new to ttrpgs in general, as there are lots of fantastic options for introducing people to the scene. i readily encourage people to try new things and experience how different systems make changes to the formula to fit their purpose.

speaking purely as a gm, and this is my personal preference, i don't want to fight a system to make it do what i want. if it doesn't, and that's a detriment to my personal playstyle, then it's likely not the system for me. i'm not married to any one set of rules, nor do i want more work to make any one system solve all my problems. if someone else wants to do that, finds enjoyment in that, and does it well, then more power to them.

[–] match@pawb.social 3 points 1 week ago* (last edited 1 week ago)

the games i like allow the players to have collaboration in storytelling and worldbuilding as part of the game mechanics (e.g. fabula points in Fabula Ultima)

[–] Olgratin_Magmatoe@slrpnk.net 4 points 1 week ago* (last edited 1 week ago)

I was recently introduced to Death in Space.

Things that I like about it:

  • it's a simple system
  • it's got cool lore (the universe is dying, aberrations are infiltrating the local solar system, all ships and technology is scavenged)
  • it's got some overlapping mechanics with 5e, which makes introducing it simple (advantage, d20 checks, etc)
  • it's got some nice rules for ship combat, space walks, etc
  • combat turns are basically just go next if you have something, then the enemies do their thing, and players coordinate on whatever works best for them

My fiancΓ© was running it, but lost the time to continue running it. I might take over with my own group soon.

[–] Ziggurat@jlai.lu 4 points 1 week ago (1 children)

We're RPG player, we have a long tradition of trolling each others, AD&D player will tell that Vampire is the opposite of a RPG while WOD player will reply that AD&D is a boardgames and that it misses the role play element to be called RPG.

But all this trolling tend to be all fun, and not many people would straight up refuse D&D game (even I, play it like once a decade, there is so many other game out there and so few time)

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[–] XM34@feddit.org 4 points 1 week ago

Hexxen is pretty amazing. The rules are extremely simple, but maintain enough complexity to still be fun and it knows what it wants to be and focuses on its core goals. Investigation is fun and engaging, combat is fast and dangerous, but not necessarily deadly and there are numerous interesting character classes that you can combine to build exactly the witch hunter you want.

Other than that, I'm working on my own system with a combat experience similar to DnD, but the social complexity and character customisability of The Dark Eye.

[–] ZombiFrancis@sh.itjust.works 3 points 1 week ago (1 children)

I never got a campaign off the ground, but Palladium had, I thought, a great system.

I loved the approach to alignment (good, selfish, evil) and awarding xp for roleplaying, clever ideas, and problem solving, rather than simply killing an enemy.

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[–] ahdok@ttrpg.network 3 points 1 week ago* (last edited 1 week ago)

I'm not seeing any mention of it, but I think a lot of people might be interested in Break! - it's specifically aiming to make a game that has the vibes of an "adventure of the week" 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 I'm 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 it's approach to mechanics. Downtime, journeying, exploring an adventure site, and fighting are all their own small, light subsystems of rules, so there's clear guidelines for how to run each of them, and they're 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.

I've lost track of the number of DnD campaigns I've played where the DM didn't 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 "felt necessary", but they never felt like they advanced the story or contributed anything interesting to the game.

It's 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 "that random bandit mook who surrendered and we brought them along" are not. If the character doesn't 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.

[–] dukeofdummies@lemmy.world 3 points 1 week ago

I'm actually planning a twoshot of DC20 next week. So hopefully I will be able to do just that.

From everything I've been reading I've liked quite a bit, hopefully it works just as well in practice.

[–] RebekahWSD@lemmy.world 3 points 1 week ago

Classic Deadlands! Do you want a system that grinds to a halt in combat if you have more than like 3 players? This system is for you! Wait, that's the bad part.

Do you want a really flavorful world of spaghetti western meets supernatural meets call of cthulhu? Great!

Maybe, like me, you really love playing with a deck of playing cards for everything! You get to do that! Initative? Deck of cards. Stats at creation? Deck of cards. Slinging spells? Deck of cards. Building a fucked up mad science gizmo (my favorite)? Deck of cards!

Did you know Pinnacle, the creators, made an official deck? With all cards plus the two jokers you need. Did you know those cards feel amazing to my little stupid hands??? I love them.

Do you want to do mad science, explode things, and invent completely new shit? Be a mad scientist! Want to gunsling? Throw probably evil magics? Maybe have the power of God on your side (but not anime, that doesn't exist yet) all set during a sort of longer term civil war? Wheeeee!

It's my favorite setting and system. I don't like Reloaded, I hate the Savage Worlds system. It feels so fucking generic. But! I'm glad people enjoy it and have made so many things for it!

[–] tacosanonymous@mander.xyz 3 points 1 week ago (1 children)

The thing is that if you don’t like it, you can modify it. If it’s better, the people you play with will be cool too.

[–] themeatbridge@lemmy.world 5 points 1 week ago

I never understood people who hate on the RAW. Like, it's an open concept. Make it your own. Any changes can be done at the first session, and if you have an adjustment that's better, everyone will agree and it will catch on.

[–] enerhpozyks@eldritch.cafe 3 points 1 week ago

I'll add that every games does not suit to everyone. So, games that might please D&D players that I like (and that nobody already talked about in this thread):

- Cryptomancer: It's D&D for nerds, with a simpler system (or a sort of inverted Shadowrun). Like, imagine D&D but magic works like infosec. Yeap, that's it.

- Monster of the Week: A PbtA game to emulate supernatural horror TV shows and it's really easy to make it work in a fantasy setting. It might feel more like a Witcher game than a D&D game, tho (you investigate after a supernatural monster, track them to get them down). In any case, the PbtA family is rich and if players are curious of other systems, it's probably one of the easiest PbtA to try when you come from D&D : it's really easy to setup (30min to make a party at the beginning of the session, session 0 included), it's one-shot oriented and it has (I think) the more D&D-esques combat mechanics if all PbtAs.

- Outgunned: It's a very cool game with gambling mechanics which want to emulate action movies. It's easy to do Heroic Fantasy with it as "classes" are just "roles" and "tropes" and there is already some actions flicks (flavor-oriented optional rules) to play wuxia, swashbuckling and sword & sorcery. Also, it has the best mechanics for chases I ever seen and you may want to borrow that in you D&D sessions. Even for one session, it's worth playing (and there is two free kickstart sets with rules, premade characters and a scenario to try it !)

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