A lesson so many need to learn
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Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.
The biggest “con” to PF2 is that it is decidedly not 5e, and people expecting it to work like 5e will have a bad time. AC generally hangs within 1 or 2 points for the entire party at a specific level, same for enemies. It is rarely a good idea to just walk up to the enemy and face tank them. Moving around is big for survivability. Synergy with other party members can be huge too. Sometimes that thing you can do doesn’t sound like a big buff or debuff, but if several party members are doing complementary buffs/debuffs it can turn the tide.
Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.
Nitpick: more narrative systems like Fate let you do this, but then you typically don’t get a lot of crunch. Plus it can vary if your group isn’t on the same wavelength about what’s cool and appropriate for the story.
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thousands of enemies, most of which have solid gimmicks that tell you straight from the stat block how you can best run the creature
That’s exactly what I want. I spent so much time looking at https://www.themonstersknow.com/ when DMing 5e. I like encounter design, but I feel like I had to work hard to make it passable, rather than work hard to make it excellent.
It’s with noting that the adventure paths and Paizo one-shots are also all very well-written (from the perspective of a novice GM). I’ve sat down with a group of 11yo kids after giving the adventure a 15-minute glance and been able to run a pretty decent session with next to no prep time.
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It’s with noting that the adventure paths and Paizo one-shots are also all very well-written (from the perspective of a novice GM). I’ve sat down with a group of 11yo kids after giving the adventure a 15-minute glance and been able to run a pretty decent session with next to no prep time.
That sounds great!
I ended up using a remix of the 5e Waterdeep: Dragonheist module because it really didn’t work for me. It would be a nice change to use a well-written module.
I’ve Cyberpunk RED’s Tales of the RED to be hit or miss. Some adventures are great, but many are meh.
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I’m partial to Fate.
It’s very open. You don’t have to worry about looking up the right class or feats. You just describe what you want to play, and if the group thinks it’s cool and a good fit for the story, you’re basically done.
Now, the downside is this requires a lot more creativity up front. A blank page can be intimidating.
I like that players have more control over the outcome. You can usually get what you want, even if you roll poorly, but it’s more of a question of what you’re willing to pay for it.
Every roll will be one of
- succeed with style
- succeed
- a lesser version of what you want
- succeed at a minor cost
- succeed at a major cost
- (if you roll badly and don’t want to pay any costs) fail, don’t get what you want
It’s a lot more narrative power than some games give you. I don’t like being completely submissive to the DM, so I enjoy even as a player being able to pitch “ok I’m trying to hack open this terminal… how about as a minor cost I set off an alarm?” or “I’m trying to steal his keys and flubbed the roll… How about as a major cost I create a distraction, get the keys, but drop my backpack by accident. Now I’m disarmed, have no tools, and they can probably trace me with that stuff later. But I got the keys!”.
It’s more collaborative, like a writer’s room, so if someone proposes a dud solution the group can work on it.
The math probability also feels nice. You tend to roll your average, so there’s less swinginess like you’ll get in systems rolling one die.
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It’s with noting that the adventure paths and Paizo one-shots are also all very well-written (from the perspective of a novice GM). I’ve sat down with a group of 11yo kids after giving the adventure a 15-minute glance and been able to run a pretty decent session with next to no prep time.
I’ve also found that it’s really easy to convert D&D 3.x and PF1 modules to the system. Not so easy that thought and care doesn’t need to be put into it, but most creatures are based off of the 3e monsters, and there’s a similar philosophy of DC adjustments. So, you get both Paizo’s catalogue of well designed adventure books, as well as a massive back catalogue of classic favourites that you can dig out for a relatively modest effort.
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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
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let me tell you about daggerheart!
having combed through a good portion of ttrpgs that have come out over the last 20 years, and having played a version of d&d since the 90s, i’ve found a system that does a lot of what i’ve been after in a system and i’m hoping that it’s popularity continues to grow.
things i like:
- new player friendly (either new to ttrpgs or new to this system particularly)
- heroic curve for player actions (2d12 > 1d20)
- narrative driven, but still tied to mechanics (in combat action doesn’t grind to a halt, which allows for a flow that i more appreciate.)
- degrees of success and failure (allowing for more gradient resolution to checks, which then allows for more opportunity for tension)
- hope & fear as mechanics (hope being used by players to boost what they do and fear being used by the gm to facilitate opposition. i like that there’s a tangible correlation between failure and the walls closing in.)
- the structure of monster and environment stat blocks (these work really well for me and it makes it easy to frame something with the mechanics with little effort).
- the emphasis on collaborative storytelling. (this is something i think either a lot of ttrpgs just don’t do, do a bad job at getting across, or gms/dms don’t take into account. i like being a fan of my players. i do not like the ‘me vs them’ mentality of running a game. this is the player’s story, i’m just furnishing it with extra layers and adding complications when things don’t go their way.)
if you like a heroic, narrative-driven fantasy system that makes combat less of a wargame, but doesn’t pull it’s punches, then i think this one is a good shout. i feel like it has enough rules to give players direction and enforce narrative choices, but removes some of the things i feel make other systems feel tedious or unrealistic.
other systems that i’ve eyed but haven’t had a chance to play yet:
- delta green (high on my list. horror/conspiracy setting that put regular folks up against lovecraftian horrors. not to solve or understand it, but to end it. it’s like call of cthulhu but you hate your job and you want to go home.)
- lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
- the wildsea (post apocalyptic fantasy of sailing on the treetops of an overgrown world and dealing with what’s left behind after nature takes back the planet)
- mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)
most of these recommendations have come from quinns quest on youtube (https://www.youtube.com/@Quinns_Quest) and having followed quinns from board gaming to video gaming to ttrpgs, I feel like he does a great job of highlighting a lot of overlooked gems in this space. if not just to check out the possibilities that are afforded to you when you step outside the box of what has become popular, but to experience games that people put a lot of love into and it definitely shows in their work.
as a last point, i think it’s okay to be critical of things, even things that we enjoy. often times the things we like the most are the things we’re most critical of. i personally have watched d&d grow from ad&d to where it is now, and still play it. mostly because it’s popular and the people i play games with know it well. they’re the same people i’ve been making great strides with in terms of introducing new systems and showcasing all the neat stuff people have made. i’m not a fan of d&d anymore. mostly because i’ve grown tired of it, but also because of all the baggage that it has (wotc and hasbro being the biggest two). but i am a fan of tabletop gaming and getting together with friends to have fun. i think that’s the primary goal, so whatever you use to facilitate that is fine. just don’t close the door on criticism because you don’t want to hear anything negative about what makes you happy. open the door to new things.
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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.
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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!
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GURPS is my go-to system. It’s incredibly flexible, both in what it allows you to do as a player, and what kind of game you can run as a GM.
It’s an older system, and by default is rather simulationist - it grew out of the same tabletop wargaming that D&D did, and tends to take a more realistic approach to what players can do than more narrative systems. I like some of the more narrative systems as well - Starforged is my other go-to system - but the characters always feel a little more loosely defined to me. GURPS is perfectly happy saying “okay, you can fly, you can turn invisible, and you can’t be killed” - but if you want to make your character more nuanced, it’s not only possible, but encouraged!
On the other hand, if you just want to throw something together and go, you can do that too! One of my players has a character sheet that consists of their racial abilities, 5 or 6 regular skills, and a high level “Security!” wildcard skill. And 3 guns. They’re a nightmare in combat, because “Security!” is their all-in-one skill with pistols and melee combat, along with anything else a person with a security background would be expected to know - it’s been rolled against to evaluate patrol schedules, reading a foe’s body language, and shadowing a mark, among other things. That character plays alongside someone with three different templates (classes), a mount, a bevy of different equipment options, and something like 55 different skills - because that player -wanted- that kind of detail. And they’re both very effective in their domains, and play off of each other well.
That’s the thing that really sticks out to me about GURPS - it’s very playable with a very minimal ruleset (GURPS Ultra-Lite is free, and 2 pages - http://www.sjgames.com/gurps/books/ultra-lite/), and can seamlessly expand when you want more detail. And not only are there a lot of options for that detail, they also show their work - so if you’re still missing something, you can generally still come up with reasonable rules. It just gets a reputation for being super complicated because the people who discover it tend to get excited and throw everything in…
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I genuinely thought this was about chess for a second.
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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
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)
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People are very bad at explaining what they like about things, because usually they like things in contrast to things they don’t like. And people who do identify what they like positively often just get told that their input isn’t welcome, either.
The problem isn’t whether someone is focusing on negative aspects of what you’re playing or the positive aspects of what they are, it’s that discussions about minority systems are often just puked up onto people who weren’t asking. The conversation is often:
“Hey, how can I do [thing] in [game I’m playing]?”
“[Game you’re playing] sucks at [thing]/isn’t designed for [thing]. You should play [something else].”
“But I like [game I’m playing], and don’t want to convert to a whole new system.”
This means not only is the asker’s question being totally ignored, but they’re being hit with – sometimes even bombarded by – value judgements they weren’t interested in.
This is called the X/Y problem. You ask “how do I use X to do Y”, and the answer is you don’t. You don’t even want to. You want to do Y, and just assumed that X is how you’d do it. So the answer might actually be “don’t use X.”
To some people, they see your question as “How can I do [thing] in [game that does not do thing]?” Since they see it as an inherently flawed question, they try to fix your root issue and explain how to do [thing]. It’s not the answer you wanted, but it might be the one you need.
I will admit, some people just like to shit on [game you’re playing], and will take every opportunity to hype up [game they’re playing]. But just as often, I see people defending [game they’re playing] just because they’re already playing it. And there is no harm in playing multiple games.
I have a game on my shelf built for pure fight scenes that can’t do downtime (Panic at the Dojo), and a game built for wholesome slice-of-life that doesn’t let you do combat (Golden Sky Stories). They simply cannot do what the other does, and I wouldn’t like either of them as much if they did.
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I love Pathfinder 2E! I’m a pretty new player, but it’s captured my heart. The three-action economy is great and offers so much freedom. The characters are INSANELY customizable, and I love how multiclassing works. And to top it all off, everything you need to play is free! Only the lore and campaigns have to be purchased. Plus, iirc, Paizo has vowed never to use generative AI in their works!
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let me tell you about daggerheart!
having combed through a good portion of ttrpgs that have come out over the last 20 years, and having played a version of d&d since the 90s, i’ve found a system that does a lot of what i’ve been after in a system and i’m hoping that it’s popularity continues to grow.
things i like:
- new player friendly (either new to ttrpgs or new to this system particularly)
- heroic curve for player actions (2d12 > 1d20)
- narrative driven, but still tied to mechanics (in combat action doesn’t grind to a halt, which allows for a flow that i more appreciate.)
- degrees of success and failure (allowing for more gradient resolution to checks, which then allows for more opportunity for tension)
- hope & fear as mechanics (hope being used by players to boost what they do and fear being used by the gm to facilitate opposition. i like that there’s a tangible correlation between failure and the walls closing in.)
- the structure of monster and environment stat blocks (these work really well for me and it makes it easy to frame something with the mechanics with little effort).
- the emphasis on collaborative storytelling. (this is something i think either a lot of ttrpgs just don’t do, do a bad job at getting across, or gms/dms don’t take into account. i like being a fan of my players. i do not like the ‘me vs them’ mentality of running a game. this is the player’s story, i’m just furnishing it with extra layers and adding complications when things don’t go their way.)
if you like a heroic, narrative-driven fantasy system that makes combat less of a wargame, but doesn’t pull it’s punches, then i think this one is a good shout. i feel like it has enough rules to give players direction and enforce narrative choices, but removes some of the things i feel make other systems feel tedious or unrealistic.
other systems that i’ve eyed but haven’t had a chance to play yet:
- delta green (high on my list. horror/conspiracy setting that put regular folks up against lovecraftian horrors. not to solve or understand it, but to end it. it’s like call of cthulhu but you hate your job and you want to go home.)
- lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
- the wildsea (post apocalyptic fantasy of sailing on the treetops of an overgrown world and dealing with what’s left behind after nature takes back the planet)
- mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)
most of these recommendations have come from quinns quest on youtube (https://www.youtube.com/@Quinns_Quest) and having followed quinns from board gaming to video gaming to ttrpgs, I feel like he does a great job of highlighting a lot of overlooked gems in this space. if not just to check out the possibilities that are afforded to you when you step outside the box of what has become popular, but to experience games that people put a lot of love into and it definitely shows in their work.
as a last point, i think it’s okay to be critical of things, even things that we enjoy. often times the things we like the most are the things we’re most critical of. i personally have watched d&d grow from ad&d to where it is now, and still play it. mostly because it’s popular and the people i play games with know it well. they’re the same people i’ve been making great strides with in terms of introducing new systems and showcasing all the neat stuff people have made. i’m not a fan of d&d anymore. mostly because i’ve grown tired of it, but also because of all the baggage that it has (wotc and hasbro being the biggest two). but i am a fan of tabletop gaming and getting together with friends to have fun. i think that’s the primary goal, so whatever you use to facilitate that is fine. just don’t close the door on criticism because you don’t want to hear anything negative about what makes you happy. open the door to new things.
lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
Lancet is so much fun. It’s really about building super op mechs and the GM doing the excavation same thing to you.
The lore is amazing. NPHs, blink space, Ra, Horous, and more.
mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)
We had a total party kill within hour and half. So much fun. The GM was telling us the party before fucked up so bad, the planet had to get nuked.
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I just started DMing an Ironsworn campaign for my wife. I like that it’s fiction-forward rather than mechanics-forward, and being able to run a campaign built around having only 1 player makes scheduling so simple, reliable, and just an all around good experience.
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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
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.
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let me tell you about daggerheart!
having combed through a good portion of ttrpgs that have come out over the last 20 years, and having played a version of d&d since the 90s, i’ve found a system that does a lot of what i’ve been after in a system and i’m hoping that it’s popularity continues to grow.
things i like:
- new player friendly (either new to ttrpgs or new to this system particularly)
- heroic curve for player actions (2d12 > 1d20)
- narrative driven, but still tied to mechanics (in combat action doesn’t grind to a halt, which allows for a flow that i more appreciate.)
- degrees of success and failure (allowing for more gradient resolution to checks, which then allows for more opportunity for tension)
- hope & fear as mechanics (hope being used by players to boost what they do and fear being used by the gm to facilitate opposition. i like that there’s a tangible correlation between failure and the walls closing in.)
- the structure of monster and environment stat blocks (these work really well for me and it makes it easy to frame something with the mechanics with little effort).
- the emphasis on collaborative storytelling. (this is something i think either a lot of ttrpgs just don’t do, do a bad job at getting across, or gms/dms don’t take into account. i like being a fan of my players. i do not like the ‘me vs them’ mentality of running a game. this is the player’s story, i’m just furnishing it with extra layers and adding complications when things don’t go their way.)
if you like a heroic, narrative-driven fantasy system that makes combat less of a wargame, but doesn’t pull it’s punches, then i think this one is a good shout. i feel like it has enough rules to give players direction and enforce narrative choices, but removes some of the things i feel make other systems feel tedious or unrealistic.
other systems that i’ve eyed but haven’t had a chance to play yet:
- delta green (high on my list. horror/conspiracy setting that put regular folks up against lovecraftian horrors. not to solve or understand it, but to end it. it’s like call of cthulhu but you hate your job and you want to go home.)
- lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
- the wildsea (post apocalyptic fantasy of sailing on the treetops of an overgrown world and dealing with what’s left behind after nature takes back the planet)
- mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)
most of these recommendations have come from quinns quest on youtube (https://www.youtube.com/@Quinns_Quest) and having followed quinns from board gaming to video gaming to ttrpgs, I feel like he does a great job of highlighting a lot of overlooked gems in this space. if not just to check out the possibilities that are afforded to you when you step outside the box of what has become popular, but to experience games that people put a lot of love into and it definitely shows in their work.
as a last point, i think it’s okay to be critical of things, even things that we enjoy. often times the things we like the most are the things we’re most critical of. i personally have watched d&d grow from ad&d to where it is now, and still play it. mostly because it’s popular and the people i play games with know it well. they’re the same people i’ve been making great strides with in terms of introducing new systems and showcasing all the neat stuff people have made. i’m not a fan of d&d anymore. mostly because i’ve grown tired of it, but also because of all the baggage that it has (wotc and hasbro being the biggest two). but i am a fan of tabletop gaming and getting together with friends to have fun. i think that’s the primary goal, so whatever you use to facilitate that is fine. just don’t close the door on criticism because you don’t want to hear anything negative about what makes you happy. open the door to new things.
The lack of initiative/spotlighting system in daggerheart is also chef’s kiss
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I love Pathfinder 2E! I’m a pretty new player, but it’s captured my heart. The three-action economy is great and offers so much freedom. The characters are INSANELY customizable, and I love how multiclassing works. And to top it all off, everything you need to play is free! Only the lore and campaigns have to be purchased. Plus, iirc, Paizo has vowed never to use generative AI in their works!
I literally can’t believe it took us 50 years of ttrgs existing in basically their modern form for us to find the 3 action system. Its so intuitive and liberating compared to every other game system I’ve experienced.
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I’m a fan of old-school Shadowrun (2nd ed.); it didn’t matter how bad-ass your character was, you could get killed by a lucky shot from a punk with a zipgun. It kept the grime of Cyperpunk, and added fantastical elements to it. IMO, it required more role-playing than is strictly necessary in a lot of D&D games, because going in guns blazing all the time was almost certain to lead to death; properly played (IMO), the GM should be brutal in how they handle stupid players.
The downside was so many six sided dice.