A lesson so many need to learn
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Stop replacing TTRPG by DnD and I would be fine
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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.
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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.
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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
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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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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
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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.
Maybe try GURPS + Supers suplement?
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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.
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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.
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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.
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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.
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Your formatting broke btw
Aye. NodeBB and Lemmy have a couple of rough edges here and there.
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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.
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.
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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.
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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.
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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.
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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.
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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.