this post was submitted on 08 Jul 2025
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[–] VinesNFluff@pawb.social 8 points 1 hour ago* (last edited 1 hour ago) (1 children)

Okay but as long as we are complaining about shit we see on RPG forums

"I wish I could do $thing in DnD"

"$otherSystem has a very cool subsystem for $thing"

"Omg how dare you"

Had this conversation enough times to make it a pet peeve of mine

Anyway the only thing about 5e that does suck is Wizards of the Coast. Otherwise it's fine. It's just fine. You can have fun with it.

I'm more of a Pathfinder 2e guy tho.

(And pf2 is basically a more advanced take on what 5e was doing so....)

[–] frezik@lemmy.blahaj.zone 3 points 1 hour ago

5e needs a better way to balance encounters than Challenge Rating. It also has important rules for players in the DM book. Both of which are problems you can work around.

Yeah, it's basically fine. It got a lot of new people interested in RPGs (and Critical Role certainly helped, too). If they're all now looking for other systems to play, that's fine, too.

[–] Ketram@lemmy.blahaj.zone 5 points 51 minutes ago

It's hard to extoll the virtues of my chosen system (Pathfinder2e) without comparing it to the issues of where I find 5e lacking.

That said, what I love about 2e is the great encounter balance, almost every single "build" for a class is viable, and when you say "I'm playing a rogue" there are like 4 major types of rogues that all feel like they play differently instead of just some tacked on homebrew class. Adding free archetype rules (supported by the system creators themselves in their books) adds even more customizability.

One of my favorite things is that PF2e makes it feel like it makes encounter design fun again; martials actually have more options than just walk up and attack repeatedly, spacing matters, defenses matter. Most classes have some sort of gimmick that makes them play differently. Been working with my girlfriend to make a swashbuckler for the game I am DMing, and the panache/bravado/finisher mechanics really excite us from a roleplay and gameplay standpoint.

The three action system is way more flexible than the action/bonus action system. You can spend all 3 actions on a huge spell and burn your entire turn. You can move away from enemies to force them to burn an action or flank them to gain bonuses to attack for yourself and allies. You can apply debuffs using your main stats with actions like Demoralize, and still attack or move on your turn.

You constantly gain feats, and they are what defines your character so much. No longer do you get a "choice" of an ASI or feat. You get ones every level. There are ancestry tests from your race, class feats, skill feats, archetype feats. They don't just make you stronger, they instead give you more possible actions, give you unique traits, like being able to fight while climbing or use deception to detect when someone is lying instead of perception.

Also, you can find every rule for free online @ Archives of Nethys. No more being gated by purchases outside of adventure paths.

I could keep going, and I really want to extoll how awesome Golarion is, and the pantheon of gods, and everything. But I will stop here. Would happily answer anyone's questions about the system, I love it. It gave me true passion for tabletop RPGs while DnD5e made me feel really mildly about it.

[–] freewheel@sh.itjust.works 1 points 1 hour ago

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.

[–] enerhpozyks@eldritch.cafe 2 points 1 hour 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 !)

[–] XM34@feddit.org 2 points 1 hour 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.

[–] Wilco@lemmy.zip 3 points 4 hours ago (2 children)

No no no ... 5e 2024 sucks.

[–] XM34@feddit.org 3 points 3 hours ago* (last edited 1 hour ago) (4 children)

No, 5e sucks. And it's most obvious when you play on level 1. DnD is a superhero sim with paper cutouts for humans. When you leave out the super powers, then the characters can't really do anything. Like... at all.

Combat is DnD's only fleshed out system. Everything else is just "roll a D20" and sometimes add your proficiency modifier depending almost entirely on your class. Give me 20 different bards and I bet 18 of them will have a 90% overlap in the proficiencies they choose.

During combat, the wizard throws fireballs, the cleric casts spiritual weapon and the barbarian rages. During investigations the wizard rolls an investigation check, the cleric rolls an investigation check and the barbarian does nothing because they dumped wisdom.

That's why DnD sucks!

[–] ThirdConsul@lemmy.ml 3 points 1 hour ago* (last edited 1 hour ago) (1 children)

During investigations the wizard rolls an investigation check, the cleric rolls an investigation check and the barbarian does nothing because they dumped wisdom

You might be playing it wrong.

During investigations Wizard checks the books in the library, references his own notes, chats up local researcher community. Creates and sends Arcane Eye, spreads his familiars, tries Clairvoyance.

Cleric visits a local church, talks to the priests and churchgoers, prays to the Divine, maybe convinces the town to join her in the crusade against the target and lits the town on fire, while villages attack the nobleman mansion looking for the culprit and plunder.

Barbarian goes to the local tavern to drink with the local guards. Helps local elder find his kitten. Maybe talks to a local hunter and they bond over a bear hunt they just finished, maybe about the beauty of wilderness... One things leads to another, a secret touch, a hidden look, a moment of courage, a stolen kiss... What I was talking about?

[–] XM34@feddit.org 1 points 1 hour ago* (last edited 59 minutes ago)

Yes, that's called roleplaying. And there's nothing, not a single line in any book that supports any of this!

Everything about this scenario works pretty much exactly the same if the Barbarian goes to the library and references his notes, the wizard visits the local church and convinces the town to to join their crusade and the cleric goes to the tavern, sves the kitten, drinks with the guards, etc. Every character does everything exactly the same.

Let me give you a counter example in a system that actually does this well. In The Dark Eye, the wizard goes to the local library because they have several talents and skills that help them find and organize information in books, the cleric talks to the local clergy who respect him du to his "social standing" value and "clergical vow" skill. The barbarian actually put some points into "carousing" which makes them a solid drinker and their "local contact" skill may give them a pointer towards the old lady with the cat problem.

[–] Wilco@lemmy.zip 2 points 57 minutes ago

Dunno. In my 5e game the Sentinel, Guardian, and Consular get force powers.

In another 5e game the group piloted techs and fought giant monsters (Pacific Rim).

In a few months we will be running Return of the Living Dead 5e.

You just sound burnt out on the fantasy trope, not 5e.

[–] kusttra@lemmy.world 1 points 1 hour ago

5e is fantastic. It presents the standard combat-centric D&D rules, and provides a lot of freedom for players and DMs to fill in whatever rules they find most enjoyable.

Levels 1-3 are designed for the express purpose of onboarding new players, so complaining that it doesn't fully represent D&D, is pretty silly - it's supposed to be simplified.

I will agree with the facts behind your comments on the skill system, if not the exaggerations. I would prefer a looser system, akin to those from Fate, Cypher or Daggerheart, to allow for more creative freedom.

D&D doesn't suck - it's a combat centric system, as it always has been.

[–] Stamets@lemmy.world -2 points 2 hours ago* (last edited 1 hour ago) (1 children)

Everything you just said is opinion and subjective.

The only thing that sucks here is you for believing that your opinion is a universal truth and the arrogance of believing that everyone else is wrong.

[–] XM34@feddit.org 2 points 1 hour ago

The only thing subjective here is the very first sentence. Everything else is either fact and enforced by the way DnD is designed or an example to illustrate said fact.

What exactly is subjective about the fact that DnD doesn't have any depth or variety when it comes to anything besides combat?

Oh, and before you answer. Homebrew and cinematic encounters are not part of DnD as a system and using them in your argument will only strengthen my point.

[–] Stamets@lemmy.world -1 points 2 hours ago* (last edited 1 hour ago)

All you've done is permanently write off any opinion you have on a replacement. It's insanely arrogant to push your own opinion as fact but even more so when the thing you're shitting on is something people actively enjoy and then expecting anyone will pay attention to a thing you say.

[–] Zannsolo@lemmy.world 4 points 5 hours ago (2 children)

Dungeon crawl classic, start with 3-5 level 0 chars each and hope the best rolled character survives the initial onslaught. Using magic is dangerous, a miscast spell could leave you disfigured or worse. Thick boy rule book.

[–] DerArzt@lemmy.world 1 points 1 hour ago

It's also fun that critical success and critical fail has the player (or enemy) rolling for a random result from a table.

It was also pretty funny when one of my players cast color spray from the back line, but they cast it to well, so it actually did damage and almost killed a player

[–] Honytawk@lemmy.zip 1 points 4 hours ago (1 children)

You can easily convert them to 5e

[–] XM34@feddit.org 2 points 1 hour ago* (last edited 1 hour ago)

And lose the entire fun in the process...

Spike trap? I have spider climb/fly speed! Enemies sneaking about in the dark? I have darkvision! Resources running low and no safe place to take a rest? I cast Tiny Hut!

DnD takes the entire fun out of dungeon crawling just so that a single person can win the d*ck measuring contest of "I'm the greatest" at any given moment

[–] dejected_warp_core@lemmy.world 7 points 10 hours ago

I was introduced to flyweight RPGs a few years back and I absolutely love what they can do in the hands of a creative group.

Roll for Shoes is about as minimal as it gets. You will need one D6, and something to track player inventory. The game world is best started by the GM in the abstract, letting the players fill in the world's details through creative use of questions that prompt die rolls. This is fantastic for players that want to stretch their improv skills.

Lasers & Feelings has a tad more structure. Everyone has exactly one stat that sits on a spectrum of "lasers" to "feelings". The difficulty of challenges in the game sit on the same spectrum. Depending on the nature of the challenge and what the player's stat is, a single D6 roll decides the outcome. Everything else is role-playing in what is encouraged to be a Trek-like setting.

In my experience, Roll for Shoes usually turns into a cartoon-esque "let's see what else is in my backpack" affair, that usually ends with everything on fire (because of course it does). Lasers & Feelings typically devolves into Lower Decks. All of these are positives in my book - I'd play again in a heartbeat.

[–] ObsidianZed@lemmy.world 10 points 12 hours ago

Oh I can do both. Though it's not necessarily that I think 5e sucks, (maybe 5.5e does though I don't know it well), but rather that Wizards of the Coast/Hasbro sucks and I refuse to continue to support them.

Although I do have to thank them since I very likely would not have explored other systems so vigorously had they not so visibly shown how greedy they've become.

[–] Balerion6@lemmy.world 21 points 15 hours ago (2 children)

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!

[–] Lemming421@lemmy.world 2 points 3 hours ago

Pathfinder - for people that think D&D doesn’t have enough rules!

[–] DahGangalang@infosec.pub 11 points 13 hours ago (1 children)

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.

[–] Ziggurat@jlai.lu 2 points 7 hours ago (1 children)

Out of curiosity, what is the 3 action system?

I know FATE has 4 actions (overcome, attack, defend, create an advantage) so did PF merge attack and defend? Or is it a different choice?

[–] Duke_Nukem_1990@feddit.org 6 points 7 hours ago (1 children)

You have three actions that you can spend freely on attacking, moving around, etc. If you want to attack more than once, you get a penalty on the roll. Some things and spells cost two actions.

[–] Ziggurat@jlai.lu 3 points 6 hours ago

At least fading suns had something similar in the 90's with one action for free, 2actions with a - 4 and 3 actions a - 6(if my memory is right). The interesting part is that dodging would count as an action and you had to declare your intention at the start of the round.

[–] ZombiFrancis@sh.itjust.works 3 points 10 hours ago

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.

[–] Semester3383@lemmy.world 6 points 12 hours ago (2 children)

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.

[–] Ziggurat@jlai.lu 2 points 4 hours ago

The downside was so many six sided dice.

While indeed it can get pretty extreme, it's also so fun to roll handful of dices. This is one of the reason I find dice-pool fun (and not just better statistically speaking)

[–] dejected_warp_core@lemmy.world 3 points 10 hours ago* (last edited 9 hours ago) (1 children)

It's sister setting, Earthdawn, also had a lot going for it on top of the typical D&D formula. Weaving, instead of casting magic, was a much more involved process for the player/character which did a lot to ground such awesome power. At the same time, fighters of all stripes were also more or less magic users, which unified the whole rule system in a nice way. The setting itself was a fantasy post-apocalypse, troubled by evil horrors that dominated the landscape in the centuries before. In fact, much of the lore was intertwined with how people survived those times.

And like Shadowrun, there were lots of dice thanks to the "step table" system. It could be a huge PITA to sum all the rolls on high steps, but then when else do you get to roll entire fists full of dice all at once?

[–] Semester3383@lemmy.world 2 points 3 hours ago

I never had a chance to try Earthdawn, but it looked like a lot of fun.

[–] Archpawn@lemmy.world 4 points 11 hours ago

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.
[–] 5too@lemmy.world 12 points 16 hours ago* (last edited 16 hours ago) (1 children)

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...

[–] agamemnonymous@sh.itjust.works 2 points 6 hours ago

Thank you for sparing me the rant I was inhaling to deliver.

The system is so good. You wanna run a political intrigue campaign? Great! Not only are there dozens of skills to navigate the nuances of that style, but there are multiple supplemental guides if you want to get real nitty gritty. You wanna run a hyper-tactical combat heavy campaign? Great! The combat can be extremely rich, with an entire book dedicated to Martial Arts.

You can run any setting you can think of: sci-fi, fantasy, modern, historical, cinematic, realistic. The mechanics are there. But the base system is so simple and modular, you can run it off an index card. I almost think of it less as an RPG than an RPG engine. You really can adapt it to any kind of game concept.

[–] BartyDeCanter@lemmy.sdf.org 71 points 22 hours ago (22 children)

When it come to more traditional RPGs, I really like Pathfinder 2E for the following reasons:

  • It scales very well from level 1-20. The math just works
  • Encounter design and balancing is easy for the busy GM
  • All of the classes are good, there aren't any trap classes
  • Teamwork is highly encouraged through class and ability design
  • Degrees of success/failure
  • Easy, free access to the rules
  • The ORC license
  • https://pathbuilder2e.com/
  • Pathfinder Society Organized play is very well done and well supported by Paizo
  • Women wear reasonable armor
  • The rune system for magic weapons/armor
  • And so many more
[–] festus@lemmy.ca 27 points 20 hours ago* (last edited 9 hours ago) (1 children)

For me it's the 3 actions per turn. So much nicer to still have a turn even after I rolled an attack and missed.

[–] BartyDeCanter@lemmy.sdf.org 14 points 19 hours ago

How did I forget to put that on my list? I love not worrying about action types and if I can do this action as this other kind of action. I just have to count to three.

[–] sbv@sh.itjust.works 30 points 22 hours ago (7 children)
  • Encounter design and balancing is easy for the busy GM
  • Teamwork is highly encouraged through class and ability design

ngl, you're selling it.

Anything that improves combat is a win in my book. I've switched to Cyberpunk RED, and I'm discovering that good combat is hard to make in either system, but encouraging teamwork is a nice way to take a little load off the GM.

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[–] Morgoth_Bauglir@lemmy.world 8 points 15 hours ago (1 children)

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.

[–] 5too@lemmy.world 1 points 10 hours ago

Ironsworn was my first exposure to a fiction-first game! I didn't really gel with the setting, but still really like the mechanics. Ended up backing Starforged (and later Sundered Isles), that seems like a much better fit for me!

[–] blanket@sh.itjust.works 12 points 17 hours ago (2 children)

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.

[–] ShaggySnacks@lemmy.myserv.one 4 points 15 hours ago

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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