• Ketram@lemmy.blahaj.zone
    link
    fedilink
    arrow-up
    23
    ·
    6 months 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.

  • Balerion6@lemmy.world
    link
    fedilink
    English
    arrow-up
    18
    ·
    edit-2
    6 months ago

    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!

    • DahGangalang@infosec.pub
      link
      fedilink
      arrow-up
      10
      ·
      6 months ago

      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.

      • Frezik@lemmy.blahaj.zone
        link
        fedilink
        arrow-up
        3
        ·
        6 months ago

        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 doesn’t automatically make an unskilled character super good at something, and rolling a nat 1 doesn’t make a super skilled character fumble it completely.

        • kattfisk@lemmy.dbzer0.com
          link
          fedilink
          arrow-up
          1
          ·
          6 months ago

          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 can’t 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.

  • 5too@lemmy.world
    link
    fedilink
    English
    arrow-up
    14
    ·
    6 months ago

    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
      link
      fedilink
      arrow-up
      5
      ·
      6 months 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.

  • blanket@sh.itjust.works
    link
    fedilink
    arrow-up
    14
    ·
    6 months ago

    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.

  • Alwaysnownevernotme@lemmy.world
    link
    fedilink
    arrow-up
    11
    ·
    6 months ago

    My current DM despises 5e

    I think it’s because 3.5 offers such a ludicrous bag of dickfuckery for the GM to employ at their leisure it’s literally like hanging out with someone who insists on cleaning their guns with company over.

    I just want to play cyberpunk red again.

  • Semester3383@lemmy.world
    link
    fedilink
    English
    arrow-up
    9
    ·
    6 months ago

    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.

    • dejected_warp_core@lemmy.world
      link
      fedilink
      arrow-up
      3
      ·
      edit-2
      6 months ago

      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?

  • Morgoth_Bauglir@lemmy.world
    link
    fedilink
    arrow-up
    9
    ·
    6 months ago

    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
      link
      fedilink
      English
      arrow-up
      2
      ·
      6 months 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!

      • Morgoth_Bauglir@lemmy.world
        link
        fedilink
        arrow-up
        2
        ·
        6 months ago

        Ours as well! It’s taking some getting used to, but we’re having a blast! I’ve been considering running my own solo campaign with star forged, hopefully I can get that started soon

  • ObsidianZed@lemmy.world
    link
    fedilink
    arrow-up
    9
    ·
    6 months 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.

  • Zombiepirate@lemmy.world
    link
    fedilink
    English
    arrow-up
    8
    ·
    6 months ago

    There are systems like Blades in the Dark that bypass all the planning phases and just let players jump into the interesting parts of the story. Better yet, it has mechanics to support this kind of play.

    “Simulation” type RPGs can be done on computers these days with much more detailed and satisfying tactical combat, but narrative-focused games that play more like an episodic show is where the really interesting TTRPG stuff is happening in my opinion.

  • Brave Little Hitachi Wand@lemmy.world
    link
    fedilink
    English
    arrow-up
    8
    ·
    6 months ago

    Yes! Thank you!

    One Roll Engine is my obsessive small-time RPG system. I’ve always loved systems where you get to roll a heap of d10s, but more importantly it has a highly expressive and generalizable core mechanic that allows everyone to roll at once without taking turns, and attacks resolve in a dynamic fashion so that initiative order, damage, hit location, and contested rolls all happen in one roll. It’s great for gritty, fast-paced, lethal combats where you can give players a lot of freedom to get creative and stay engaged. It has great rules for easily killed mooks as well, so you can quite easily have huge numbers of enemies and allies all in one battle, and it takes far less time to resolve each turn - and a far greater proportion of that time is people talking about what they’re going to do. Reign uses ORE, and that includes rules for running companies (gangs, businesses, armies, entire countries even). I’ve used ORE variants to run occult horror, mecha, low-magic fantasy, slice of life, robot sci-fi, and more over the years. It’s a great system and I can teach 85% of what you need to play in just a few minutes.

  • dejected_warp_core@lemmy.world
    link
    fedilink
    arrow-up
    7
    ·
    6 months 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.

  • sambeastie@lemmy.world
    link
    fedilink
    English
    arrow-up
    7
    ·
    6 months ago

    Perhaps an unpopular opinion, but I actually like D&D and much prefer it to every other family of games I’ve tried (WoD, GURPS, PbtA, etc). What i dont like is the current iteration of D&D, which is why my recommendations are:

    Swords & Wizardry Complete: it’s OD&D with some of the rough edges sanded off and all the optional material added. Tons of classes, lots of tools for procedural world building, and very easily hackable. It’s simpler to teach to a new player, and its more flexible than 5e for experienced players. The tick-tock of the dungeon turn structure makes it easier to keep pace as a GM, and when in doubt, rolling x-in-6 always holds up. If you want a classic dungeon crawler, this is it.

    Whitehack: Still D&D but more narrative. Skills are replaced with groups that can give advantages to tasks directly influenced by membership in that group. Magic is super flexible and everyone has access to some form of it, but the “magic user” class gets to just make up their own spells and pay some HP depending on effect size. Great rules for base building, good GM advice for making adventures that aren’t dungeon or wilderness crawls (but are structured like those things). The core mechanic minimizes table math so even your players who struggle with addition can play fast. Less deadly than actual old D&D but keeping the same vibe. It’s my favorite for those who prefer narrative to mechanics. In a lot of ways, it’s D&D rewritten for the way a lot of people actuslly play 5e.

  • jjjalljs@ttrpg.network
    link
    fedilink
    arrow-up
    6
    ·
    6 months ago

    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.

  • Zannsolo@lemmy.world
    link
    fedilink
    arrow-up
    6
    ·
    6 months ago

    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
      link
      fedilink
      arrow-up
      1
      ·
      6 months 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