imagine if skyrim was the most popular game of all time by an orderof magnitude and people caleld video games ‘skyrims’. and it cost ninety dollars and took up half the average computers hard drive. and then peoel would be on nexus being like ‘hi guys check out my farming sim skyrim mod’ and it just had you kiling draugr but on a farm. and people were like ‘yeah i think that you just cant do farm simulation in video games’ and if anyone brought up stardew valley theyd be like ‘okay well first of all its presumptuous to assume i can afford a second video game or have space for it on my hard drive. and Second of all when i play skyrim i just run back and forth around the towns picking up all the cabbages for seven hours on end so i don’t see why i’d need a whole game programmed to be about farming. i can play skyrim the way i want to. stop gatekeeping gaming.’ anyway thats what its like to like ttrpgs other than dungeons and dragons.
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[–] 4 points 1 day ago* (last edited 17 hours ago) (20 children)

DnD is more like Minecraft in that it lays out a nice set of general mechanics that can be tweaked into whatever setting you want. Most ttrpgs I’ve seen don’t play all that differently from DnD

EDIT: it seems like a bunch of people have had weak experiences with DnD because either they or their DMs are not that creative or don’t like roleplaying.

DnD isn’t the only ttrpg. DnD isn’t necessarily the best ttrpg. But it is a great framework and there’s a reason why a lot of other ttrpg’s copy from it.

Also yall aren’t considering that sometimes people just want to get to the part of telling the story they want to tell without having to learn a whole new system.

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  • [–] 8 points 1 day ago* (last edited 1 day ago) (4 children)

    d&d is kind of shit for almost everything. its only good for a narrow pulpy sword and sorcery adventure that asks no interesting questions.

    and bitd/fitd is much better faster more adaptable for basically any pulp trash with like 5% adaptation.

    d&d is unusable for intrigue or investigation that isn't fully railroad. the concept of the individual is so central, a player representing anything else is basically unplayable. there's almost no consideration for the theatrical or collaborative writing elements of the genre.

    you just haven't played any interesting ttrpg's. you should!

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  • [–] 0 points 1 day ago (3 children)

    its only good for a narrow pulpy sword and sorcery adventure that asks no interesting questions.

    d&d is unusable for intrigue or investigation that isn't fully railroad.

    Dude you just have had shitty DMs

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  • [–] 2 points 20 hours ago* (2 children)

    I said only good for. you can wedge other shit in but its absolutely not the right tool. 'roll to search' 'roll to spot a tail' 'roll to know if he's lying' is not interesting.

    systems that are actually good for this shit exist.

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  • [–] 0 points 17 hours ago (1 child)

    The stranger says you can trust him with the money

    Player: I want to roll insight

    (dm hidden roll: deception: 15)

    Insight 14 -> “you aren’t sure he’s lying, but you feel very uneasy trusting him”

    Insight 5 -> “you really can’t read his expression”

    Insight 16 -> “you aren’t totally sure, but you think he’s going to betray you”

    Insight 19 -> “yeah this guy is totally going to rip you off”

    The game not being interesting is largely a DM problem regardless of the framework you use.

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  • [–] 6 points 1 day ago (5 children)

    I want you to look through the core rules and see how much of it you'd have to remove to reflect a non-violent, non-magical setting. And at that point, why are you still using D&D?

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  • [–] 0 points 1 day ago* (last edited 1 day ago) (4 children)

    EDIT actually on second thought the Arcana stat and related checks you’d either have to scrap or get creative about repurposing.

    Huh? The answer to this is actually literally zero.

    Just tell your players they can’t choose spell casting classes, make a decision on whether half-casterish classes like Ranger have spells that are magical or could be explained through nonmagical means, and tell your players to expect no combat.

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  • [–] 3 points 1 day ago (3 children)

    Just tell your players they can’t choose spell casting classes

    In other words, remove those classes from your game.

    To play without magic and combat, you'd need to ignore most of chapter 2 (only human); most of chapter 3 (only 3 classes get first level non-combat, non-magic features, and two are spellcasters); half of chapter 5 (no weapons or armour); half of chapter 6 (no combat feats); chapters 9, 10 and 11; and most of the appendices. I did a quick check, and you'd use less than 100 pages out of the 318 in the rulebook.

    So much for "literally zero".

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  • [–] 1 point 1 day ago (2 children)

    I guess in my mind the core rules are things like the stats and how ability checks work, and I’d describe classes as something like “core content”.

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  • [–] 1 point 1 day ago (1 child)

    If that's how you're measuring it, then about half of the rules are about combat or magic. If you play D&D without that, you are playing half a game.

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  • [–] 1 point 20 hours ago

    Most of my DnD campaigns have combat maybe like 1 in 5 sessions even in a fairly vanilla DnD setting. Even though there are a lot of rules for governing combat, I don’t think it’s fair to consider them half of the game.

    I always like playing in magic settings so tbh I’ve never really played without it, but I do know some settings like Cyberpunk have magic it’s just rebranded as tech themed.

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  • [–] 4 points 1 day ago (6 children)

    The mechanics aren't especially "nice". It has a lot of legacy jank (15 strength is what bonus?). 1d20+stuff vs target produces a flat probability, which is problematic.

    it has a lot of assumptions deeply baked into the rules. You need the adventuring day, to rewrite all the powers, or sharply limit party composition, or it falls apart.

    It's missing or has anemic offerings for whole subsystems - social conflict, meta game currency, succeed at a cost.

    Character progression is very coarse. level up and a bunch of stuff happens at once. You can't make a character that has a shit load of sneak attack without also getting a bunch of HP and other rogue stuff.

    The magic system is brittle and poorly defined. There's not really an expectation or system for players to make their own spells. You pick from a list. If you want to play a game about creating your own spells, it's going to provide little guidance. Also, most of the spells are about combat, with a handful about movement.

    You can change rules, but after a certain point you're playing something unrecognizable as DND.

    Most ttrpgs I’ve seen don’t play all that differently from DnD

    Play more games. Even a basic traditional game like Vampire is a mind opener. No adventuring day. No levels. Social conflict. No attrition and resource management. These have a big impact on the experience.

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  • [–] 0 points 1 day ago (5 children)

    TLDR I feel like I think “Minecraft is anything you can make with any of the mods out there plus in the in-game tools and your own creativity” and you think “Minecraft is vanilla Minecraft played with the main goal of slaying the ender dragon”.

    It has a lot of legacy jank (15 strength is what bonus?). 1d20+stuff vs target produces a flat probability, which is problematic.

    Yeah these things are the biggest issues with DnD and related games IMO. However, rolling a D20 is a lot of fun, which makes me not want to replace it with something like 3d6.

    it has a lot of assumptions deeply baked into the rules. You need the adventuring day, to rewrite all the powers, or sharply limit party composition, or it falls apart.

    The adventuring day is a big one. TBH I’ve never seen a ttrpg without it.

    There are massive amounts of fan content for DnD out there and easy to find, if you don’t want to write your own. There are whole ttrpgs that are practically modded DnD but tweaked for a specific setting.

    I’m not sure what you mean about limiting party composition.

    It's missing or has anemic offerings for whole subsystems - social conflict, meta game currency, succeed at a cost.

    Hard disagree on social conflict. DnD is full of mechanics for that. Meta game currency is something DMs usually add in from my experience, although DnD does have inspiration points as a kinda weak form. Succeed at a cost is something I usually see DMs add in, but I have seen other ttrpgs with that more baked into the rules.

    You pick from a list. If you want to play a game about creating your own spells, it's going to provide little guidance.

    Yeah that’s fair. If you have an example of a game with a good “make your own spells” system I’m curious.

    Also, most of the spells are about combat, with a handful about movement.

    Hard, hard disagree there. Off the top of my head: prestidigitation, minor illusion, friends, zone of truth, tiny hut, message, command, good berry, that one that lets you ask god a question…

    Play more games. Even a basic traditional game like Vampire is a mind opener.

    Thanks for the rec! I’ll look into it.

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  • [–] 4 points 23 hours ago (2 children)

    However, rolling a D20 is a lot of fun, which makes me not want to replace it with something like 3d6.

    Fun is subjective, but I personally really enjoy rolling a big dice pool. 4 fire firearms, 3 for dex, 2 for equipment bonus, 4 for the fate blessing, 4 for the gun being magically perfected, 3 for aiming, that's approximately Get Fucked dice to throw on the table.

    it has a lot of assumptions deeply baked into the rules. You need the adventuring day, to rewrite all the powers, or sharply limit party composition, or it falls apart.

    The adventuring day is a big one. TBH I’ve never seen a ttrpg without it.

    Any whitewolf rpg. Fate. Gurps. Don't rest your head. Unknown armies. Countless indie RPGs. Many games that aren't close relatives of D&D don't have a central model of "you have a limited amount of resources to get through the day".

    I recently started a game of Vampire: The Requiem. One of the guys had only played D&D before, and it kind of blew his mind that he can just do his iconic stuff whenever he wants. He was going to punch a bouncer and we were like "Why don't you just use your mesmerize?", and he was like "I forgot I don't have to save that"

    There are massive amounts of fan content for DnD out there and easy to find, if you don’t want to write your own. There are whole ttrpgs that are practically modded DnD but tweaked for a specific setting.

    You can also use an actual generic system like Fate or GURPS. Both of those have a ton of fan content as well. This is not a unique strength of D&D.

    Hard disagree on social conflict. DnD is full of mechanics for that.

    Please share. From what I recall, the system is limited to something like "Roll persuasion vs a DC, and that determines how big of a favor they'll do for you", or similar for intimidation.

    Imagine a scenario where the players encounter a group of goons blocking the road. If they want to get in a fight, D&D has a ton of rules. Movement, to-hit and damage, armor, saves. If they want to talk through it, the rules are comparably thread-bare. There's no social HP.

    Other systems give you more. I'm pretty sure a lot of PbtA games have social moves. There's also Monster Hearts, which I never played because you need a particular kind of group for that one.

    Side note: because of how D&D's stats work, you end up with a lot of characters are mechanically bad at socializing, or underperform at their prescribed roles. You have to work against the system to get some concepts. The whole idea of "multiple ability dependent" is a D&D-ism that's just not in every system. If you want to play a wise cracking dashing axe-man in Fate, for example, you can just do that. You don't need to worry about how you can get both strength and charisma, nor about if you can just reflavor Hexblade because you don't really want the rest of Warlock.

    Meta game currency is something DMs usually add in from my experience, although DnD does have inspiration points as a kinda weak form. Succeed at a cost is something I usually see DMs add in, but I have seen other ttrpgs with that more baked into the rules.

    Inspiration is kind of store-brand fate points, yes. You can easily add more to it, as well as bring succeed-at-a-cost into D&D. But the argument is more about how D&D provides little.

    You pick from a list. If you want to play a game about creating your own spells, it’s going to provide little guidance. Yeah that’s fair. If you have an example of a game with a good “make your own spells” system I’m curious.

    Mage: The Awakening (2e) is the crunchy one that I know. The book provides a ton of examples, but even those are flexible. You add or lose dice based on adjusting the spell details, and potentially create a pool of fuck-up dice in exchange for more dramatic changes.

    Unknown Armies is an old classic that has "random magick" as a thing any duke can pull off.

    Fate is a generic system, so it really depends on which splatbook you're using, or what your table decides on. One game I ran had a "choose one: slow, dangerous, expensive" model for magic. The player can't picking "dangerous" and things got really exciting.

    Also, most of the spells are about combat, with a handful about movement. Hard, hard disagree there. Off the top of my head: prestidigitation, minor illusion, friends, zone of truth, tiny hut, message, command, good berry, that one that lets you ask god a question…

    I was curious so I'm looking at a spell list on a dnd wiki. A majority of spells are for combat, followed by spells that also have exploration uses (eg: fly, alarm), and then there's everything else. But you can't deny that a large chunk of the spells are explicitly about doing damage, or helping you do damage.

    I spent too long on this post. Hopefully it was worth it! "People should play more RPGs, even if just to steal stuff to port into D&D" is one of my bugbears.

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  • [–] 2 points 17 hours ago (1 child)

    Thanks for the recs, I do plan to look into them, but I also want to point out the main reason I stick to using DnD and ttrpgs that are very similar (e.g. pathfinder) as a framework is it lets your group get right into the game instead of spending a lot of time getting used to an unfamiliar system.

    Imagine a scenario where the players encounter a group of goons blocking the road. If they want to get in a fight, D&D has a ton of rules. Movement, to-hit and damage, armor, saves. If they want to talk through it, the rules are comparably thread-bare. There's no social HP.

    This would be mostly RP’d discussion, punctuated with rolls to represent luck and stats to represent how the character and player might differ.

    It would be something like the player asking the goons to move, the goons saying no, the player asking why, the goons giving some answer, the player rolling insight and then deciding a follow up question, probably ending with a persuasion or intimidation check with a DC dependent on how well the rest of the discussion went, with the possibility for other shenanigans to influence as well (like maybe the party mage used minor illusion to fake a badge to pretend to be cops).

    I honestly don’t think something like “social HP” would be better than RP and shenanigans, but idk, I would be curious to try.

    Side note: because of how D&D's stats work, you end up with a lot of characters are mechanically bad at socializing, or underperform at their prescribed roles.

    This is definitely a weakness of DnD. It helps if your party is more into the RP aspects than absolutely optimizing their characters for combat. Another thing I’ve done as DM is to give players a choice, like jumping across a gap could be acrobatics or athletics, so they can use the stats they are good at.

    I was curious so I'm looking at a spell list on a dnd wiki. A majority of spells are for combat, followed by spells that also have exploration uses (eg: fly, alarm), and then there's everything else.

    I think the issue with combat oriented spells is you have spells at each level that do “vaguely this level’s worth of damage” for every damage type so you get a nice progression curve. Out-of-combat spells are not so easily quantifiable. What is the level 4 version of minor illusion? (There are some answers to that tbh). There also are damaging spells that explicitly have non-combat purposes (one of the main ones I can think of is Phantasmal Force), as well as ones that may not explicitly say so but no DM would deny, like using fire bolt to light something on fire at a distance.

    Also I’m not sure what you have against exploration and movement type spells because those are very useful in an intrigue heavy campaign.

    Anyway, DnD does have a lot of combat mechanics, but it has plenty of non-combat mechanics too. The combat is more regimented and structured, but I don’t see that as a weakness, just the difference between combat and intrigue.

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  • [–] 2 points 15 hours ago

    I also want to point out the main reason I stick to using DnD and ttrpgs that are very similar (e.g. pathfinder) as a framework is it lets your group get right into the game instead of spending a lot of time getting used to an unfamiliar system.

    That does have some value, but sunk cost is not always a great justification. Also, a lot of systems are way easier to learn than DND. I think people think it's going to be as hard as memorizing all the DND jank - stat to bonus mappings, attack bonus by level, spell slots, a hundred different unique spells - but many systems aren't like that. (Quick, can you Sacred Flame and object? Smite with a thrown spear?)

    I've been playing Vampire and the guy that's only played DND before has had no trouble picking up the rules. Fate is maybe easier, though more creatively demanding. Lot of tyranny of the blank page potential there.

    It would be something like the player asking the goons to move, the goons saying no, the player asking why, the goons giving some answer, the player rolling insight and then deciding a follow up question, probably ending with a persuasion or intimidation check with a DC dependent on how well the rest of the discussion went, with the possibility for other shenanigans to influence as well (like maybe the party mage used minor illusion to fake a badge to pretend to be cops).

    That's how DND would typically play it out, but some things worth noting.

    One, where armor class, saves, and HP are very codified, the DC for persuasion or intimidation is very loosey-goosey in DND.

    Fate, by contrast, has a stress track (like hit points) for physical and mental harm. So when your character pulls a knife and says "I'm gonna cut your fingers off one at a time and make you eat them", and you roll, there's mechanical oomph to it. You roll +7, and they're either out of the scene of suffering a consequence. DND is just DM whims.

    I honestly don’t think something like “social HP” would be better than RP and shenanigans, but idk, I would be curious to try.

    I like how Fate does it. You're not limited so much by your personal ability to act and the GM's mode. You roll high on Provoke and it mechanically hits.

    Oh, another subsystem from Fate I'd recommend importing: Concede. Solves all those "omg I wiped the party" problems.

    I think the issue with combat oriented spells is you have spells at each level that do “vaguely this level’s worth of damage” for every damage type so you get a nice progression curve.

    This is almost certainly a root cause. I think you could build a neat system where you don't have two dozen variations of "do damage" spells, but you rather have rules for how much damage and other effects can go into a spell slot. Which is kind of how Mage works, actually.

    But then casters would be having all sorts of fun and fighters would be left out again. Which, come to think of it, is a common problem in DND.

    Also I’m not sure what you have against exploration and movement type spells because those are very useful in an intrigue heavy campaign.

    Nothing against them. I just meant the majority of spells are combat.

    Anyway, DnD does have a lot of combat mechanics, but it has plenty of non-combat mechanics too. The combat is more regimented and structured, but I don’t see that as a weakness, just the difference between combat and intrigue.

    And sometimes that's fine. But it's not the only way for a game to be. If your game has little physical conflict and a lot of social conflict, DND is probably the wrong engine. Be like wearing a winter jacket on a summer beach trip.

    Anyway. Like I said this is one of my bugbears so I can go on. Thanks for reading

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  • [–] 2 points 19 hours ago

    To give you another rec, which is often named as an intro to PbtA systems for dnd players: Dungeon World. It still borrows quite a few things from DnD (which are imo the worst parts of DW).

    And as the other user wrote, reading other system can even be helpful just to steal stuff for your DnD group. PbtA (or one based on it) is one that imo every GM should've played, because it teaches so many important principles that are relevant in any systems you play - but in PbtA they are far more explicit (and well explained in the rulebooks).

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  • [–] 1 point 4 hours ago

    I’m not sure what you mean about limiting party composition.

    Oh I missed this earlier.

    So one solution to the pain caused by the adventuring day is to let players rest more often. But some classes get way more powerful after a long rest than others, so that's a problem. A party of {fighter monk wizard} that gets a long rest after every fight is going to have a superstar wizard. One solution to that is only let the party consist of classes on the same rest cadence. Wizard, cleric, paladin, ranger are all long rest based. Fighter, rogue, monk, warlock are short rest.

    This causes tension even in a base line game. It's very common for wizard players to whine about wanting a rest even when the rest of the party is good to go. You might say that's their fault for not rationing their powers, but I'd say it's their fault for playing a resource management game when they wanted to play a wizard game.

    Removing the adventuring day and corresponding "you need to rest to recover resources" is really difficult in DND. But people want to remove it, even if not consciously, because it sucks unless you're aiming for a narrow range of game modes.

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