bulletmeat
Adventurer
Yeah, that's what most of the rules I have are for.Well, I'm calling all the way back to DAGE, so I was thinking more in terms of addressing some of the issues with damage and hitting at higher levels.
Yeah, that's what most of the rules I have are for.Well, I'm calling all the way back to DAGE, so I was thinking more in terms of addressing some of the issues with damage and hitting at higher levels.
As mentioned, some of these are contradictory or mutually exclusive. Tactical, grid-based combat that's fast as one example.Folks, just a quick calibration.
DM
Various Players
- Neo-Trad DMing style.
- 2.5-3 hours weeknight sessions. Just want to play.
- Doesn't want 5e any more. Sees lots of cracks, including some deep ones like challenging high level parties without it being super swingy and balance between classes with 1-3 encounters per day.
- The do not want OSR.
- Enjoy tactical grid combat and it's a requirement. But can't be slow and take up most of a 2.5-3 hour session.
- Mostly looking at MCDM, DC20, Daggerheart, Tales of the Valiant, and if I'm to pitch another game will need supporting points (from this list) why it really fits.
I see lots of great recommendations for games, but I'm trying to find something that threads some specific requirements that vary between the group. If you could limit suggestions to ones that will fulfill these that will help. And if suggesting existing systems, please give me ammunition about why those games would be a better fit than the ones the DM is currently looking at.
- Need a straightforward game. That's does not mean rules light, but just one where a new player who reads the rules once can understand their options.
- Character creation/advancement: No trap options/feat taxes. No need to pre-build for a bunch of levels. Limited places to shoot yourself in the foot. Non-optimized characters need to be viable.
Thanks!
5e D&D manages it - most combats are over in 30 minutes, so 20% of a session. We can have a combat heavy session with 3 combats and still have 40% of our play time left.As mentioned, some of these are contradictory or mutually exclusive. Tactical, grid-based combat that's fast as one example.
He doesn't want it. Sorry, I don't have more details.What specifically is the objection to OSR?
Excellent! That's on the list he's following.I haven't played Dragonbane, but everything I've read or seen or heard about it suggests it's close to what you're looking for.
I can't even begin to count the number of 5E D&D sessions I've played across something like a dozen or more groups, but I can count on one hand the number of fights that were less than 45 minutes.*5e D&D manages it - most combats are over in 30 minutes, so 20% of a session.
Not in my experience.5e D&D manages it - most combats are over in 30 minutes, so 20% of a session. We can have a combat heavy session with 3 combats and still have 40% of our play time left.
Yeah. That's far closer to my experience as well. About 60 minutes is an average fight.I can't even begin to count the number of 5E D&D sessions I've played across something like a dozen or more groups, but I can count on one hand the number of fights that were less than 45 minutes.*
I pine for the days of either (a) playing with people that make fast decisions and resolve their rolls quickly, or (b) reaction and morale checks so combat encounters could end early/before they start.
*As a player. As a GM, I actually have been using reaction and morale since maybe year 2 of 5E's existence, so I wrap up fights pretty quickly, despite the fact that my players still waffle on literally every decision, and roll each die individually as if to taunt and frustrate me eternally.
This matches my experience as well with 5e. Fights in PF2 or OSR games like OSE/Shadowdark are significantly faster - even when the party is composed of the exact same players!I can't even begin to count the number of 5E D&D sessions I've played across something like a dozen or more groups, but I can count on one hand the number of fights that were less than 45 minutes.*
I pine for the days of either (a) playing with people that make fast decisions and resolve their rolls quickly, or (b) reaction and morale checks so combat encounters could end early/before they start.
Yeah, that's what most of the rules I have are for.
I can't even begin to count the number of 5E D&D sessions I've played across something like a dozen or more groups, but I can count on one hand the number of fights that were less than 45 minutes.*
I pine for the days of either (a) playing with people that make fast decisions and resolve their rolls quickly, or (b) reaction and morale checks so combat encounters could end early/before they start.
Big same. The same players that puzzle over their sheet for a painful 2 minutes every time it's their turn in 5E are the same players who in Shadowdark play combat-as-puzzle like they are Special Forces who can run trigonometry calculations off the top of their heads.This matches my experience as well with 5e. Fights in PF2 or OSR games like OSE/Shadowdark are significantly faster - even when the party is composed of the exact same players!
I think for my player groups, it's something more like:Being fair to 5e here, any system with any meaningful in-combat decision making beyond the OD&D "pick your target" can slow down if you have people with decision paralysis or ADHD tendencies to get distracted.
The DM: Runs on a spectrum between trad and neo-trad, with a stated preference to shift more neo-trad for this upcoming campaign... specifically likes mechanical support for crunchier, tactical combat...Wants to do a test run before committing...could be sold on other systems, but would need to be shown it's definitively a better fit than the ones he's looking at.
The Professor: Super busy, wants to have a straightforward system that they can absorb and understand....Works best if they understand mechanically what their character can do, doesn't appreciate more free-form RPGs. Once and done - doesn't want to learn lots of systems. Wants to be powerful, doesn't optimize but will make sure not to shoot themselves in the foot. Probably best with a system that's doesn't have half a dozen sourcebooks with character options. EDIT: Will not do well with lots of small situational bonuses.
The Dreamer: Not particularly into mechanics. Would not do well with a system with lots of fiddly bits, especially around character creation/advancement. No feat taxes/trap options sort of thing... Doesn't optimize. EDIT: Will not do well with lots of small situational bonuses.
Mr. and Mrs. Professional: Another couple, both whom are DMs of other games, including doing things like paid DM gigs at "D&D in a Castle" events. Experience with multiple systems. They both pick up systems quickly, and like to make quite able/powerful but interesting characters. Expect the least trouble with picking up a new system, though one is laid back and will go with whatever the DM says and the other is a bit more nitpicky about addressing their own wants.
Me: Likes a variety of systems, but never tried PF1 because of how burned out I was from 3ed and 3.5. Don't want to have to preplan a character's advancement to make it work. Have the most fun reigning in optimization to be where the group's power level is, and am concerned if that's a wide gap between the optimizers and non-optimizers in the group. More into neo-trad and Story Now, but I do like a robust character creation/advancement system. EDIT: While the DM likes 4e, two problems I had with it were: far too many conditions to evaluate on different tokens, and one player prone to decision paralysis will slow combat to a halt. I'd like to avoid those.