D&D feel/fun in games without class, level, etc. (+)


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Yora

Legend
I am having high hopes for Dragonbane.

I think it looks like a great system to run BECMI style exploration and domain games, but without class levels and spell slots.
 

Thomas Shey

Legend
That’s a good question and I’m not entirely sure, honestly. I’ll have to think about it.

While you're considering, the best I can think of that kind of lands in that area, which doesn't have levels and doesn't have true classes, is the Sabre system (there are two versions of it, one for fantasy and one for SF). Its a deliberate fusion of D&D and Mythras, and is in no way, shape or form simple, however.

I mean, to some extent you can get a D&D sort of feel with systems nothing like it, depending on the kinds of campaigns and the way you structure them; I could probably put a Fantasy Hero campaign together that had kind of that feel.

Of course, one of the questions is, what does give kind of a D&D feel to you?
 


Campbell

Relaxed Intensity
Tales of Xadia (a Cortex Prime game based on the Dragon Prince series) gives me much of the same setting kicks that D&D does while not really focusing on attrition or detailed spells. I get ancient empires, conflicts between fantasy creatures, primordial dragons, magic items, various form of spell casting with esoteric fictional differences, but get to run a game that is just as focused on the emotional/social layer as the physical/exploration one. The scenarios really do a good job of backing that up.

It's not really tactical at all, but when I'm reaching for it that's part of the point.
 


Morrus

Well, that was fun
Staff member
D&D’s primary core defining tropes is the zero-to-hero thing which it accomplishes via a 1-20 level progression.

I’m not sure offhand what other fantasy TTRPGs (assuming we’re not including spinoffs, variants, clones, retro clones, powered by 5E/d20 etc stuff) do that.
 

The Soloist

Adventurer
Currently, my group plays Dragonbane, which gives off the lethal vibe of D&D at low levels.

For the last 8 months, I've soloed BX 1981 (using OSE + Advanced OSE) to quell my D&D nostalgia symptoms. I run five characters (magic-user, fighter, cleric, thief and a ranger). I've used parts of BX and AD&D modules to create the adventures. Characters started level 3 and are now level 5 or 6. I have a few house rules, and since I'm The Soloist, no one can argue with me about my changes to the game.
 
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Fenris-77

Small God of the Dozens
Supporter
I'm a big fan of Trophy Gold for this sort of application. It's pretty rules light but was designed to fill this precise design space. I've used it run original D&D modules converted on the fly and it's been grand (although that does take some experience GMing the system). There's a great dark forest sort of setting book that goes with it called Trophy Loom that is quite brilliant. Loom entirely based highly evocative and tightly themed random tables. I would highly recommend both books, but especially TG for as an answer to the OP.
 

Reynard

Legend
If I want a game with that "D&D feel" that isn't a class and level based game, I reach for a toolbox game like Hero, Savage Worlds or Fate and build it. The important thing is to identify precisely what aspects of "D&D feel" are important for any particular adventure or campaign. Then focus the toolbox on that.

If I wanted kitchen sink high fantasy adventure with competent to powerful heroes I would likely use Mutants and Masterminds or Hero (depending on how fiddly I wanted to get; I have run "high level D&D" with M&M before and it works great). If I want tactically crunchy, swing, death around every corner D&D style, I use GURPS or Savage Worlds (again depending on how fiddly I want to get). If I want story focused D&D-ishness, I go Fate.
 

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