D&D 5E D&D compared to Bespoke Genre TTRPGs

dave2008

Legend
Sure it's useful. If you want to know how to do something looking at how other games have done it is a very good place to start.
Sure, but that is different than playing a different game.
And if you are planning a whole campaign based on Alien, rather than just an episode, then using the whole Alien game is likely to be a lot less work and a lot more effective than modding D&D. There might be downsides (e.g. cost), but it's should still be considered, even if you choose a different path in the end.
Possibly, but if the person wants to play D&D, then it is quite possible that playing a different game could be a non-starter.

It is a personal preference thing really. I understand why people do it, I just think it is wise not too. I am foolishly going to use another analogy - I can't help myself!

If I want to spice up a hamburger and I ask:

"What can I do to my hamburger to give it a southwest barbeque flavor."

And the response is:
"Don't do that, a barbeque chicken sandwich is so much better."

The OP might reply: "But I'm allergic to chicken!" ;)
 
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Thomas Shey

Legend
Yeah, but even the "Harry Potter-verse" will basically let you get away with anything, and clever readers can always say "but just combine X and Y, there is precedent in chapter Z." Perhaps you can get away with it in a few cases, but I think my observation probably does explain its rarity, and why modern 'magitech' type urban fantasy is the most likely place to see it.

The Potterverse is not a setting where I'd describe the magic as having rules that are well established. There are settings where magic has specific things it can and can't do, and other things that are explicitly hard and/or not available to the serious protagonist(s) or specific opponents they're dealing with. Its much easier to make investigations and capers work in those, because you already know a lot of quick and dirty solutions are off the table.
 

Thing is, these are two extremes on the spectrum of conditions that provide a net win. Most situations would reasonably fall somewhere between the two: things don't necessarily go as planned and maybe an over-inquisitive guard gets his throat slit somewhere along the line but there's no mass combat...that sort of thing. And it's this middle ground that's being ignored somewhat, I think.

I don't disagree with you. OTOH (and I missed most of this whole thread, forgive me) I think I concur with others that the stealthy op scenario might not be the best point of comparison in this specific situation. I, for example, recently played in a 5e campaign where my PC was a Catfolk Battlemaster, with a 19 DEX and specializing in TWF. He's EXTREMELY stealthy, can literally climb almost anything. My only point being, if you were building a 5e party to represent something similar to what a BitD crew is, then they would be able to carry out things like Stealth missions. So it might be better to use a more clearly distinct case.

I'd suggest something like Trail of Cthulhu, where you do paranormal type investigation, and there is a theme of facing overwhelmingly powerful entities (IE you will NOT win a fight, except maybe against some very minor opponents, any monster will basically eat the party if you fight it). The rules are pretty much Gumshoe and oriented towards research, investigation, and uncovering dark mysteries. It can also handle some sneaky stuff, and HAS a combat system, but it is pretty realistic and deadly. The game is intended to work more as a 'fiction first' kind of setup where the PCs always move forward and things like skill checks don't create hard fails. If you need to sneak, failing is not a hard catastrophic fail, usually. It is just causing you to need to mitigate whatever problem was created or go ahead with some penalties.

What you guys are missing with this is what is trying to be demonstrated and how one should go about demonstrating that:

1) Its necessary to go to the tails of the distribution to demonstrate just how different these two games are in terms of both (i) genre and (ii) what is actually happening at the table to get us there.

2) I've talked about the extreme differences in genre (i), so lets talk about how one gets there. I've poked at it, but let me try to demonstrate just how enormously different the play yield is for the formulation of actual action resolution procedures + the resources that individual PCs can call upon to make this happen.

a) The Fighter that AA is proposing above is not your bog-standard D&D Fighter. Its not a shield-bearing, medium to heavy armor wearing tank nor a Strength-specialized, but Dex-average (or deficient), Berserker who isn't proficient in Stealth. Its a Dex-heavy duelist/skirmisher, archer, invested in Stealth or something like this. Out of the historical spread of the bajillion D&D Fighters that have been made...this makes up what ridiculously low %? Maybe 1 in 10 (at best)?

Let's take this guy at level 7. Lets give him +5 Dex and Training in Stealth. He's +8 Stealth. Against a DC 20 stealth obstacle (as proposed above), he's only succeeding 40 % of the time.

b) Now let's take the Blades analogue; the Cutter. This only a 1st level character...not a 7th level character. This character has NO INVESTMENT IN PROWL (Stealth in 5e).

This character can spend 2 out of his 9 available Stress or they can Accept a Devil's Bargain or a Teammate can spend 1 Stress to Assist to yield a Success w/ Complications (so he's done his stealthy thing but something else has happened to complicate the situation) 50 % of the time! And if they want, they can Resist the Complication (and they'll surely have 2d6 to do so because Prowl falls under Prowess...the physical "Saving Throw" to use D&D parlance)!

I don't have to go "off-script" or outside the bog standard Fighter in Blades for someone to be stealthy. I don't have to invest in stealth. I can be 1st level.




If this doesn't demonstrate that the paradigm is fundamentally different in terms of breadth of competency/capability and the cognitive space that players are inhabiting during play, I don't know what will. Just like D&D 5e, Blades is absolutely about leveraging your strengths. But the active tools (and the player-facing nature of the whole game) to manage your weaknesses is fundamentally different.


The upshot of this is that everyone is managing their individual collective limited use resources (Stress, Armor, Special Armor, Loadout Slots including Consumables) and managing all of the other considerable aspects of PC and Crew play/life (Harm, Trauma, Heat, Coin, Cohorts, Clocks, Assets like Vehicles/Tools) to push every caper toward low-exposure (including body count as body count creates multiple feedback loops from Heat to potential Clocks that you have to deal with during Downtime) and expected return. So if you want to get something done, there are a great many individual buttons and levers to push to (a) leverage your (and others) strengths, (b) minimize your weaknesses, (c) deal with complications as they (inevitably) arise, (d) punch above your weight (higher returns) to ensure that things don't go all A-Team with explosions and body count and getaway chases and the attendant significantly increased exposure left in the Crew's wake (which they'll have to answer for because of the feedback loops of the system).

Yes, sometimes it turns into A-Team. But that is hugely rare in Blades.

I've probably run 200 Scores as a GM (maybe more). The number of times its turned into A-Team I could count on probably 2 hands. Lets even double that to 20/200. That is 10 % of the time it turns into A-Team. So its probably somewhere between 5 % at the low end and 10 % at the high end that Blades turns into A-Team. D&D capers? Its nearly A-Team all the way down (its got to be 75 - 90 % A-Team). Which is awesome. But its not the same play space, its not the same genre outputs, and that is because the system architecture and incentive structures ensures that.
 

Thomas Shey

Legend
Well, I'm not sure. I think the most basic response was just "DM's have managed to make it work in 5e, so 5e does it all!" I mean, at its most sophisticated this argument claims that the design of 5e is a work of genius in which its lack of process and structure around general conflict resolution/plot direction is a powerful tool which frees it from some imagined large number of constraints which would make doing all this other stuff harder.

Perhaps I'm being cynical, but from some discussion I've seen, that does seem to be the position of some "rulings, not rules" proponents.
 

Which means none of those characters needs to be in a party, as each can do everything well enough on its own and doesn't need much if anything by way of support.

Hardly conducive to party-based play.

Good. Now you need a party; a group of people with different hopefully-complementary specialties who can cover for each other's weaknesses.

Exactly. Instead of having everyone be able to do everything, find or recruit people with the specific skills needed for the job(s) at hand.

No offense Lanefan, but this is you speaking from ignorance on the subject.

Directly above I gave you an example of how broad competency is enabled through play and the decision-points around limited-use resource leveraging/management and complication resisting works in the game.

But broad competency doesn't remotely mean specialization isn't leveraged.

Fighters (Cutters) in Blades are the ass-kickers and having a Crew of Bravos (Assault Specialists) amplifies this. Same thing for Rogues (Lurks), Rangers (Hounds) and Assassin or Shadow Crews. Same thing for Warlocks (Whispers), Wizard/Artificers (Leeches) and Cult or Smuggler Crews (that smuggle contraband/illicit substances/spirits).

The game has huge intersecting parts that can increase the ceiling of any given PC's best action resolution shtick and the same PC's ability to Resist Complications related to that shtick (so they're therefore better at it than others and don't have to expend resources to get to the floor and they force-multiply their allies who aren't as good as them).

TLDR; An elevated floor on competency doesn't mean specialization becomes irrelevant.
 

Thomas Shey

Legend
If I do it is a convergent evolution. I haven't play another system since the 80s. I do check out other systems occasionally (for instance the BitD clocks are similar to the PF2e VP system and if needed I may incorporate them into my games).

Though not as much as physical solutions, to some extent solutions to problems often end up moving in the same direction because the problem channels solutions in a limited number of directions. Countdown clocks to represent tension seem to have showed up in multiple systems largely independently, for example.
 

Dire Bare

Legend
I think part of what makes me scratch my head is that, from most of the examples provided, folks who are saying D&D can be modified to deliver a different experience (horror, crime, etc.) are generally adopting the kinds of mechanics that are inherent parts of other games.

It’s odd.
I find it odd that you find this odd.

Many games out there share the same basic DNA as D&D, and it's not hard to pick a subsystem from one game and port it over to another, with some tweaking. How much tweaking? Depends on how far apart the games are in overall design, the preferences of the GM, and the tolerance of the play group for experimental mechanics not always running smoothly.

And even with games that are fairly different in rules structure, say D&D and the World of Darkness Storyteller games, it's not that hard really to graft subsystems from one game to another.

Is D&D always the perfect or best tool for any role-playing need? No, of course not. Is D&D the most hackable game out there, for those who like to tinker? Probably not. But is D&D easily hacked to shift the play style, tone, or theme of the game session? Hell yes, folks have been doing so since '74. Practically the entire OSR genre is essentially hacked D&D, plus plenty of other games too.

So why play a hacked D&D rather than another game? The only important reason is . . . because that's what I want to do! D&D is a system that most gamers have a high degree of comfort and familiarity with. One of the biggest complaints I hear from folks who like to play other games is that getting their friend groups to play anything other than D&D can be incredibly hard. These same groups are often up for the next game to be D&D again, but hacked in some way.

I find it odd that several posters here are seemingly just offended that some of us have successfully hacked D&D for various reasons, and enjoyed the experience!

Play what you want to play, any of the many wonderful not-D&D games out there, straight-up D&D, or hacked D&D. It's all good as long as you and your friends are having fun.

When someone asks the community for advice on something specific, like hacking traditional D&D to give it a different feel or whatever . . . don't respond by saying, "No, don't do that. Just play Game X." I wouldn't consider it rude as the OP does, but certainly tone deaf, off-base, and not very helpful.
 

Why is it odd? I’m not trying to play Aliens, I’m trying to run a fantasy horror story wherein the PCs cannot escape, cannot fight the monster headon and survive, and are in a fairly advanced facility with a lot of moving and movable parts they can try to use cleverly.

There are probably things from the Aliens rpg that would help me do that, and it will be less work for me than it would be to try and make the Alien rpg do heroic fantasy.

I’m not trying to run a game wherein you play a crew of professional criminals that all can do eachother’s jobs competently, I’ve got a story wherein the PCs will need something that is best gotten via criminal caper, and those PCs have to figure out how to use their competencies to do it. Part of the fun is that Vidanya the Paladin isn’t sneaky and doesn’t know how to hack magical systems, while Ocuthim the Kobold Wizard is small and able to hide and an expert hacker (Wizard, scribe), and Khalid is an expert sneak, able to teleport short distances sometimes, and dangerous in unarmed combat, etc, and if one of them gets taken out the team will struggle to fill their role.

If I get a good group together to play an actual “we are all professional criminals/spies/assassins/etc” campaign, it may be worth it to run that in Blades rather than D&D. It mostly depends on the group and what everyone wants from the experience. Also, whether any Blades playbooks can do any kind of magic. My group has a strong bent away from super-low magic games where a PC basically cannot play a magic user. Also for me, why play it as a fantasy game if the PCs can’t be supernatural?

But as I’ve said before, I’ve played very little Blades, and it was a simplified version that probably didn’t give a great impression of what the game is actually like. That GM tends to strip most of the mechanics out of a game and play the most simplified version possible.
Sure, so I am not really certain what you were wanting in terms of comments in the OP... I mean, if you go online somewhere and say "hey I'm running this D&D game and my PCs want to do a heist, give me some ideas for how to work that in 5e." and the answer is "You 'tard, why are you running that 5e junk!" Yeah, you can basically just tell those guys to pound sand, of course. lol.

Now, when you say 5e is 'the best' for this, that was a bit different. I mean, you said basically it was really flexible in terms of being able to take on these 'side genre' type things. At least that was how I interpreted it. I still think there are systems that handle it better, but we don't need to relitigate any of that. Clearly if what you really want to be playing is 5e, that's cool. I mostly like playing 4e, so I would do it with 4e. I would say 4e will handle more things better, but that won't help people that aren't into playing 4e for the main part of the game.

Really, I think your OP didn't SAY that much that should be really controversial when you consider what you are really saying what you want. If this thread was written 10 years ago and you said '3e', then we'd have a fight! ;)
 

doctorbadwolf

Heretic of The Seventh Circle
For me, the idea came partially from personal preference and partially from a time when I was playing both D&D 4E and GURPS 4E.

I liked the general concept of 4E skill challenges; I also liked the idea of margin of success from GURPS.

On the surface, the systems are very different, but I learned a lot about DMing by having familiarity with different ways of doing things. Surprisingly, I found there were ideas from each that made running the other better.

In a lot of ways, 5E is an improvement. But there are also areas in which I think the design isn't quite as modular or flexible as was originally advertised.
Absolutely. I really think that if they make an anniversary edition of 5e, it needs a total rewrite of the DMG, with much more robust and effective advice, optional subsystems, etc.
Fighters (Cutters) in Blades are the ass-kickers and having a Crew of Bravos (Assault Specialists) amplifies this. Same thing for Rogues (Lurks), Rangers (Hounds) and Assassin or Shadow Crews. Same thing for Warlocks (Whispers), Wizard/Artificers (Leeches) and Cult or Smuggler Crews (that smuggle contraband/illicit substances/spirits).
So it does have magic playbooks. I figured as much, but didn't look into when I played with premade characters in a simplified variant.

Anyway, the question I have is, is it practical to have a crew that is a mix of all available playbooks? Not possible, but practical. Will it make the team less effective overall, or not?
 

doctorbadwolf

Heretic of The Seventh Circle
Sure, so I am not really certain what you were wanting in terms of comments in the OP... I mean, if you go online somewhere and say "hey I'm running this D&D game and my PCs want to do a heist, give me some ideas for how to work that in 5e." and the answer is "You 'tard, why are you running that 5e junk!" Yeah, you can basically just tell those guys to pound sand, of course. lol.
That is hyperbolic, way past the point where it's bad advice and crappy behavior.
Now, when you say 5e is 'the best' for this, that was a bit different.
Absolutely never said anything remotely like this. A heist game, if done well, should be better than 5e at running a heist game. That isn't even really relevant to whether 5e can smoothly be modified to have some heist elements like flashbacks in the hands of the PCs and use of optional non-binary ability check resolution to run heists successfully. Which is what I actually said.
I mean, you said basically it was really flexible in terms of being able to take on these 'side genre' type things. At least that was how I interpreted it. I still think there are systems that handle it better, but we don't need to relitigate any of that. Clearly if what you really want to be playing is 5e, that's cool. I mostly like playing 4e, so I would do it with 4e. I would say 4e will handle more things better, but that won't help people that aren't into playing 4e for the main part of the game.
Right, so for me 4e wasn't that easy to add significant things to. On the other hand, probably less would need to be added for a lot of story types. On the other other hand, 5e is at least as easy to run, IMO, and doesn't fight you at all if you just use 4e skill challenges in it, or steal 4e's rules for stealth (which are basically what I've seen many brand new players assume stealth would work like. You make a check to become hidden, and then you're hidden until something makes you not hidden. Simple.), or seal 4e's active uses of the knowledge skills, etc.

But mostly, I know from experience that 5e can successfully do a lot of genre variants, and support many different playstyles, with fairly small changes, and go even further if you're willing to put in a bit more work.

Hell, in terms of archetypes from one genre to another, making subclasses is dirt simple, and making classes is only a big undertaking if you're making it for mass consumption and/or a potentially 1-20 campaign. Races are super simple.

5e and 4e both benefit from really good math (at most levels) that won't break easily, which also makes them easier to mod than games with greater math scaling. 5e then adds the benefit of fewer mathematical moving parts in the system than the 2 editions before it and most other rules heavy games (I might call 5e rules medium. It definitely isn't rules light), which also makes modding easier.

My 5e DnD isn't the same as Hussar's 5e DnD. That is literally the intention of the designers, and it's a benefit to the game.
Really, I think your OP didn't SAY that much that should be really controversial when you consider what you are really saying what you want. If this thread was written 10 years ago and you said '3e', then we'd have a fight! ;)
Oof yeah. Someone, I think in another thread, claimed that 3e was more versatile than 5e and I just...inhabited the incredulous blinking man gif for a solid minute. But I am biased by the fact that I think 3(.5)e was a very bad game.
 

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