Alternatives to 5E (I ask for no particular reason...)


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CapnZapp

Legend
That's one of the best parts, in practice: it allows for situational factors to matter more than Advantage/Disadvantage does without the tedious modifiers of 3.x/PF, and makes spellcasting wild.
Personally I see zero difference between having to remember -1 and remembering to use a d10 instead of a d12, say.

Actually that's not true. I far prefer the -1.

But mostly I'm sad you bring me into one discussion after the other that pretty much is the opposite of selling the really very nice game that is DCC. This was supposed to be an opportunity to praise the game.
 

Mezuka

Hero
That's one of the best parts, in practice: it allows for situational factors to matter more than Advantage/Disadvantage does without the tedious modifiers of 3.x/PF, and makes spellcasting wild.
I'm not gonna pay $30 bucks for special dice just to play one game. I don't buy FFG games because of that.
 


CapnZapp

Legend
I'm not gonna pay $30 bucks for special dice just to play one game. I don't buy FFG games because of that.
Regrettable but understandable.

I really wished Goodman Games avoided the gimmicky dice.

Still, you're missing out. It really is a very nice game!
 



Parmandur

Book-Friend
Personally I see zero difference between having to remember -1 and remembering to use a d10 instead of a d12, say.

Actually that's not true. I far prefer the -1.

But mostly I'm sad you bring me into one discussion after the other that pretty much is the opposite of selling the really very nice game that is DCC. This was supposed to be an opportunity to praise the game.
I think talking about the fun dice is praising the game.
 


Ath-kethin

Elder Thing
For me, DCC captures everything I love - and ever loved - about D&D. It's fast, it's modular, it's easily adapted to damn near anything, and it's a blast to play.

In my games I also reskin the non-human player options and allow them as human classes. I've never had anyone who asked to play, say, a dwarven thief, but I'd be cool going the other way too.

The XP system is simple and glorious, and since it explicitly focuses on surviving encounters, not winning them, it encourages all kind of creative solutions rather than just a big fight every time. And I've seen that hold true true even for players who normally insist that D&D is a combat game and can't envision it being anything else.

The only real issue I have with the game is that it isn't a complete game in a sense; the magic items chapter, for example, has precious little in it other than advice to use the item lists from other games. Which is a shame, because the magic item stuff it DOES contain has the same kind of novel take on the game's development as the rest of the mechanics do.
 

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