Still Searching for "That" System

nevin

Hero
As I posted in another thread (https://www.enworld.org/threads/what-game-systems-do-you-have.699515/), I have close to 60 different game systems. I'm still looking for a system that will fit the unique needs of my group.
Can you help find my Goldilocks system?

  • Survivable – you’re not going to die to a single hit from a kobold at 1st level [this cuts out most OSR systems]
  • Interesting Options – you can do more than swing a sword or cast one spell (if you want to interact with the game that way) [this also cuts out most OSR systems]
  • Easy to learn – you don’t need to perfect your tactics, count on your fingers to hit elevated numbers in the mid-20s (with always altering numbers) [Pathfinder, 4e, etc., are cut here]
  • Good GM tools – encounter building that works, possibly good adventures/settings [cutting out 5e]
well a few things fix most of your list for for OSR. Start everyone at 10 hpts + con mod. , make all spells effects and damage character level so that if a fighter has a level as sorcerer at 12 level the spell is still worth casting. Get a few 3rd party GM tool books for encounter building and random encounters and your almost there.
 

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Retreater

Legend
I kinda would love to sit in on one of your games to see how exactly you get to do that. It is so different to my experience.
What party size are we talking here?
Typically between 4-6. This is pretty universal between all the groups I've run in 5e, regardless of size or composition.
1)
What do you mean by this?
My interpetation would be that this is a fight where the bad guys (or the characters) die in the first round before all characters act.
The enemies would die in the first round before all the PCs act.
2)
My take on this is a fight where most of the enemy is killed in the first round.
Is the party nova-ing?
No, not especially. They can do it with some cantrips, maybe very low level spells.
4)
It is a good challenge for whom? (you or the Party)?
What is strategy in this context?
What level of resource use?
To challenge the players and their characters. Like I don't want them to have to be expert tacticians, but I would like them to gang up on high priority targets, flank, buff their characters with magic, use Aid actions, use cover, switch weapons that better fit their needs (like maybe use a ranged attack on a distant enemy), etc.
In a typical day of adventuring, we're looking at 3 combats per day. Maybe to use 25% of their resources would feel like it was "somewhat challenging."
5)
Why should this number be bigger?
Because that's what's remembered. That's what gets the blood pumping. That's what has players leaning over to see what their friends are rolling. That's exciting. The rest of the game is just "boring." I would like to minimize boredom and disengagement and spend more time on the exciting stuff.
6)
Are these failed attempts at epic and fun?

To be honest #5 - epic fights should be uncommon, it is narratively implausible otherwise and mathematically unlikely. If you try for it will result in excessive TPKs.
#4 should be your default, at least for 5e. Even for grittier game systems if you murder the party too often it will not be satisfying.
I don't think anyone likes TPKs. I might hate them more than the players, in honesty.
I would just like a reasonable idea of what encounters would be epic and fun (to use for boss encounters) and which would be exciting and worth doing. A few to flex muscles and show off would also be okay, but I would like to know how to plan them better.
 

UngainlyTitan

Legend
Supporter
I think this could be because - after running so many "cakewalk" encounters - I ratchet up the difficulty to what I assume would be acceptable, and it ends in a TPK. Or it could be that the players get used to not being challenged that they start making silly choices (which happened in Curse of Strahd that nearly led to a TPK when a player decided her character should try to get all the Dark Powers while the party was fighting a Death Slaad.)
But yeah, I do want the possibility of depth (in equipment, tactics, character creation) for those who want it - but for it to not be required for other players.


Fight that ends before all characters get a chance (>1%)
Fight that ends within two rounds and you don't even have to care what's happening (~50%)
Fight that feels like a "good challenge," party has to use some strategy and resources (~40%)
Fight that is custom built by me, getting lucky, throwing out the system's guidance entirely, that ends up epic and fun (~10%)
TPK (>1%)
Ok , beside getting your inequality signs mixed up what size party and what about magic
Edit: never mind you answered above.
 

hawkeyefan

Legend
As I posted in another thread (https://www.enworld.org/threads/what-game-systems-do-you-have.699515/), I have close to 60 different game systems. I'm still looking for a system that will fit the unique needs of my group.
Can you help find my Goldilocks system?

  • Survivable – you’re not going to die to a single hit from a kobold at 1st level [this cuts out most OSR systems]
  • Interesting Options – you can do more than swing a sword or cast one spell (if you want to interact with the game that way) [this also cuts out most OSR systems]
  • Easy to learn – you don’t need to perfect your tactics, count on your fingers to hit elevated numbers in the mid-20s (with always altering numbers) [Pathfinder, 4e, etc., are cut here]
  • Good GM tools – encounter building that works, possibly good adventures/settings [cutting out 5e]

The Resistance System

I’d recommend the Resistance System that powers Spire and it’s sister game Heart. The link above is to the free system toolbox. I’d suggest picking up Spire if you find the system interesting.

It’s survivable; bad things can and will happen to the characters, but the most interesting are the ones that don’t kill them. Change is unavoidable.

It has plenty of interesting options; the classes all have tiered abilities they can gain as advances. Minor, Medium, and Major advances. In Spire, these are gained when they make a change to the city (for good or ill). So the players are incentivized to interact with the setting and try to change it.

It’s easy to learn; the core mechanic is a dice pool of one to four d10s, keep the highest. Tiered results of 10 (Critical Success), 8-9 (Success), 6-7 (Success With Stress), 2-5 (Failure, Take Stress), and 1 (Critical Failure, Take Double Stress). Stress gets applied to one of five different Resistances, which are like HP, but of different kinds. In Spire, Blood Resistance is like your physical health, Mind Resistance is your mental health, Silver Resistance is your financial health, Reputation is your social health, and Shadow is your anonymity. Take too much Stress and you risk taking a Fallout. This opens up all kinds of actions that players can take, and all kinds of consequences that happen to the characters.

It has good GM tools. NPCs are simple to make, having only a few stats. In Spire, there are tons of NPC stat blocks that can be used for a variety of NPCs. So City Watch member, criminal gang member, cave dwelling cannibal, and so on. Spire contains a ton of advice on how to run a good game of Spire. The Resistance Toolbox gives advice on how to use the system for other settings/genres.

Spire is a great game. There are also some published scenarios that are also pay what you want for PDF available from the publisher, Rowan, Rook, & Decard, so you can get an idea of what the game is like.
 

Umbran

Mod Squad
Staff member
Supporter
Because FATE is not, at heart, Rules Light. It's intended to be played hardball - it's a transactional game. Create assets, leverage assets, put teeth into the mechanics. It's use by the rules-light crowd is off-label.

I don't really agree with your posit that it is intended to be played "hardball". But even if I did, that doesn't imply that the rules are not light.

Fate is pretty lightweight, in that the rules have only a few moving parts, and there are very few "sub-systems", or special cases within them.
 

UngainlyTitan

Legend
Supporter
Typically between 4-6. This is pretty universal between all the groups I've run in 5e, regardless of size or composition.

The enemies would die in the first round before all the PCs act.

No, not especially. They can do it with some cantrips, maybe very low level spells.
OK, about what I expected.
To challenge the players and their characters. Like I don't want them to have to be expert tacticians, but I would like them to gang up on high priority targets, flank, buff their characters with magic, use Aid actions, use cover, switch weapons that better fit their needs (like maybe use a ranged attack on a distant enemy), etc.
In a typical day of adventuring, we're looking at 3 combats per day. Maybe to use 25% of their resources would feel like it was "somewhat challenging."
Aside from resource use, do your players do any of the other things mentioned? Are there patterns to when they do "tactical stuff" or just charge in?
Because that's what's remembered. That's what gets the blood pumping. That's what has players leaning over to see what their friends are rolling. That's exciting. The rest of the game is just "boring." I would like to minimize boredom and disengagement and spend more time on the exciting stuff.
"Boring" to whom? are they complaining about boring fights? It is my experience that many fights that seem a foregone conclusion to the DM are anything but to the players. They do not have your information. The information that the DM has will mean that any fight will seem easier then it was from the POV of the DM. You have a better overview of the resources to everyone.
Battles, where even the DM does not know the outcome are actually overtuned.
I think, given the number of fights in a typical D&D campaign, 5% of the fights being epic would be pretty good. More than that and the maths of the fights are going to stack against the players.
I don't think anyone likes TPKs. I might hate them more than the players, in honesty.
I would just like a reasonable idea of what encounters would be epic and fun (to use for boss encounters) and which would be exciting and worth doing. A few to flex muscles and show off would also be okay, but I would like to know how to plan them better.

I know I have offered advice based on my experience to you before based on comments in other threads. This, has probably not been really useful since I do not (did not) have a complete understanding of your issues. To gain that I really would have to participate in your games. And also, perhaps engage in a post-game discussion as to your satisfaction. I also do not really know, what measures you take to improve a fight.

I do, know that this and other discussions have prompted me to look at the construction of some published WoTC encounters. What my sampling has revealed is that these encounters tend to medium to hard for a 4 character party.
It appears to be the case that a hard encounter for a 4 character party is a medium encounter for a 5 character party and an easy encounter for 6.
However, a hard encounter for a 4th level party is not necessarily a deadly encounter for a 3rd level party.
 

Have you looked at the Cypher System? It is not my jam, but might fit your needs (simple system, lots of options, reasonably survivable, tons of cool settings). I don't have a ton of experience with it, but the reasons I disliked it aren't on your list so maybe it will click for you.

Also Shadow of the Weird Wizard is on kickstarter now. It is similar to Shadow of the Demon Lord but less emo tone, and is designed to be more survivable, so maybe it fixes the things you disliked about SotDL? There is a free quick start on the kickstater page if you wanted to take a look.
 

payn

He'll flip ya...Flip ya for real...
I think this could be because - after running so many "cakewalk" encounters - I ratchet up the difficulty to what I assume would be acceptable, and it ends in a TPK. Or it could be that the players get used to not being challenged that they start making silly choices (which happened in Curse of Strahd that nearly led to a TPK when a player decided her character should try to get all the Dark Powers while the party was fighting a Death Slaad.)
But yeah, I do want the possibility of depth (in equipment, tactics, character creation) for those who want it - but for it to not be required for other players.


Fight that ends before all characters get a chance (<1%)
Fight that ends within two rounds and you don't even have to care what's happening (~50%)
Fight that feels like a "good challenge," party has to use some strategy and resources (~40%)
Fight that is custom built by me, getting lucky, throwing out the system's guidance entirely, that ends up epic and fun (~10%)
TPK (<1%)

Edit: Fixed my math signs.
I think compromise is in order. My suggestion (take with a grain of salt) is that you use 4E. Not gamma; just plain ol 4E with maybe essentials even. It's a system you like, know, and can tailor. The players will need to learn it a bit, but with some assurance for a long running game they shouldnt mind the effort. Now for your part, you really need to stick with a long running game/campaign. If adventure path looses its luster, than go west marches sandbox. Whatever you need to do to make the game last.
 

Retreater

Legend
Aside from resource use, do your players do any of the other things mentioned? Are there patterns to when they do "tactical stuff" or just charge in?
Not really. They can charge in and kill almost anything, even working independently. I'd say each campaign has maybe 1 fight where they really have to bring their "A" game.
"Boring" to whom? are they complaining about boring fights?
Yes. Like when they say "I didn't even get to make an attack" or "why did I bother to roll Initiative?"
I do, know that this and other discussions have prompted me to look at the construction of some published WoTC encounters. What my sampling has revealed is that these encounters tend to medium to hard for a 4 character party.
It appears to be the case that a hard encounter for a 4 character party is a medium encounter for a 5 character party and an easy encounter for 6.
However, a hard encounter for a 4th level party is not necessarily a deadly encounter for a 3rd level party.
Correct. And I do add more targets if I'm running a group of 6 players, like +50% more common baddies. They still chomp through them.
The monster attack bonuses are too low. The monster damage is too low. The number of monster actions are too low. The monster AC is too low and save bonuses are too low.
 

Retreater

Legend
Have you looked at the Cypher System? It is not my jam, but might fit your needs (simple system, lots of options, reasonably survivable, tons of cool settings). I don't have a ton of experience with it, but the reasons I disliked it aren't on your list so maybe it will click for you.

Also Shadow of the Weird Wizard is on kickstarter now. It is similar to Shadow of the Demon Lord but less emo tone, and is designed to be more survivable, so maybe it fixes the things you disliked about SotDL? There is a free quick start on the kickstater page if you wanted to take a look.
I've had a few bad experiences as a player with Numenera, mostly because there wasn't enough I could do, the DR was insanely high (so I couldn't damage any of the creatures). I don't know if I had a "proper" run of it, but it was being run by Monte Cook Games themselves.

I can look at Weird Wizard. I mostly didn't like the flavor of SotDL and stopped looking at it.
 

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