D&D 5E (2014) Best D&D 5e alternate ruleset?

I played through DragonHeist in D&D and I thought numerous times about how the system wasn't doing anything positive for us. There are systems that do heist/investigations and have the whole ruleset based around it.
It was a great opportunity for WotC to introduce some of those tools into D&D. I used to love when each new Paizo AP would introduce a new subsystem integral to that adventure, always expanding on what Pathfinder was capable of.
 

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I find it very strange when people will simultaneously argue that 5E is laser focused on making awesome dungeon crawling gameplay, but also is so general in its design that you can do anything.
It's like saying that Honey Bunches of Oats has a good deal of fiber but also tastes good or something.

But seriously...yes, 5E is laser focused on providing a specific dungeon crawling action experience, but the breezy resolution mechanics of the basic gameplay loop allow for improvising pretty much anything narratively as a side effect.
 

It's like saying that Honey Bunches of Oats has a good deal of fiber but also tastes good or something.

But seriously...yes, 5E is laser focused on providing a specific dungeon crawling action experience, but the breezy resolution mechanics of the basic gameplay loop allow for improvising pretty much anything narratively as a side effect.
That is not the same thing as being good for this or that style of play or fantasy subgenre.
 



5E has a pretty narrow scope for its mechanical implementation. So while you can do courtly intrigue or romantasy, the system does not help you in any way. Nor can you do world building kind of magic.
Are we talking types of fantasy, or types of game theme? These are two different things.
Also, a lot depends on dm style. I myself basically use a rule system for combat, physical type stuff, with most other game elements not requiring a rule set.
But again, that is dm style more than system.
 

Are we talking types of fantasy, or types of game theme? These are two different things.
Also, a lot depends on dm style. I myself basically use a rule system for combat, physical type stuff, with most other game elements not requiring a rule set.
But again, that is dm style more than system.
White space is useful, but it isn't the same as intentional system design. not every GM is capable of easily adjudicating every kind of situation not covered by the rules.
 

White space is useful, but it isn't the same as intentional system design. not every GM is capable of easily adjudicating every kind of situation not covered by the rules.
Quite so. My own dm style (I’ve been doing this since 1e was becoming 2e) means I rarely worry too much about systems beyond thier power level, and whether I want abstract (a level based game with armor class, like dnd and OSR) or active simulation style combat (like brp or dragonbane).
If I’m doing a level system, it’s with the understanding that the players are on the road to becoming demigods in power (and yes, a 10th level plus character even in adnd was superhuman. No one can get hit a dozen times with a sword and be fine).
If I want danger- real danger) a skill based system is king. Never gonna be more than 10-20 hp, and a single sword hit can be quite deadly. If you survive 3 hits you were very lucky (or had great armor).
And playing a level based game where you’re actively assuming your not going past 5-6 seems pointless.
But that’s just me.
 

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