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

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.
Obviously I'm not strongly disagreeing with you on which system would do this better. OTOH, 5e is too 'loose' for this analysis! It doesn't have level-graded DCs AT ALL, so we have literally NO IDEA WHAT THE CORRECT DC IS. Nor does it have more than the vague D&D-ur-concept that low level PCs take on 'low level adventures' (canonicalized only on in the case of combat). So, the problem becomes, your math is correct, I think my Catfolk has a +8 at level 1 (or soon thereafter). He also got a cloak that sometimes gives him advantage on Stealth checks, but only in natural terrain, so it might not count here. OTOH we don't know the DC is 20. Presumably there's a mix of DCs, and without guidance, yeah, maybe the real key one is a 20, but maybe its a 15 or a 10. I guess we could include Inspiration in this discussion too, though it is a pretty weak mechanic that is poorly integrated. Still, if we're at a critical juncture it can be brought into play.

All I was intending is that 5e, like 4e, does allow for a pretty good "sneak party" that doesn't have to sacrifice much/anything. I'd note that my Catfolk Battlemaster is also a darn effective combatant who can rip enemies apart in a flash! So, I didn't sacrifice anything/much to get stealth. I did notice the Gnoll Barbarian was hitting harder than me, but the difference wasn't HUGE, and my superiority dice tricks seemed to make up for it adequately (and hey, being an encounter rest refresh class was nice). I wasn't stepping on the rogue much either, her stealth and sleight of hand checks were all a good bit better than mine. I'd be more the guy tagging along for artillery support while she was scouting more than being the PRIMARY sneak.

So the problem is, again, lack of structure in 5e. It has no process to put skill checks in context, and not even a really useful DC setting mechanism. Frankly my overall assessment of 5e is it is OK in terms of skills will suffice for 'exploration checks' when someone wants to search or whatnot. Otherwise the game works best when you go in swinging. Likewise social stuff is best handled either with magic or simply by RP. If the GM decides they want a check, well the rules have already put that on them. If playing with an unfamiliar GM you should play conservative, there's little way to know how they will rule on things, and the game itself is pretty much silent.

I stated before that skills are optional. Going back over the PHB it doesn't really say that, they are ASSUMED, but the DMG provides a lot of alternatives. As written Skills seem pretty 'non-core', no other part of the game seems to really depend on them, though leaving them out will bone some classes...
 

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hawkeyefan

Legend
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.

It's odd because it seems to favor the system that needs to be changed and altered over the one that does not.

You go on to say "it may be worth it..." to play another game with a more suitable focus. But there's doubt there, isn't there? Which seems odd.

So to reiterate a question I posed to someone else....

What is the advantage of a "bespoke" system in your opinion? You say you're not claiming that D&D is always better.....okay, so when is it not?

Because no one is actually saying you should turn your D&D game into Aliens as if that's a reasonable suggestion. If anyone does suggest that, they should be beaten about the face chest neck breast and head. That's a non-issue.

So what we're doing, is saying why another system might be better at delivering an experience of a specific type when compared to D&D.
 

hawkeyefan

Legend
I find it odd that you find this odd.

So I can clearly not choose the wine in front of you!

Edited to add an actual point: See my last post in which I clarify. I'm not doing what you're saying people shouldn't do, nor am I advocating for it. I thought the matter of etiquette settled.

Are we comparing things? Or are we only pointing out that people who really like D&D should always play D&D? I mean, if that's the point, then who cares what anyone else says?
 

dave2008

Legend
You go on to say "it may be worth it..." to play another game with a more suitable focus. But there's doubt there, isn't there? Which seems odd.
I really enjoy D&D, so I naturally doubt I will have as much fun in another system, even it is designed for a specific genre that I want to run with D&D.

Until I experience it, there will naturally be some doubt. Just because a game is designed for a particular genre doesn't mean I will like how the game attempts to portray that genre.
 

That is hyperbolic, way past the point where it's bad advice and crappy behavior.

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.

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.

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.
I think if you were to say "which game, 5e or 4e, was easier to simply take a subsystem from some entirely different game and graft it on with minimal/no change" then I might agree that doing that with 5e is 'more natural'. You COULD do it with 4e, but it would be weird as heck, given that 4e really violently eschewed subsystems (I remember reading the chaos sorcerer mechanics and seeing an actual subsystem and being shocked). You are just less likely to NEED to do that with 4e, and the motive would presumably be "I just really like this subsystem, it is the snizzle for this!" in which case weird might not matter to you. But it would definitely seem like 5e is more 'welcoming' of that, and it might clash less with its simplified DC processes and such.
 

dave2008

Legend
I think if you were to say "which game, 5e or 4e, was easier to simply take a subsystem from some entirely different game and graft it on with minimal/no change" then I might agree that doing that with 5e is 'more natural'. You COULD do it with 4e, but it would be weird as heck, given that 4e really violently eschewed subsystems (I remember reading the chaos sorcerer mechanics and seeing an actual subsystem and being shocked). You are just less likely to NEED to do that with 4e, and the motive would presumably be "I just really like this subsystem, it is the snizzle for this!" in which case weird might not matter to you. But it would definitely seem like 5e is more 'welcoming' of that, and it might clash less with its simplified DC processes and such.
I still want to mash 4e and 5e together sometime, that might be my ideal game.
 

hawkeyefan

Legend
I really enjoy D&D, so I naturally doubt I will have as much fun in another system, even it is designed for a specific genre that I want to run with D&D.

Until I experience it, there will naturally be some doubt. Just because a game is designed for a particular genre doesn't mean I will like how the game attempts to portray that genre.

Sure, and that's fine. Although you've also said you're not really going to experiment with other games, so I suppose it is what it is.

For folks who only want to play D&D I would say that there's already an inherent bias (which may be a perfectly fine thing) that makes discussion of this sort kind of pointless, right? I mean, your post here sums that up pretty well. And I don't mean that as a criticism.....I just mean that you view any other game with doubt and D&D is comfortable to you to the point where you feel okay tweaking and hacking until it does what you like.
 

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.

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?

Absolutely. Practical and much more fun. Having multiple of the same playbooks isn’t as cool/fun in play. All of my Crews I’ve run games for are 2 to 3 PC with multiple Cohorts (gang members and experts).

It basically has many of the archetypes you’d expect from D&D:

Fighter
Ranger
Wizard/Articer/Tinkerer hybrid
Rogue (physical)
Rogue (face)
Rogue (mastermind)
Warlock

At 1st level you get stuff that makes your base shtick work. Then you get more stuff to round out your PC (think of t like 5e Subclass but it’s a bigger chunk of your build budget).

Then your Crew gives you a bunch of cool stuff to lean on/into.
 

cbwjm

Seb-wejem
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.
Why is that odd? If you have a favourite game system that both you and your players want to play, and you have a type of experience that you want to deliver and know that another game has mechanics that support it, why would you not adapt them? I always look at different games and editions for ideas on how to do things in a game, for a while there I was even looking at Crusader Kings 3 for a way to set up a kingdom, I don't even limit myself to different RPGs, so many things can be an inspiration for changing things up.
 

dave2008

Legend
Sure, and that's fine. Although you've also said you're not really going to experiment with other games, so I suppose it is what it is.

For folks who only want to play D&D I would say that there's already an inherent bias (which may be a perfectly fine thing) that makes discussion of this sort kind of pointless, right? I mean, your post here sums that up pretty well. And I don't mean that as a criticism.....I just mean that you view any other game with doubt and D&D is comfortable to you to the point where you feel okay tweaking and hacking until it does what you like.
I was using first person for convenience, the "I" in my post was a stand-in for anyone who enjoys a particular game. This concept extends beyond games, it is basic psychology. If we have something we like, we fear losing it, even with the possibility of greater rewards. Are you familiar with the marshmallow test?
 

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