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


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VTT integration is really important for me, so I definitely get that.

There's a lot I like about the A5E Foundry module, but what it includes and doesn't include seems very random. Fairly old Gate Pass Gazette content isn't in it yet, but more recent Voidrunners content is. Not to mention a bunch of broken 3rd Party spells.
They can't add content that isn't in the SRD, and only the first few gpgs are in it.
 


It is built for dungeon crawls and hexcrawls mostly.

I mean, you can't do all types of fantasy with 5E.
The types of fantasy you can’t run in 5e are few and far between , as long as the power tone is middle or higher. Low magic/no magic is rougher, unless you ban a lot of classes and subclasses.
 

The types of fantasy you can’t run in 5e are few and far between , as long as the power tone is middle or higher. Low magic/no magic is rougher, unless you ban a lot of classes and subclasses.
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.
 

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.
Apparently the generic form of Plotweaver is going to have extensive discussions on how to do the latter, creating a unique magic system for one's own homebrew Setting, in addition to having actual rules for "social combat" and Skill Challenges.

However, for most people, the 5E implementation makes for very rules light mechanical approaches to intrigue and other social approaches which doesn't really get in the way. Action declaration > rolling a d20 > adjudication is a really slick gameplay loop that just works in practice. And for most people, Neo- ancian magic is "close wnough" for "generic Fantasy magic mumbo-jumbo".
 

Apparently the generic form of Plotweaver is going to have extensive discussions on how to do the latter, creating a unique magic system for one's own homebrew Setting, in addition to having actual rules for "social combat" and Skill Challenges.

However, for most people, the 5E implementation makes for very rules light mechanical approaches to intrigue and other social approaches which doesn't really get in the way. Action declaration > rolling a d20 > adjudication is a really slick gameplay loop that just works in practice. And for most people, Neo- ancian magic is "close wnough" for "generic Fantasy magic mumbo-jumbo".
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.
 

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 been my experience that people in the "5E does everything" camp are either designing a game system (where 5E versions sell much more!) or don't have experience with other systems.

It's sort of the "when all you have is a hammer, everything is a nail" situation in the second case.

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.
 

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