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4E Burnout - What to do next?

[MENTION=59082]Mercurius[/MENTION]
If what you want is an old school D&D feel why not play BD&D or 1e? They're even re-printing a limited run of 1e in April.
 

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@Mercurius
If what you want is an old school D&D feel why not play BD&D or 1e? They're even re-printing a limited run of 1e in April.

Well, basically because I was one of the many who, when 3E came out, sighed in relief and said "Finally, a D&D rules system that isn't anachronistic and clunky and has been updated to the post 1990-era with a core mechanic!"

I like the slicker rules of WotC-era D&D, but I want more of an in-play feel of improvisation, or at least more room for it. I like 4E tactics and powers, just as I don't mind using miniatures--but, like miniatures, I don't want to always have to use powers/tactics (and miniatures). I want a game that is more flexible in terms of being able to go back and forth between ad hoc/improv and tactical powers and maneuvers.

The more I think about this, the more I'm tempted to run what would essentially be my best guess at what 5E will look like, using a Pathfinder Adventure Path for inspiration. Or I might try to run a simplified version of PF with elements of 4E and C&C...I'm still up in the air, really.

But what I don't want to do is go back to things like THACO or combat tables; the closest I would get to playing a retro game would be C&C.
 

Mercurius said:
I want a game that is more flexible in terms of being able to go back and forth between ad hoc/improv and tactical powers and maneuvers.
Well there were lots of good suggestions already, but this particular issue is a bit of a sticking point. Fortunately, C&C and Savage Worlds both have supplements for minis combat.
C&C has a unified mechanic, is simple, and is reverse compatible with older editions of D&D; if you want tactical minis combat as an option you'll probably want to pick up the Fields of Battle boxed supplement.
With Savage Worlds -a whole different beast - there is a free download called "Showdown" which has mini combat rules.
 

I haven't read the whole thread yet, but I have been feeling a bit the same and with the announcement of D&DNext, decided that I wanted to try a completely different system and genre.

I talked the group into giving Savage Worlds - Deadlands Reloaded a try (sorta Weird West for those that don't know) and we're going to start our first game next weekend. We're all newbies with the system, but the rules look great and I think the genre change will help invigorate our gaming.

I'm sure we'll stumble around a bit, but I am looking forward to giving it a go. I bought a couple of books and PDF's so I can share the rules with my players, and they seem excited too.

I'll let you know how it goes...
 

I would write down the biggest rules/situations that give you the most grief and either get rid of them or change them.

For example, you state grindy combat? Grindy how? Too many hp? Cut hp down.

Too many conditions? Get rid of them or institute a non-stacking rule.

These are just a couple of examples in which the gameplay can be changed to suit your tastes.

Happy gaming!
 

Thanks for the suggestions [MENTION=93857]C4[/MENTION], especially #2 - that's pretty much what I'm going for, although am not sure how to break the "stranglehold of powers."

I had a similar problem. My usually creative players were restraining themselves to those things that were on their character sheet. I "broke them of that habit" by giving them something on their character sheet. You can read about my solution here.
 

My suggestions for a break from 4e:

1: Legends of Anglerre (Short sales pitch: Spirit of the Century with a Fantasy setting).
2: Savage Worlds
3: WHFRP 3e. Evocative, good for description, and a change. Might have the restricted card issue even if it has the Perform a Stunt action in the same way D'karr suggests.
4: Castles and Crusades (or another retroclone 1e).
5: Paranoia XP. And why the hell not? Vast change.
 

Besides taking a brief break from playing/GMing, I'd HIGHLY recommend changing genres.
Sounds like you've done the fantasy thing for quite a while... try some cyberpunk or historical fiction. Find out what your group likes besides fantasy (in film, books, etc) and play it!

I'm getting ready to run Savage Worlds because our group is burned out on fantasy (been doing Pathfinder for a while now) and we're going with Sundered Skies. Yes, it's still fantasy, but it's darker and has skyships. The rules change will be drastic, too, so the pace will change and it'll be a breath of fresh air.

Good luck!
 

Another vote for Savage Worlds or AD&D. A change of genre can be fun, as can board game night. Our guest DM couldn't get it together last session and we had a great time playing Settlers of Catan.
 


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