When I asked about what specific things people learned from other games I was hoping to have a discussion of actual details - for example if another game makes exploration more interesting, how does it do that? Are there specific mechanics involved not just a focus on exploration? Is there anything that can be used in a D&D game that isn't covered by the rules? There's a ton of stuff that the core books don't cover, things that I've learned from previous editions, non-game resources, other DMs, things not directly addressed by the books I came up with. I was hoping to have a constructive conversation. Obviously I failed miserably.
Perhaps this is another thread, but are there any mechanics or rules you've gotten from other games that are useful in D&D? Any interesting house rules you've added, no matter the source?
Sure.
I think it might have been 7th Sea, but I got the idea to allow feats for flaws with mechanical detriment to them. Those flaws could be triggered once per game at an appropriate time by anyone at the table. So if someone was say paranoid and had to treat someone new as being after them in some way, any time you met someone new that could be a threat, anyone could trigger that flaw and you'd have to roleplay it out.
From another DM I got the Fate Deck. Basically it's a large deck of magic cards and they get triggered on a 1(fate roll) or sometimes a very important natural 20(only sometimes since 20s already give increased effect). The cards can be positive or negative, depending on circumstances. If you were rolling to try and cleave a door in two with your sword and rolled that 1, pulling Shatter, your sword would break. If you were rolling to try and smash the door in with your war hammer and rolled that 1, the door would shatter.
In that DMs game one of my characters was a Chosen of Osiris and had powers of course dealing with the dead. We opened up a door sealed by the power of Osiris and inside was an avatar of an evil Egyptian god and the corpses of the 100 paladins of Osiris that died sealing the tomb. preventing anything from escaping. We quickly began to lose the fight(It was an avatar!) and I asked that since nothing could escape, were the spirits of the paladins still present. He said yes. So I called them to duty once more, commanding them to reinhabit their bodies to aid us. I had no idea if it would work or not, but the DM told me to roll and said that whatever number I rolled, I would multiply that by 5 and that's how many came back to aid me. A 20 would be all 100. I rolled a 1. So I slowly reached for that fate deck, not knowing what I would find. Would it be good, or would it be bad. Turns out I pulled possibly the best card in the 300+ card deck that I could pull. Sacred Boon. All 100 came back and we trapped him inside once more. This time, though, since I was a chosen of Osiris, I had the power by myself to reseal the cave and held the door open long enough that the paladins could go to their afterlife as they should.
I can't remember which ones they were exactly, since this was 6+ years ago and I don't use them anymore, but I adopted a few different player facing rules that I learned about during talks with
@pemerton and others. My players didn't like those, though, so they fell by the wayside.
I'm sure there are others that I can't remember now.