I find it odd that you find this odd.
Many games out there share the same basic DNA as D&D, and it's not hard to pick a subsystem from one game and port it over to another, with some tweaking. How much tweaking? Depends on how far apart the games are in overall design, the preferences of the GM, and the tolerance of the play group for experimental mechanics not always running smoothly.
And even with games that are fairly different in rules structure, say D&D and the World of Darkness Storyteller games, it's not that hard really to graft subsystems from one game to another.
Is D&D always the perfect or best tool for any role-playing need? No, of course not. Is D&D the most hackable game out there, for those who like to tinker? Probably not. But is D&D easily hacked to shift the play style, tone, or theme of the game session? Hell yes, folks have been doing so since '74. Practically the entire OSR genre is essentially hacked D&D, plus plenty of other games too.
So why play a hacked D&D rather than another game? The only important reason is . . . because that's what I want to do! D&D is a system that most gamers have a high degree of comfort and familiarity with. One of the biggest complaints I hear from folks who like to play other games is that getting their friend groups to play anything other than D&D can be incredibly hard. These same groups are often up for the next game to be D&D again, but hacked in some way.
I find it odd that several posters here are seemingly just offended that some of us have successfully hacked D&D for various reasons, and enjoyed the experience!
Play what you want to play, any of the many wonderful not-D&D games out there, straight-up D&D, or hacked D&D. It's all good as long as you and your friends are having fun.
When someone asks the community for advice on something specific, like hacking traditional D&D to give it a different feel or whatever . . . don't respond by saying, "No, don't do that. Just play Game X." I wouldn't consider it rude as the OP does, but certainly tone deaf, off-base, and not very helpful.
This,.
It's odd because it seems to favor the system that needs to be changed and altered over the one that does not.
No such thing. No game does everything. Even GURPS has assumptions and baked in play style elements.
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.
Why? There is more effort in learning a new system than in learning a couple new rules. Thus, it is reasonable to prefer a couple new rules over a new system. Since we like the gameplay we get from dnd 5e (which is very much not traditional and never involves dungeons or murderous treasure hunting), we check first to see if we can do a thing in 5e. If someone wants to run a game where we are a gang of thieves that have no business getting in real fights, we probably would play Blades. If being more vulnerable isn't part of the concept, we'd discuss the options for doing it in 5e, first.
If 5e was less easy to modify, we probably wouldn't be playing it as our primary game.
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?
When I want a very specific story, and it's not something the system I'm already using is built for or can be easily tweaked for. Also, when I want to play proper sci-fi, though there are really good sci-fi 5e supplements out there now as well.
If they game I'm currently playing was more codified and restrictive, I'd switch games more often, and probably switch wholesale to a pbta based game built from the ground up to support my group's preferred playstyle and goals.
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.
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.
Absolutely. I also just prefer less prescribed resolution of non-combat tasks. As I said somewhere upthread, combat is the only part of gaming that I really enjoy when it is heavily codified and full of lots of distinct moving parts. Even then, I've found my players improvise a lot more readily when playing martial characters in 5e than they did playing anything in 4e. Which is a bummer because 4e improvised actions could have been really awesome if they were more player-facing and well known.
I still want to mash 4e and 5e together sometime, that might be my ideal game.
Yeah 5e with 4e skill descriptions and inspiration from 4e skill challenges, is a really nice sweet spot, for me. I do wish I had the time to build a framework for 4e style monster building as well, in 5e. Maybe when I'm done with my class build projects.
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.
I'll have to ttry it with a less...eccentric GM, sometime. I'm really intrigued by the Blades/Dungeon World hack being built in another thread, as well.
I mean, I'm not as married to dnd as some folks assume. I am building a very different game myself, after all.
I have found some design similarities between my game and some pbta games I've played or watched played, as well, which intrigues me but also worries me that I'll end up with a game that would have been doing something new ten years ago, but is old hat by the time it's finished.