D&D General D&D Editions: Anybody Else Feel Like They Don't Fit In?

To be honest I don’t get you at all. Ultimately the game is what you make it. Also if you don’t like the 5E high magic or OSR clones there are 3PP material for 5E that isn’t as high magic. There are literally endless options including what you can create or modify yourself. Feels to me you are losing the purpose- to tell a story and have fun with other humans. Just my two cents.
 

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@JohnSnow - rereading your initial post, I think Castles & Crusades may be the closest fit to what you are looking for. D20 mechanic, world-grounded classes, and a bit of a skill system. It's a streamlined version of 3E, a sort of "what would 3E have been if it was a direct continuation of 2E". I believe they have free downloadable rules if you want to give them a look over.
If you can get over literally the worst production values I have seen in printed books.
 

Yeah I think my love of DnD ended with 3.5e, didnt like 4e and 5e is tolerable but not really inspiring, the teasers we've been getting for the new 5.5 are leaving a bad taste in my mouth, so I probably wont bite :(
Honestly, money permitting, I'll probably buy the 2024 books for completeness and to mine for ideas: the only edition of the game I don't own is the Rules Cyclopedia (and the Mentzer ECMI Boxed sets, but that's a side issue).

But I rather like that I have a complete set of D&D Editions. ;)
 

I know, but it's the closest you can come I guess without turning the whole world into something that doesn't really work except as an odd super hero game. It's just how D&D plays unfortunately.
then why be fake medieval try for something else just not a punk genre.
I like a lot of what I see with DCC (I love roll to cast and "Mighty Deeds of Arms"), but I have three big issues with it:

1) The Zocchi dice: I'm not buying a whole bunch of new dice to play a new game system. Just not happening. I generally think Advantage is more elegant.
2) I can't stand having to constantly reference tables. DCC leans into that a bit too much for my tastes.
3) "Racial Classes" is something I hate with a passion. It was my first houserule in B/X, almost before I played it. Part of that was that the person who first taught us to make characters (using the Moldvay Basic set I got in 1981) had an AD&D PHB at home and didn't fully understand the B/X "Dwarf," "Elf," & "Halfling" Classes. And even before we got our own set, I was a precocious little kid who had made characters and played a couple sessions with an OD&D set (either White Box or Holmes Basic, not sure which) that one of my older sister's friends had. My memory is a little fuzzy on which edition it was.

I convinced my folks to get us the 3 core AD&D books almost immediately and was playing a weird hybrid of the two games from the beginning. What can I say? I was 9.
what even is dwarf class about or a halfling class about?
reference tables?
zocchi dice look like an abomination against the the platonic solids
 


I get this. I really do. 1st and 2nd edition felt faux medieval to me. Middle Earth with a little more magic to it. Once 3rd edition/Pathfinder went dungeon punk and whatever it is 5th is now, I felt left behind. Once everyone has magic, NPC and PC alike, that feel has gone. It's Eberron and that was a setting a despised for being magic as technology. Sorry Eberron fans.

Some will say you can't run D&D as Sword & Sorcery, but I disagree. It's how you present the world. PC's can be the magic types. They are the heroes after all. Merchant's shouldn't be magic users and most priests would be the non-spell casting lay priests. Higher level play is a bit different I grant you, but then you are usually looking at outer planes and the weirdness that entails.
The problem for me is that it just doesn't feel like a world in which magic is rare and/or mysterious if all the PCs cast spells. Making them "the exception" doesn't make a difference to that.
 


I like a lot of what I see with DCC (I love roll to cast and "Mighty Deeds of Arms"), but I have three big issues with it:

1) The Zocchi dice: I'm not buying a whole bunch of new dice to play a new game system. Just not happening. I generally think Advantage is more elegant.
2) I can't stand having to constantly reference tables. DCC leans into that a bit too much for my tastes.
3) "Racial Classes" is something I hate with a passion. It was my first houserule in B/X, almost before I played it. Part of that was that the person who first taught us to make characters (using the Moldvay Basic set I got in 1981) had an AD&D PHB at home and didn't fully understand the B/X "Dwarf," "Elf," & "Halfling" Classes. And even before we got our own set, I was a precocious little kid who had made characters and played a couple sessions with an OD&D set (either White Box or Holmes Basic, not sure which) that one of my older sister's friends had. My memory is a little fuzzy on which edition it was.

I convinced my folks to get us the 3 core AD&D books almost immediately and was playing a weird hybrid of the two games from the beginning. What can I say? I was 9.
If you hate race as class that much, even with multiple classes for each race, you probably won't like the suggest I sent you.
 

So, this may feel like a strange thread, but I hope people will bear with me.

I have been playing and DM'ing "Dungeons & Dragons" since the early-80s, and I am feeling more and more like there is no place in the hobby where I truly "fit" anymore. I grew up with the mechanical simplicity of B/X D&D, starting with the 1980 B/X Boxed sets supplemented by an AD&D Monster Manual. We quickly abandoned "race as class" and cherry-picked rules from the hardcover books (I read them all, and still have my Dungeoneer and Wilderness Survival Guides, but that basic game continued. I had some enduring campaigns as 1st-Edition turned to 2nd, and I kept playing D&D, but I always longed for a better skill system; as the combination of "wing it" and Nonweapon Proficiencies never quite cut it for me.

When 3e dropped, I loved it at first, but the longer I played, the more something became clear to me. Dungeons & Dragons had become more "over-the-top fantastical" than I liked. Cook and Tweet basically had turned the default setting of Dungeons & Dragons into a high-magic Monty Haul campaign. The magic system still grated and the constant embrace of making characters MORE magical was taking it further from the kind of fantasy stories I want to tell.

I grew up on Arthurian legends, The Hobbit, The Lord of the Rings, Fafhrd and the Grey Mouser, Conan, and a bunch of other "Sword & Sorcery" stuff. I didn't want my fantasy game to let me play the medieval equivalent of the X-Men, where every character has magical powers. I've thought about going back to the OSR, but the truth is that I want a game that has more rules guidance than those games offer. I just don't want one where every character can teleport, cast spells, and all of the other high-magic shenanigans that D&D embraces from the get-go.

The 5.24e embrace of this flavor has me turned off more than anything else. But I don't see a home for myself. Part of me wants to go backwards, but OSR type games are usually either too lethal (or grim-dark), too enamored of outdated game mechanics (OSE), or they're overly enamored with tables and whacky subsystems (looking at you DCC). I want there to be more fun combat options, but I don't want a lot of fiddly rules that will slow the game down. I see promise in something like DCC's "Mighty Deeds of Arms," or DMScotty's "Luck Dice" (or Professor DM's "Deathbringer Dice") or whatever you want to call them. I see some fun sub-systems in DC20, but I also see it getting way too fiddly.

Shadowdark speaks to my tastes a little (I love "roll to cast"), but I'd have to houserule some additions and alterations to it to really get the game I want. There's some other heavily house-ruled versions of OSR or "simplified 5e" that work for me, but they aren't there. But while I love the d20 resolution mechanic, I may need to walk away from a D&D that is becoming increasingly fantastical. And I don't know where to go.

Sorry for the wall of text, but is anybody else in this boat?
Some possible suggestions:
  • Index Card RPG
  • Black Hack 2E: it is roll under attribute but it is pretty easy
  • Dragonbane: only potential issue for you is that it is d20 roll under skill, but it's a very beer and pretzels game.

If you want to lean more into Sword & Sorcery but can tolerate some "outdated game mechanics," I would check out Flatland Game's Through Sunken Lands. It has classes like The Barbaric Conqueror, the Eldritch Sorcerer King, the Spell Thief, and the Cosmic Champion. All of which harken back to Moorcock, Howard, and Leiber. However, these are mostly roll under attribute.

You may also want to look into NuSR games:
  • Into the Odd
  • Mausritter: you play as mice but the game is solid
  • Cairn: probably your best bet of the NuSR games
 

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