Thomas Shey
Legend
Yeah, thats fair, it doesnt cover "I am the Archmage Khelben Blackstaff Arunsun". That sort of game would be much harder to GM in D&D though. Especially if you try to run it using gameplay loops from low level D&D. Probably at some point, most of the game would mostly turn into a political game managing various agents, punctuated with an occasional epic wizard battle. But thats a very different kind of game. And then youre essentially GMing Lords of Waterdeep, the Campaign.
Probably so. Most of my own fantasy RPG campaigns have been run with either Fantasy Hero or some BRP variant, so its been a non-issue to me, but I always thought D&D 3e (and presumably PF1es) big virtue was they didn't chicken out at those higher spell levels.
Too bad they also didn't really have any idea how to manage them, either.
I've seen many who do that. Often they reinvent the wheel, just making some other game but worse and hacked out of current edition d&d.
Yeah. What gets me is there's only two reasons to do that I can see: 1. You think it'll be easier to find players (which might turn into an unpleasant surprise when they find out how far you've drifted from what they think of as D&D), 2. You're too lazy on one hand to look around for a better choice, but are still going to mutate the game far afield, which seems--perverse.
Point.
There might be a giveaway; the presence or lack of Advantage/Disadvantage for example. But someone who wants to thoroughly rework D&D into their dream game might not like that either (personally, not a fan).
Hero system is on my bucket list. I have some HERO books on my shelf, mostly 6th Ed but with I think one 5th Ed or 4th Ed book. Interesting looking but I haven't played or run it yet. And yeah, rebuilding D&D content in another system is no small task.
Like I said, that's the price for the insistence D&D has had on all the special casing almost from day one. And insisting that experienced spellcasters all have a million spells known to them. While Hero can be intimidating to some people (but I doubt to an experienced GURPS guy) it normally has the advantage that it really doesn't feel the need to give spellcasters access to 50 different potential spells with fine distinctions, but if you literally want to port over most of the D&D spell systems, that's just part of the lifting you've bought.
If I want to run Faerûn, nearly all. Otherwise, less is fine.
That's why I asked. Even when emulating a specific setting, I don't think I'd bother to duplicate the whole D&D magic system; I'd do enough work to get some of the same look-and-feel and then move on. But different people are fussy in different places.
Thats probably most of them. I always liked more janky playstyles and weird abilities. And when I tried PF2 (in 2019 or 2020 mind you, there were only a few books out), "Meaningfully contributes without interacting with enemy HP" didnt really seem to be a viable or variable supported playstyle. Most of my other gripes at the time were on the character customisation side. I concluded it seemed much like PF1 but blander.
Well, in the end of the day, PF2e very much wanted to move away from hardcore save-or-suck type effects, so even if a spell is not doing HP damage, its usually setting things up so you can do HP damage easier, or so the opponent can't do it as easily. There's just not a lot of point in giving people and opponents a bunch of hit points and then making it easy--maybe even possible--for someone to just end run that. If anything I wish they'd done the 13th Age thing of limiting some spells effectiveness not on the level of the target, but its hit points, so you still had to have damage causers involved, but sometimes the spellcasters would set them up, and sometimes they'd set the spellcasters up.
I was more saying that the stackable archetypes + customisations (on base classes so no prereqs) practically let you design your own 1-20 class to play, and I think "build-a-class" comes pretty close to being classless, but with more involved homework.
I've seen attempts to do that before, but its a hard row to hoe balance-wise; traditional style class components are almost never really properly balanced with each other; that's part of what tended to break 3e era multiclassing that proper dipping could often vacuum up all the best class abilities. It was hard to make it work right with spellcasters for reasons we've discussed, but it could absolutely supercharge non-spellcasters if done right.
Yeah, thats a fair statement. It wasn't a particularly extensive rebalance over 3.5.
Honstly, it would likely have been hard to do and still satisfy the fans of D&D 3e who were fleeing to it because 4e wasn't what they wanted.
This premise is the origin of my own system which is coming along but isn't finished yet. I have patched out some balance issues, but it is certainly looking less like D&D (and its to run my own setting, not an official D&D setting). Part of that is because I intend a rather different (less combat-centric) gameplay loop and rate of progression than D&D's assumed ones though. I did spend almost half a year on character option rebalancing. As for whether I will have crippling balance problems, on paper it looks like it should be less of an issue than 3.5’s. Hopefully issues beyond that reveal themselves in playtesting.
Well, in the end of the day, that's always how you have to find them. If you can manage to do it, I recommend doing some blindtesting (i.e. getting some people to play it who don't play with you and thus don't share your expectations) because there's otherwise liable to be things that everyone just--skips over--until they don't.
(A little ancedote about that. For a while I was looking at using a middlin' decently designed system called Sabre (Sabre Fantasy and Sabre Sci-Fi being the two branches of it) that's basically a hybrid of Mythras/Runequest 6 and D&D 5e, and ran a playtest of it to see what I and my players thought of it. The reaction of the group was mixed but my wife had a terrible time with the ranger equivelent.
Because, it turned out, it was really, really bad, largely because it was very focused on archery, and archery in the game was pretty bad for about four different reasons. And the designer had never really realized it because instead of telling him, his players just avoided playing archers. Once I presented the problems to him, he was aghast and went back and worked on them. He'd have probably addressed them a long time before if he'd done any blindtesting).






