Greenstone.Walker
Adventurer
What game system would you recommend I look at for playing classic modules (Saltmarsh, Dunwater, Keep on the Borderlands, Desert of Desolation).
D&D 5E has been disappointing me more and more, with inconsistent features and mechanics (ability checks vs saving throws vs other saving throws vs attack rolls vs whatever else there is). I also feel that more and more of my time at tables is listening to people argue about Actions vs actions, and come up with cheesy ways to cast spells while holding weapons and shields. Also, it's been three years and I still get players misunderstanding Bonus Actions. I don't know how much of this is the system's fault, but right now I'd like to look at other systems.
What do I want?
To run classic modules. I think this counts out the narrative-heavy systems (in particular Dungeon World, which I love). Perhaps I'm wrong? Let me know.
To run games longer than one-shots. In D&D 5E terms, a game that runs from levels 1 to 8.
A nero-to-hero feeling. I want the beginning characters to be better than zero-power peasants but not heroes. I want the characters to grow into the hero role.
Levels to mean things. I don't want a system where the players say, "Yay, a level up, that means I get, umm, slightly better at fighting I guess."
D&D 5E has been disappointing me more and more, with inconsistent features and mechanics (ability checks vs saving throws vs other saving throws vs attack rolls vs whatever else there is). I also feel that more and more of my time at tables is listening to people argue about Actions vs actions, and come up with cheesy ways to cast spells while holding weapons and shields. Also, it's been three years and I still get players misunderstanding Bonus Actions. I don't know how much of this is the system's fault, but right now I'd like to look at other systems.
What do I want?
To run classic modules. I think this counts out the narrative-heavy systems (in particular Dungeon World, which I love). Perhaps I'm wrong? Let me know.
To run games longer than one-shots. In D&D 5E terms, a game that runs from levels 1 to 8.
A nero-to-hero feeling. I want the beginning characters to be better than zero-power peasants but not heroes. I want the characters to grow into the hero role.
Levels to mean things. I don't want a system where the players say, "Yay, a level up, that means I get, umm, slightly better at fighting I guess."