Hey all,
I've had a talk with the other GM in my group of players and we both agree that we're getting tired with D&D's focus on combat. It takes a lot of prep and play time and ultimately, it's not our preferred part of the game. Especially past lower levels, since large amounts of HP make combat last even longer and also create a well-known interpretation problem. How do you describe massive, successful attacks that nonetheless leave their target above half her total HP? You can't have them be a graze, nor actual wounds either. Anyway. There's also a somewhat jarring discrepancy between heavily structured combat and the lightly structured rest of the game: social interaction, exploration, mystery-solving... typically boil down to one or a couple d20 rolls whereas combat has detailed mechanics.
So, we're looking for a game system that puts more structure on the off-combat parts, and has much more fast-flowing, perhaps more abstracted combat.
However, we don't plan to abandon our current campaigns. I'm running two Eberron campaigns, I like that setting very much and I've invested a lot of time into reading about it, to the point that I've reached the grok threshold. I don't intend to learn a new setting. Meanwhile, my friend is running Out of the Abyss and we're eager to continue the campaign.
So, we need something that broadly supports D&D tropes. In my case, I'd be interested in a system that meshes well with Eberron's fantasy pulp-noir feel: perhaps a comics-originated one? Then, we would adjust the details later. For a start, we could simply hybridize our gaming, importing foreign mechanics into D&D to get the feeling.
So far, I've two ideas in mind:
And I'm turning to you for input on the matter.
Thanks in advance!
I've had a talk with the other GM in my group of players and we both agree that we're getting tired with D&D's focus on combat. It takes a lot of prep and play time and ultimately, it's not our preferred part of the game. Especially past lower levels, since large amounts of HP make combat last even longer and also create a well-known interpretation problem. How do you describe massive, successful attacks that nonetheless leave their target above half her total HP? You can't have them be a graze, nor actual wounds either. Anyway. There's also a somewhat jarring discrepancy between heavily structured combat and the lightly structured rest of the game: social interaction, exploration, mystery-solving... typically boil down to one or a couple d20 rolls whereas combat has detailed mechanics.
So, we're looking for a game system that puts more structure on the off-combat parts, and has much more fast-flowing, perhaps more abstracted combat.
However, we don't plan to abandon our current campaigns. I'm running two Eberron campaigns, I like that setting very much and I've invested a lot of time into reading about it, to the point that I've reached the grok threshold. I don't intend to learn a new setting. Meanwhile, my friend is running Out of the Abyss and we're eager to continue the campaign.
So, we need something that broadly supports D&D tropes. In my case, I'd be interested in a system that meshes well with Eberron's fantasy pulp-noir feel: perhaps a comics-originated one? Then, we would adjust the details later. For a start, we could simply hybridize our gaming, importing foreign mechanics into D&D to get the feeling.
So far, I've two ideas in mind:
- Genesys' narrative die system (with home-made dices or digital simulation), which forces more intricate interpretation and improvisation
- Dungeon World, because DW is often quoted as an alternative to D&D, even though I so far have failed to understand what it does so specifically (I've never played PbtA games)
And I'm turning to you for input on the matter.
Thanks in advance!
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