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D&D Older Editions, OSR, & D&D Variants
Looking for D&D-like alternatives to D&D 5e
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<blockquote data-quote="touc" data-source="post: 9376712" data-attributes="member: 19270"><p>I too wanted a 5E break with similar mechanics. Currently using <strong>Fantasy Age (FAGE) 2nd Edition</strong> and its predecessor (Dragon Age) for rules on poison and traps that didn't make it to the more generic FAGE. It's a 3d6 system with familiarity for D&D players as one basically replaces the d20 roll with 3d6. My gamers have picked it up fairly quickly.</p><p></p><p></p><ul> <li data-xf-list-type="ul">About the same volume of rules as D&D core, but only 1 rulebook. No splat books.</li> <li data-xf-list-type="ul">Runs on a grid</li> <li data-xf-list-type="ul">Movement requires an action, leading to strategic decision making, and moving out of melee reduces one's remaining movement (each round a player gets 1 Major action, like attacking or charging, and 1 Minor action like moving or improving defense/offense, or 2 minor actions). Terrain should be emphasized</li> <li data-xf-list-type="ul">Stackable combat modifiers and cover rules, generally within a +3/-3 spectrum</li> <li data-xf-list-type="ul">Unique "stunt" system, occurring with a successful roll and rolling doubles (allows choice of additional effects and if enough stunt points are generated multiple effects, such as disarming, extra damage, spell shields, extra attack, and jumping to top of initiative).</li> <li data-xf-list-type="ul">Stunt system, from a 1st edition book (highly compatible systems), can be expanded to locations (e.g. use terrain to advantage, like knocking a statue over onto foes) and specific combats (e.g. if you generate 4 stunt points, cut off one of the giant crab's arms). It's really up to the DM's imagination.</li> <li data-xf-list-type="ul">Skill system resembles 4E "roll play" (overuse of skills), if you want it to. Or you can roleplay it out. </li> <li data-xf-list-type="ul">Con: needs a house rule for lowering Health (aka hit points) to speed up combats, especially around levels 5+. With this fix, combats resemble the speed of low-level D&D and can resolve, very roughly, within 3-6 rounds if you do nothing but slug it out.</li> <li data-xf-list-type="ul">Con: it's harder to create a "blaster" mage, unlike D&D</li> <li data-xf-list-type="ul">Con: limited # of prefab adventures. Pro: easy to convert once you grasp, like D&D, what is an appropriate challenge for your players and appropriate treasure.</li> </ul><p></p><ul> <li data-xf-list-type="ul">1 rulebook</li> <li data-xf-list-type="ul">Understandable rules for character creation and advancement</li> <li data-xf-list-type="ul">3 core classes of mage, rogue, and warrior that can be optimized into nearly anything you want (e.g. assassins, archers, healers, necromancers, and so on); you pick as you go up on levels</li> <li data-xf-list-type="ul">Can optimize by over-focusing in one area (e.g. everything to improving melee combat)</li> <li data-xf-list-type="ul">Con: has several situational bonuses, most of which are covered by the DM (e.g. bonuses for outnumber opponents, attacking prone opponents). However, light tracking is necessary as some characters have features such as your choice of +1 to defense or attack for the battle when using a particular fighting style. Nowhere near as bad as 3E, where you "buff" and might be tracking 6 modifiers on you at any time.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Players can jump right in with a cheat sheet for actions & stunts. </li> <li data-xf-list-type="ul">Character advancement consistent and no "must have" abilities</li> <li data-xf-list-type="ul">No optimizing necessary</li> </ul><p></p><ul> <li data-xf-list-type="ul">Sounds like they'll be okay with most any system</li> </ul><p></p><ul> <li data-xf-list-type="ul">You plan your character as you go, though you do need to plan in advance to qualify for some features (e.g. have a certain Strength to learn a certain weapon style). While the advancement is easy to understand (you get this and this each level), the choices are extremely varied</li> <li data-xf-list-type="ul">Con: It's easy for a Rogue to optimize heavily in melee combat, making others feel like their damage contribution is far less. This is intentional as Rogues are meant to be the heaviest, single target damage dealer in the system. As above, anyone who wants to make a "blaster mage" will find it difficult as mages don't fit that role well. They are the only class that can do area damage, though, and they are the only ones by default with spells to bypass enemy armor (which reduces damage). Plus, resists (aka saves) are very hard to make against mage spells. They tend to succeed a lot. Get past that and they are the most diverse class.</li> <li data-xf-list-type="ul">Can't help with analysis paralysis. That seems to be an individual quirk and could be complicated by the Stunt system, which requires one to make a choice from a list of around 6 options (that grows as your character goes up in levels). My rec was to pick a "favored stunt" and if you can't decide in a few seconds, try and go with it.</li> </ul></blockquote><p></p>
[QUOTE="touc, post: 9376712, member: 19270"] I too wanted a 5E break with similar mechanics. Currently using [B]Fantasy Age (FAGE) 2nd Edition[/B] and its predecessor (Dragon Age) for rules on poison and traps that didn't make it to the more generic FAGE. It's a 3d6 system with familiarity for D&D players as one basically replaces the d20 roll with 3d6. My gamers have picked it up fairly quickly. [LIST] [*]About the same volume of rules as D&D core, but only 1 rulebook. No splat books. [*]Runs on a grid [*]Movement requires an action, leading to strategic decision making, and moving out of melee reduces one's remaining movement (each round a player gets 1 Major action, like attacking or charging, and 1 Minor action like moving or improving defense/offense, or 2 minor actions). Terrain should be emphasized [*]Stackable combat modifiers and cover rules, generally within a +3/-3 spectrum [*]Unique "stunt" system, occurring with a successful roll and rolling doubles (allows choice of additional effects and if enough stunt points are generated multiple effects, such as disarming, extra damage, spell shields, extra attack, and jumping to top of initiative). [*]Stunt system, from a 1st edition book (highly compatible systems), can be expanded to locations (e.g. use terrain to advantage, like knocking a statue over onto foes) and specific combats (e.g. if you generate 4 stunt points, cut off one of the giant crab's arms). It's really up to the DM's imagination. [*]Skill system resembles 4E "roll play" (overuse of skills), if you want it to. Or you can roleplay it out. [*]Con: needs a house rule for lowering Health (aka hit points) to speed up combats, especially around levels 5+. With this fix, combats resemble the speed of low-level D&D and can resolve, very roughly, within 3-6 rounds if you do nothing but slug it out. [*]Con: it's harder to create a "blaster" mage, unlike D&D [*]Con: limited # of prefab adventures. Pro: easy to convert once you grasp, like D&D, what is an appropriate challenge for your players and appropriate treasure. [/LIST] [LIST] [*]1 rulebook [*]Understandable rules for character creation and advancement [*]3 core classes of mage, rogue, and warrior that can be optimized into nearly anything you want (e.g. assassins, archers, healers, necromancers, and so on); you pick as you go up on levels [*]Can optimize by over-focusing in one area (e.g. everything to improving melee combat) [*]Con: has several situational bonuses, most of which are covered by the DM (e.g. bonuses for outnumber opponents, attacking prone opponents). However, light tracking is necessary as some characters have features such as your choice of +1 to defense or attack for the battle when using a particular fighting style. Nowhere near as bad as 3E, where you "buff" and might be tracking 6 modifiers on you at any time. [/LIST] [LIST] [*]Players can jump right in with a cheat sheet for actions & stunts. [*]Character advancement consistent and no "must have" abilities [*]No optimizing necessary [/LIST] [LIST] [*]Sounds like they'll be okay with most any system [/LIST] [LIST] [*]You plan your character as you go, though you do need to plan in advance to qualify for some features (e.g. have a certain Strength to learn a certain weapon style). While the advancement is easy to understand (you get this and this each level), the choices are extremely varied [*]Con: It's easy for a Rogue to optimize heavily in melee combat, making others feel like their damage contribution is far less. This is intentional as Rogues are meant to be the heaviest, single target damage dealer in the system. As above, anyone who wants to make a "blaster mage" will find it difficult as mages don't fit that role well. They are the only class that can do area damage, though, and they are the only ones by default with spells to bypass enemy armor (which reduces damage). Plus, resists (aka saves) are very hard to make against mage spells. They tend to succeed a lot. Get past that and they are the most diverse class. [*]Can't help with analysis paralysis. That seems to be an individual quirk and could be complicated by the Stunt system, which requires one to make a choice from a list of around 6 options (that grows as your character goes up in levels). My rec was to pick a "favored stunt" and if you can't decide in a few seconds, try and go with it. [/LIST] [/QUOTE]
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