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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="innerdude" data-source="post: 9419929" data-attributes="member: 85870"><p>Based on these requirements, I think the top 3 or 4 most likely candidates have already been brought up. </p><p></p><p>If it were me, I'd rank possibilities in this order: </p><p></p><ol> <li data-xf-list-type="ol">Savage Worlds --- I love Savage Worlds to death. From the player perspective, it fits your requirements nearly perfectly. From the GM side, though, wanting to avoid "swinginess" would definitely be an issue. But it will absolutely get you into faster combats, with tactical grid as a core assumption, with easy-to-follow character progression with interesting character choices, and it's super, super compatible with "neo-trad" sensibilities. Non-optimized characters are still going to be competent and capable of impacting any "pillar" of play (combat, exploration, social). </li> <li data-xf-list-type="ol">Daggerheart -- I've read but haven't played the playtest docs. This will drift farther from "trad", possibly even beyond "neo-trad" into a "neo-trad / narrativist" hybrid, but play reports have been promising. My read through of the system certainly offers interesting character builds and fun gear options, and seems to meet your overall group criteria. If your group is at all interested in Critical Role, this system will be eminently featured for years to come, so would also give them something to latch on to away from the table if they're into RPG play streams. </li> <li data-xf-list-type="ol">Draw Steel (i.e., MCDM) -- Have not read myself, but reports of its tactical combat experience are near-universally positive, with interesting character builds. The "no attack rolls" thing is apparently a big positive. </li> <li data-xf-list-type="ol">Fantasy AGE -- Not familiar with this too much, but seems to meet general requirements of having tactical combat, straightforward PC build progression, is well-supported by the publisher. </li> </ol><p></p><p>Honestly, for $10, your GM should at least pick up a PDF copy of the Savage Worlds Adventure Edition rules and see if it speaks to him at all. It really does slide right into 90%+ of what your group is looking for.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9419929, member: 85870"] Based on these requirements, I think the top 3 or 4 most likely candidates have already been brought up. If it were me, I'd rank possibilities in this order: [LIST=1] [*]Savage Worlds --- I love Savage Worlds to death. From the player perspective, it fits your requirements nearly perfectly. From the GM side, though, wanting to avoid "swinginess" would definitely be an issue. But it will absolutely get you into faster combats, with tactical grid as a core assumption, with easy-to-follow character progression with interesting character choices, and it's super, super compatible with "neo-trad" sensibilities. Non-optimized characters are still going to be competent and capable of impacting any "pillar" of play (combat, exploration, social). [*]Daggerheart -- I've read but haven't played the playtest docs. This will drift farther from "trad", possibly even beyond "neo-trad" into a "neo-trad / narrativist" hybrid, but play reports have been promising. My read through of the system certainly offers interesting character builds and fun gear options, and seems to meet your overall group criteria. If your group is at all interested in Critical Role, this system will be eminently featured for years to come, so would also give them something to latch on to away from the table if they're into RPG play streams. [*]Draw Steel (i.e., MCDM) -- Have not read myself, but reports of its tactical combat experience are near-universally positive, with interesting character builds. The "no attack rolls" thing is apparently a big positive. [*]Fantasy AGE -- Not familiar with this too much, but seems to meet general requirements of having tactical combat, straightforward PC build progression, is well-supported by the publisher. [/LIST] Honestly, for $10, your GM should at least pick up a PDF copy of the Savage Worlds Adventure Edition rules and see if it speaks to him at all. It really does slide right into 90%+ of what your group is looking for. [/QUOTE]
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