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<blockquote data-quote="steenan" data-source="post: 6958886" data-attributes="member: 23240"><p>Probably the simplest thing you can do is keeping D&D5, but changing rest and XP rules. Remove combat XP entirely, give XP for achieving story goals; make a short rest take a whole night and a long rest a week in a friendly location, including at least one party.</p><p>That's not a perfect solution, but it's something that may be done smoothly without interrupting your current campaign.</p><p></p><p>If you want to switch systems while keeping your setting, I suggest using Dungeon World or Fate Core. </p><p></p><p>Dungeon World is a game that uses D&D-like general play style and a system based on Apocalypse World. It's fast and intuitive in play (very simple rules, nearly no modifiers), very light on GM prep and contains great advice for both players and GMs.</p><p></p><p>Fate Core may be used as-is, customized to fit your setting or used with rules from one of numerous Fate-based fantasy games that currently exist (many are available as pay-what-you-want, so you may easily review them before deciding). Keep in mind that Fate is based very strongly on story-logic and focuses on expressing the characters, not on tactics. If you saw Inspiration as a great addition in D&D5 and wished they made it more important, Fate is probably for you.</p></blockquote><p></p>
[QUOTE="steenan, post: 6958886, member: 23240"] Probably the simplest thing you can do is keeping D&D5, but changing rest and XP rules. Remove combat XP entirely, give XP for achieving story goals; make a short rest take a whole night and a long rest a week in a friendly location, including at least one party. That's not a perfect solution, but it's something that may be done smoothly without interrupting your current campaign. If you want to switch systems while keeping your setting, I suggest using Dungeon World or Fate Core. Dungeon World is a game that uses D&D-like general play style and a system based on Apocalypse World. It's fast and intuitive in play (very simple rules, nearly no modifiers), very light on GM prep and contains great advice for both players and GMs. Fate Core may be used as-is, customized to fit your setting or used with rules from one of numerous Fate-based fantasy games that currently exist (many are available as pay-what-you-want, so you may easily review them before deciding). Keep in mind that Fate is based very strongly on story-logic and focuses on expressing the characters, not on tactics. If you saw Inspiration as a great addition in D&D5 and wished they made it more important, Fate is probably for you. [/QUOTE]
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