VHawkwinter
Explorer
I have actually given a lot of thought to that question over the years, largely through the trial and error of trying other systems and seeing in what games I really had fun vs not:What are you looking for from the game, then?
This makes sense, but what you were looking for (which 4e delivered) wasn't what I was looking for but did not yet realise, which I now do (explained below).Because what you describe is precisely how I felt about 3e, and is more or less how I feel about 5e (it's a bit different but still similar). 4e was the exact opposite. It was finally a game actually doing the things I'd always wanted. Of course, I spent the first like year or two of 4e's run being a hater because that's what I was taught to be by a former friend that had never even read it. Once I actually saw it in action, though, I was hooked. D&D was finally actually a cooperative, team game. It was a game that took game design seriously, as opposed to acting like game design is a silly irrelevance or something you can literally put almost zero effort into because you can just double the GM's workload instead. And it offered thematic things I'd been hungering for for decades, like a "proud warrior race" that wasn't ugly, stupid, nor evil.
Indeed. "I never figured half this stuff out without being exposed to other approaches." as well. A lot of the ones I encountered that I really liked were in a tight window around 2008-2010 with a few GMs in our university TTRPG club who were experimenting with different (mostly older) systems they had picked up, and then most of the newer ones that I tried after that all ended up showing me all the things I really don't like, that either detract from the experience or ruin it for me.So...what do YOU want from D&D? What do you yearn for, in your heart of hearts? Really drill down and go deep. This is a difficult question; please don't answer lightly or casually. I emphasize this because I never figured half this stuff out without being exposed to other approaches.
My experience here was rather different. I was frustrated with various parts of 3e as it went on (and most of the books seemed to get worse over time from the release of 3.5), but aside from those mostly older systems I tried outside of that 2008-2010 window, nearly every game I tried was worse than 3e (and that was before I discovered what I now consider 'the good stuff' for 3e (specific 3pp expansion books from a handful of publishers)).I thought, for at least 7 years, that I knew exactly what I wanted and that 3e was giving me like 95% of it. That, as you say, all I needed was just the right combo of house rules or the right ACFs or a killer setting concept and I'd have the game I always longed to play but couldn't quite find.
That makes sense.4e showed me that 3e, fundamentally, at almost the very core of the system, not only didn't but couldn't do what I wanted. 3e is incapable of being the team-based game where story and rules form a united, consistent front.
My want isn't a and never has been a highly tactical skirmish teamwork combat game. What I want out of an RPG is:Even the very very best of retooled rules (specifically, DSP's Spheres of Power and Spheres of Might come to mind) simply patch the gaping maw of the horrible, horrible design faults in 3e, making a system that is as far as I can tell quite well-balanced, but totally devoid of the teamwork incentive that I desire.
- A sort of 'fantasy world simulator' sandbox game where the mechanics are fleshed out and objective enough that I can think through the mechanics for pursuing my character's longterm life goals, and plans to do specific missions, and then interact with that sandbox world in-character with friends. They should cover many things that could come up indepth besides combat, and there should be a concrete way to eyeball target numbers such that the players can guess how hard their plan will be at each stage before it comes up in play, without consulting the GM.
- The mechanics interacted with on the player side should all make ludonarrative sense from within a 'think as your character' perspective, to not take me out of the zone interacting with luck points or scene editing, or nonsensical ability cooldowns, or what have you. That's GM stuff, I generally want to minimize how much I need to interact with the game out of character as a player, outside of like - downtime action discussion and time allocation during a time skip.
- Combat: I want combat to have a wide variety of strategies to win which different players might excel at, and I don't want it to be a HP-attrition slog. Ideally the enemies should have a morale subsystem going on so you can route them or make them surrender without fighting to the death, but I probably only want 1/4 of a session to be combat.
- Characters - highly customizable, 'play anything that fits the setting' is desirable. Multiclassing is a big step up over rigid classes, but really I would prefer point buy. Playable monsters of all kinds (from awakened squirrel to wraith to a huge giant) is valuable to me as well, though 3e's LA system is lacking - community alternatives are better, and I am pretty practiced at building them after all these years - newer D&D editions don't take well to something like 'playable huge creatures' or 'minimum starting level 8'.
- And since we're talking D&D rather than RPGs in general - "having the fantasy world sandbox game accurately represent the world of those old FR fantasy novels, comics, and videogames I've really been into since I was a little kid" - is a big factor as well (and the reason I'm not just grabbing GURPS or Rolemaster 4e or MRQ2/Legend or RQ6/Mythras or Shadowrun 4e or The Dark Eye[using google translate so you can use the German Kompendium 2 content from the website since last I checked it never got an English release]).
*Mongoose Strongholds & Dynasties, Mongoose Games Designer's Companion, maybe Mongoose Seas of Blood, AEG Wilds, FFG Wildscape, FFG City Works, Penumbra/Atlas Crime and Punishment, and maybe Penumbra/Atlas Dynasties and Demagogues come to mind as the best (but not flawless) 3pp Books - all focused on expanding play beyond combat.
Aside from Planar or FR Setting books (which include rules for mage duels and a few other bits, and factions, and guilds), my D&D Books of choice are the 3.0 DMG; DMG2 for ~30 pages of stuff in "the campaign", the subsystems for contacts and hirelings and maybe businesses; CityScape for its Faction membership stuff; and Unearthed Arcana. I didn't care for most of the stuff in the player expansion books. Some of it's alright, but it's not enough to pick a system over for me. Power of Faerun is alright (and mostly not about Faerun, oddly), but it treads a lot of the same ground as Dynasties and Demagogues, with a bit of Strongholds & Dynasties and Crime & Punishment mixed in, and I think they handle it a bit better.
GURPS is probably the best non-D&D game I've tried for what I like in most regards, if I'm going for a different sort of genre or setting, but it's a lot of work to tune for a campaign you want to run if what you want isn't one of their preset splat books, and it's not suited for Forgotten Realms or games with a lot of magic and magic items. I only first tried GURPS in 2018. Shadowrun 20th Anniversary I like, but I can't imagine myself using it for anything but Shadowrun.
I understand HARNMaster and Ars Magica and L5R may also be up my alley, but I haven't had a chance to play or run them yet.
Anyways. That's where I'm at, and why I think D&D has been gradually going downhill since 3.5 came out, and that it jumped the shark around 2005. It went more and more towards minis combat and character optimisation shenanigans, until it stripped most stuff out for 5e and became a more or less rules-lite game with relatively cookie cutter characters, bland combat, and little other gameplay to speak of - with a parodically stripmined rendition of the D&D setting that used to get my attention and most of the prebuilt content I would want to run said setting left unpublished making me source it from fan writeups.
P.S. Pathfinder.
I bounced off of PF2 when I tried it; and most of what I think PF1 has going for it are the bestiaries and ARG Race Builder, some subsystems in Ultimate Magic, the Chase system, and maybe a few odds and ends in Ultimate Campaign (though I would like it more if it was at the level of granularity as Strongholds and Dynasties). Inner Sea World Guide and Inner Sea Gods are pretty nice setting books too. Its more customizable classes are helpful for character customization a bit, but going all the way and grabbing Eclipse: The Codex Persona (2007) for its point buy characters, even with its rough edges, is more useful than many books of classes and archetypes. APG Summoner & Witch and the Magus are all kindof neat, I'll admit, but I think PF1's classes trended downhill from there. Slayer is alright.
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