So you're done with D&D but still want to play D&Dish fantasy...

Dragons of Underearth, based on the original Fantasy Trip rules, but mostly complete in one little box set (I think an expansion was planned but never published). It's one of the first non-D&D fantasy games that I owned. Another contender is the first edition of Palladium RPG (later re-titled as Palladium Fantasy) Currently available as a foil-embossed hardcover.
 
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Whether I want to play/run "D&D-ish fantasy" depends on what counts as "D&D-ish." Fantasy, yes. D&D-ish, maybe.

Some points of personal preference pushing me away from "standard" D&D:

1. Spellcasters with much-less-powerful spells that they can cast more frequently. One of my very early complaints about D&D (and I started just as 1e was coming out) was "D&D does not have wizards. It has artillery pieces disguised as wizards."

2. Robust, meaningful skill systems.

3. If a game has inflationary hit points, then let it have inflationary hit points. Don't hand out lots of hit points and then void those big hp totals with rules for "critical hits," "save or suck effects," "death from massive damage," etc.

Point 2 is why 3.5e is my preferred version of D&D. I've considered Pathfinder 1e, but while I've backported/independently developed certain aspects from it, I don't care for it as a whole. (Matter of taste, so no disputing with Gus.)

In all, I'm willing to consider systems very different from D&D, with no levels or character classes. E.g. a fantasy game run with Fantasy Hero (Champions 4e).
 


..."D&Dish" means...I mean, if you need me to define it, I'd suggest something simple like "adventure-based fantasy."

I'm mainly just curious how people would characterize the plentiful "D&D alternatives" that are out there now, many of which have stable fan bases - and specifically, how they might be characterized in reference to D&D...

One trend that I've noticed in terms of designer intentions, are games that have systems which explicitly encourage play towards other goals besides combat encounters and loot.

Setting obvious like BRP aside which developed roughly the same time, I think everyone agrees that combat and loot collection were a cornerstone of D&D. Character advancement is tied to a level system as you earned XP. Some games in the OSR space moved this to XP-for-only-collecting loot, or requiring you spend your loot to gain levels. This gave players the unspoken opportunity to consider other means besides strictly battling monsters in order for their characters to become "better."

While D&D often hands out XP for accomplishing non-combat related elements e.g. successfully recovering a relic, I do find elf games besides D&D purposefully scaffold their games now in such a way that reward players with XP (or the like) who focus on: discovering something essential about their character that they previously did not realize, strengthening bonds with other members of their party, helping someone going through a difficult, emotional time, exploring and recording about a new place of interest for posterity while leaving it untouched, resolving a conflict between two or more factions amicably without blood shed, etc.
 

Like high-powered High Fantasy but don't like D&D mechanics? Want a less eurocentric base setting? Like World of Darkness tone and mechanics?

Check out Exalted originally 1e and 2e by White Wolf but now the current third edition from Onyx Path. White Wolf's high fantasy game using the World of Darkness game system of d10s, mortal five point dot scales, fantasy super martial arts. A more east Asian setting tone with reincarnation being a big cosmology deal and a different elemental system (wood is an element). Fairly cynical setting with a lot of darkness including various slavery and at least early on more adult/mature category material. Lots of really independently cool flavor ideas for the setting, character ideas, factions, and cosmology. Default is everybody plays superpowered hubristic paladins who are hunted by the dominant lesser powers of the world.
 

Some points of personal preference pushing me away from "standard" D&D:

1. Spellcasters with much-less-powerful spells that they can cast more frequently. One of my very early complaints about D&D (and I started just as 1e was coming out) was "D&D does not have wizards. It has artillery pieces disguised as wizards."

2. Robust, meaningful skill systems.
GURPS Dungeon Fantasy hits points 1 and 2 really strongly. Could be worth checking out.
 

Meaning no disrespect, but all I've heard of this game (read the rules back in the 90's is all I know, really) is that it is convoluted and perhaps even more un-unified in dice mechanics than AD&D - and RIFTS should be even "worse". So I'm genuinely curious as to the truth to this and how it plays.
I played a bunch of various palladium games in the 80s and 90s.

Palladium fantasy 1e is very much a variant AD&D with the parrying, dodge part being the biggest difference in my view in that it adds in an extra back and forth step in resolving combat attacks so that slows down AD&D's generally quick combat rounds by a decent bit but makes you feel like you are more granularly involved in the back and forth of combat compared with AD&D with 1 minute abstract rounds and just a passive AC defense.

PFRPG also has some very neat alt classes and more interesting combat aspect variations of the nonmagical warrior classes (mercenary, knight, paladin, archer). The alt magics are really cool and flavorful. The races are all over the place, roman wolfen, barbaric ogres, top predator but slothful trolls, and a bunch of really mediocre stat normal humanoid type races.

Balance is all over the place, similar to AD&D, knights are better combatants then mercenaries and paladins are better than knights, with xp charts and alignment restrictions and codes of conduct and racial restrictions on classes to somewhat "balance" them out. It relies more on random stat generation with races tying into number of dice for specific stats. This is an aspect I don't really care for.

Don't really care for the percentile dice skills, defined by your class with a base level then they go up a little bit at level ups. No real guideline on skill checks, just a percentage roll. Useable but not great.

The modern variants TMNT, Ninjas & Superspies, Heroes Unlimited etc. make character creation much more of a mini game with a decently big effect on character power. Ninjas & Superspies had the best differentiators and descriptors of different martial arts styles in any game I have played.

Rifts is even more wildly gonzo and variable in character power options. For us in practice it meant restricting our actual PC choices to the top half of the powered classes which still left a good variety of them to choose from to be somewhat balanced, but even then there are sometimes just better options among those better half like decently strong power armor wearers versus tippy top tier glitter boys. Disappointing to practically lose half the character options but it worked decently for us.
 


GURPS Dungeon Fantasy hits points 1 and 2 really strongly. Could be worth checking out.
I probably ought to check it out, if only to see how the SJG crew did things and to add it to my long bookshelf of GURPS supplements. The reason I haven't already done so is that I became disenchanted with GURPS well before Dungeon Fantasy came out.

I go back a long way with GURPS and with TFT before it; I was a fan-contributor on the SJG BBS from before the Secret Service raid, and I remember dialing up and seeing the emergency message "We've been raided by the Secret Service!"

But since those days I have become disenchanted with GURPS. "I was denied tenure at IOU." ("Fools! Fools! I'll destroy them all!!!")
 

Like D&D 5E and you want to remain compatible with your existing system, but you want more tactical depth and character options, try Level Up: Advanced 5e. (Or if you want to wait a bit longer, maybe look at DC 20.)

Like D&D 5E and you don't care about compatibility with your existing system, and you want more tactical depth, character options, and great adventures, while not minding a big step up in complexity, try Pathfinder 2e. (Or if you want to wait a month, look at Draw Steel.)

Like D&D 5E but want a streamlined/grittier version that is compatible with your existing system, try Five Torches Deep or 5E Hardcore Mode.

Like D&D 5E and want a streamlined/grittier version but don't care about compatibility with your existing system, try Shadowdark or Old School Essentials.

Like D&D 5E and want a streamlined version that can be compatible (with work) with your existing system that has a feel of 1980s and 1990s AD&D, try Castles & Crusades. (If you don't care about the nostalgia, maybe look at Nimble 5e.)

Like fantasy RPGs in general, but you'd prefer a game with epic heroes and greater narrative focus, try Daggerheart. (Or if you like the work of Brandon Sanderson, consider Cosmere.)

Like fantasy RPGs in general, but you'd prefer a game with epic heroes and greater narrative focus, with more collaborative world building and an anime/console JRPG esthetic, try Fabula Ultima.

Like fantasy RPGs with a unique setting and strange ancestries, try Wildsea.

Like fantasy RPGs in general and want a streamlined game that's great for casual players, try Dragonbane.

Like fantasy RPGs in general and want a streamlined game that focuses on survival and taming a wilderness, try Forbidden Lands.

Want to try an RPG that feels like a streamlined version of D&D that is set in the 1980s with high school protagonists, like playing through episodes of Stranger Things, try Dark Places and Demogorgons.

Like RPGs that are streamlined and can handle a variety of genres - including fantasy - try Index Card RPG. (Powered by the Apocalypse games such as Dungeon World can also fit the bill.) [If you don't care about the "streamlined" part, take a look at Savage Worlds Adventurer Edition or the Savage Pathfinder set.]

Like fantasy RPGs with epic heroes and you're not intimidated by new mechanics, try Age of Sigmar: Soulbound.

Like a fantasy RPG with a gritty setting and commoners going on adventures, try Warhammer Fantasy Roleplay. (If that sounds appealing, but just a little too gritty, try Warhammer The Old World.)

Want to play D&D in the world of Tolkien, try The Lord of the Rings Roleplaying.

Want to play a fantasy RPG in the world of Tolkien but don't care about the 5E system, try The One Ring.

Want to play a dark fantasy RPG with a Dark Souls or Elden Ring feel, try Symbaroum (in 5E and non-5E varieties).

Want to play a dark fantasy RPG that is gritty and streamlined that will still feel familiar to 5E players, play Mork Borg.

Done with D&D 5E, but in name only and actually want to still be playing D&D, play Tales of the Valiant.
 

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