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


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For me, the two biggest problems of modern D&D and D&D-like games that emulate them is that they are so focused on combat and that combat is so mind-numbingly boring to play through in games like D&D 4E, 5E, and from what I’ve seen of 3X and the Pathfinder line. So if you define D&D as the high-fantasy setting and the wide-range of stories that can be told therein, I'd suggest lighter and more story-focused RPGs.

There's a long list of games that fit the bill. Fate Core, Fate Accelerated, Fate Condensed, Risus, 2400, FKR, Engle Matrix Games, HeroQuest 2E/QuestWorlds 1E, Over the Edge 3E, Everywhen, Tiny d6, EZD6, Index Card RPG, Freeform Universal, and X-Treme Dungeon Mastery...among hundreds or thousands more.

But I'd honestly put the just-released-to-backers Discworld RPG at the top of that list. You might not be interested because it's based on a comic-fantasy series of novels, but there's nothing inherently comedic about the mechanics presented in the game. A few suggestions about how to play push things in a comedic direction, but remove those suggestions and the mechanics could serve just about any genre with ease.
 

For me, the two biggest problems of modern D&D and D&D-like games that emulate them is that they are so focused on combat and that combat is so mind-numbingly boring to play through in games like D&D 4E, 5E, and from what I’ve seen of 3X and the Pathfinder line. So if you define D&D as the high-fantasy setting and the wide-range of stories that can be told therein, I'd suggest lighter and more story-focused RPGs.
Not to veer too far from the thread topic, but what came to mind when I read this is that 4E combat was really fun at first, both in terms of when the edition came out and the first third of a given combat. But then it grew tiresome - again, both in terms of a long-term campaign and after the first third of a specific encounter when it became an attritional slog.

I just remember the same basic formula playing out, again and again:

1. Start with encounter powers, soften the foe, then either:
2a. If foe proves to be tenacious, use daily powers, then finish off with at-will powers; or
2b. If foe is on the road to clear defeat, use at-will powers until dead.

Rinse and repeat, again and again. There might be slight variation, but the formula was the same. It was fun at first, but eventually became tedious - and especially when combat devolved to at-will powers slowing wearing down large hit point totals in combats that's outcome was a foregone conclusion. As a DM, I often ended up prematurely calling killshots "behind the screen" when the outcome became certain.

On the other hand, 5E was less tactical but moved away somewhat from grid-focused combat, so the theater of mind was re-sparked. But I know some of my players missed the more overt tactics of 4E, while others preferred the greater simplicity.
 

Not to veer too far from the thread topic, but what came to mind when I read this is that 4E combat was really fun at first, both in terms of when the edition came out and the first third of a given combat. But then it grew tiresome - again, both in terms of a long-term campaign and after the first third of a specific encounter when it became an attritional slog.

I just remember the same basic formula playing out, again and again:

1. Start with encounter powers, soften the foe, then either:
2a. If foe proves to be tenacious, use daily powers, then finish off with at-will powers; or
2b. If foe is on the road to clear defeat, use at-will powers until dead.

Rinse and repeat, again and again. There might be slight variation, but the formula was the same. It was fun at first, but eventually became tedious - and especially when combat devolved to at-will powers slowing wearing down large hit point totals in combats that's outcome was a foregone conclusion. As a DM, I often ended up prematurely calling killshots "behind the screen" when the outcome became certain.

On the other hand, 5E was less tactical but moved away somewhat from grid-focused combat, so the theater of mind was re-sparked. But I know some of my players missed the more overt tactics of 4E, while others preferred the greater simplicity.
Yeah, that was my experience as well. I say that as someone who absolutely loves 4E. The combat was boring because it was almost always the same grind. A slightly fresh coat of paint on the bag of hit points doesn't make combat interesting. The referee could spice things up with terrain, traps, skill challenges, non-combat goals, etc...but the combat mini-game itself was boring as hell after not too long.

I think Daggerheart mostly solves this, reduces the rules load, and pushing things more towards narrative. One big one is having multiple options and being able to swap them with a stress cost outside of combat. Simple. All wonderful stuff as far as I'm concerned. So I gladly second or third all the recs for Daggerheart in the thread.

But, games that are lighter and less focused on combat solve it better. For me at least.
 

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