What System(s) Should I Suggest?

It may be atypical, but my group struggled with...
1) Differing Target Numbers depending on the Parry value of enemies.

How's that any different than DC or AC numbers?

2) AP, Armor, Toughness, and conversion to Wounds.

I'm guessing they hadn't played with damage absorbtion armor systems at all before? (I'm not being snide, people who've freshly emerged from the D&D ecosystem often haven't).

3) Tracking Wound penalties.

I'm not sure why that'd be difficult, but if they did they did.

4) Spending Advances to "level up"

Again, is that harder than spending on Feats and the like?

5) Multiple action penalties

I can at least see people not used to that sort of thing having to get used to it.
 

log in or register to remove this ad

How's that any different than DC or AC numbers?
I guess just because it's "always" 4 - except when it's not. And then you're dividing by 4 to see how many successes you get - except when you're not.

I'm guessing they hadn't played with damage absorbtion armor systems at all before? (I'm not being snide, people who've freshly emerged from the D&D ecosystem often haven't).
Not in this case.

Again, is that harder than spending on Feats and the like?
In 5E D&D, you just kinda get what you get. You're not getting step increases every session and choosing from a smorgasbord of options.

Not saying it's a bad system. It just didn't work for the group I tried to run it for - they didn't get it after 2 separate campaigns. However, the group I'm talking about in this thread is not the same group - it could gel for them.
 

I guess just because it's "always" 4 - except when it's not. And then you're dividing by 4 to see how many successes you get - except when you're not.

Hmmm. I didn't remember there were any cases where a Raise wasn't in steps of four. Some Edge or another?

In 5E D&D, you just kinda get what you get. You're not getting step increases every session and choosing from a smorgasbord of options.

Normally you're not necessarily getting an Advance every session, either. And its one thing when you do. Yeah, you have choices, but "having choices" seems to be an odd thing to have trouble with (and if they do, the VTT handling it seems unlikely to help).

Not saying it's a bad system. It just didn't work for the group I tried to run it for - they didn't get it after 2 separate campaigns. However, the group I'm talking about in this thread is not the same group - it could gel for them.

I couldn't tell from above--do they have any experience outside the D&D sphere? A lot of that sounds like your prior group didn't have much of one.
 



Have you checked out Daggerheart? I seem to recall from your past posts that you had some 4e fans in the group, but that it was too much work for you and some of the other players. For me, Daggerheart gives me the dynamic combat thrills I liked from 4e but with a fraction of the game complexity. And while the game encourages narrativist style gaming it plays just fine with a more traditional DM-player dynamic if that’s what your group is after.

Disclaimer though, I could see them bouncing off of the hope/fear mechanics. The Daggerheart SRD is available to check out free if you want to preview the system.
 


Have you checked out Daggerheart? I seem to recall from your past posts that you had some 4e fans in the group, but that it was too much work for you and some of the other players. For me, Daggerheart gives me the dynamic combat thrills I liked from 4e but with a fraction of the game complexity. And while the game encourages narrativist style gaming it plays just fine with a more traditional DM-player dynamic if that’s what your group is after.

Disclaimer though, I could see them bouncing off of the hope/fear mechanics. The Daggerheart SRD is available to check out free if you want to preview the system.
Yes. I'm actually running Daggerheart with another group currently. I really like it. I'm concerned that it might go too narrative for this crowd - who are very much into counting squares, min-maxing, etc.
I know one of the players brought up Lancer. I don't know much about that one.
 

Yes. I'm actually running Daggerheart with another group currently. I really like it. I'm concerned that it might go too narrative for this crowd - who are very much into counting squares, min-maxing, etc.
I know one of the players brought up Lancer. I don't know much about that one.
My understanding of Lancer is you are space robot pilots battling alien Kaiju. Kind of in the vein of Voltron, maybe with a dash of Pacific Rim? But I haven’t played it myself.

I’ve read the combat is very 4e inspired, but the non-mecha parts are a pretty straight forward d20+mod to make checks. An experienced Lancer can correct me!
 
Last edited:

Some of the ones I've installed foundry modules for include:
  • FL's Alien (I've used it. It well supports tactical. If doing a palate cleanser, the Cinematic Modules are excellent.)
    • Both Coriolis editions from FL have modules as well.
  • Gubat Banwa - reads more like D&D 4 than PF1/PF2. Very different setting. Still fantasy.
  • SWADE - Savage Worlds current edition. It can have very tactical combat if the players and GM opt for it.
Support for most of the current Warhammer games - WFRP 4, AoS:Soulbound, Imperium Maledictum, and Wrath and Glory. Also, for the definitely not current WFRP 3.

Traveller, even MgT2, can be very tactical. There is an MgT2 module for foundry
 

Remove ads

Top