I need to check out both it and Cypher.Have you looked at the Black Hack? All player-facing rolls.
There's a lot of cool stuff in Cypher / Numenara, just don't expect things to be mechanically balanced. It's kinda old-school in that regard. There are explicitly broken builds and casters get most of the cool toys so are of course OP.I need to check out both it and Cypher.
There's a lot of cool stuff in Cypher / Numenara, just don't expect things to be mechanically balanced. It's kinda old-school in that regard. There are explicitly broken builds and casters get most of the cool toys so are of course OP.
Cool. They recently did a 2E of Numenara and went a little sideways with the books. Discovery is the new basebook with all the rules. Destiny is kinda a PHB2 and DMG2. If you're looking for bizarre science-fantasy stuff, you should also check out Worlds Without Number. Lots of great stuff for hexcrawls and world creation.I'm mostly picking up ideas for an e6/e8 mishmash of things I might write down some day, so a book of cool stuff to stretch beyond the things I'm familiar with sounds like a thing. Thanks for the rec!
I would say Cypher is close enough that it wasn't jarring to move between them. A lot of the gameplay was similar to what you'd expect from dnd with a few quirks instead of something that's entirely different. I still had fun as a DM even though I wasn't rolling dice.Does it feel "not D&D" to the players? Or does it feel that way to the DM because they aren't rolling? Or both?
There was an UA for a ''players always roll'' rule a few years back. I seem to remember the maths were a little off, but I'm sure someone here would be able to give you the right calculation to implement such rule.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.