this post was submitted on 18 Mar 2026
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[–] Ilumar@lemmy.zip 12 points 1 day ago (1 children)

I keep seeing this sentiment and I just don't get it. From the perspective of someone who has never played a TTRPG and whose only experience with 5e is BG3, it is an incredible system compared to other CRPGs I've played.

It is simple enough to get into quickly and complex enough to remain interesting for hundreds of hours. Small numbers + simple math + transparent formulas make it very easy to understand what is happening why and how build decisions influence combat.

Meanwhile in Rogue Trader, I barely understand what any of the stats actually do or how damage is calculated. How much more damage am I going to do by putting point into offensive stats? How do defensive stats influence the damage received? On top of that every levelup presents you with dozens of options for traits for every single character in your party. How am i supposed to make an informed decision here? Just reading through them all would probably take an hour. I ended up just using build guides and getting bored because just picking the options someone else tells you to is not very exciting. The Pathfinder games are much the same in complexity from what I've seen.

If someone has some tips to get into those systems I'd appreciate it. I'd like to get into Pathfinder/Rogue Trader, but it just looks like way to much work until you get to the fun part.

[–] shani66@ani.social 5 points 1 day ago* (last edited 1 day ago) (1 children)

First and foremost; owlcat is a bad DM. I prefer the games, but they assume you are a veteran (and a specific type of veteran at that!). If you want to understand them you're best bet is to just go make an actual Pathfinder character (aonprd.com is the entire ruleset of Pathfinder released for free), it'll help you get a basic idea of what things actually do what. As far as RT? No advice there, i just played until it clicked (although you don't have to be an expert for RT).

As for ttrpgs in general though

spoiler5e is very bad. If you go look at actual simple games it'll be clear just how complicated 5e actually is. World/Chronicles of darkness is a great example of an actual simple ruleset; you get 9 stats and a handful of skills, you just put a specific number of points into those things (up to level 5 usually) at character creation and the rest of it is RP. If you want to do something you roll that many dice and anything above a 7 (in Chronicles, it changes in world) means you usually succeed at what you're doing. More dice above a 7 means you do it better.

From a player perspective all that extra complexity doesn't actually provide many options to customize your character. You get to pick a set class and a set subclass. Congratulations you're finished. Everything else is flavor. Sure, many simpler games I'd recommend have just as much flavor, but they also often have more freedom in making your character mechanically too.

As a DM? Oh boy, that's where 5e catches fire. It doesn't give you any of the tools you need. CR? Literally doesn't mean anything. All balance is vague vibes the DM has to figure out. The economy? Doesn't exist, even if you spend money to get the extra book that has all the items (evil monetization btw) it still doesn't tell you how much you should actually expect a player to have, or how much any individual magic item actually costs. Telling a story? It's got no advice there either iirc, but the idea that it's setting agnostic is very much a lie that gets in the way of new DMs

.

If you want my recommendation on TTRPGs; play something simple that actually presents as simple, preferably one that doesn't gouge your wallet like DnD does. Cain is very easy, the structure is easy on a DM and character creation is even easier. Chronicles of Darkness is more in depth and expects more out of a storyteller (it's version of a DM) by virtue of being open ended, but it's also very easy to make a character and the setting is immediately familiar to everyone (it's just modern day earth but with horror stuff existing in the shadows). Cyberpunk has an app that makes character creation a walk in the park, but DMing it is a little more complicated than Cain.

Pathfinder is great if you want to learn it, but it's an investment to learn.

[–] Ilumar@lemmy.zip 3 points 9 hours ago (2 children)

I appreciate the detailed response.

I agree that individual classes in BG3 could offer more options. A lot of levelups are just "you have this passive now, period", but I found multiclassing to fix that, by offering more interesting choices. Finding the right breakpoints for how much to invest into each class to get the most benefit was fun for me. I generally enjoy the min-maxing aspect of RPGs more than the roleplaying.

Most of your criticism seems to come from comparing it to other TTRPGs and I get that not enjoying DnD in TT will affect your enjoyment of a game like BG3, but I'm looking at this from a CRPG players perspective.

My comparisons are classic Fallout, Divinity, Rogue Trader, VtM - Bloodlines, Cyberpunk, etc. Compared to those games I enjoyed DnD as a system the most, but I will probably give Owlcats Pathfinder games a chance.

[–] shani66@ani.social 1 points 5 hours ago (1 children)

Personally i think Pathfinder is one of the better ttrpgs to make into a crpg. It has meaningful choice at almost every level and during play, while 5e kinda has neither of those. If you're interested in the Pathfinder games the second one (wrath) is way more polished, but adds the mythic system (basically a powerful extra class) on top of the base character building so it's a little more complex and difficult.

If you're interested there is a starfinder game coming out this year based on starfinder 2e (which is just Pathfinder 2e in space). I don't know much about the developer, but the system is more streamlined than 1e with a focus on mechanical balance and an action point system instead of the old style standard/full/bonus/etc system.

[–] Ilumar@lemmy.zip 2 points 1 hour ago

I'm guessing you're referring to Starfinder: Afterlight. I'll look into it once it's released.

As for the action point system, DnD's action system was one of my favorite parts about it. Most action point based systems I've seen so far have balancing issues that seem difficult to get rid of.

For example in Fallout going from 9 AP to 10 AP effectively doubles your damage output, because it lets you attack twice per turn, so anything less than 10 agility is just bad. In Divinity I always felt bad about having to waste AP on movement on melee characters, whereas ranged characters can spend almost all their AP on attacking.

DnD's system on the other hand is less flexible, but more consistent in that I rarely get into a situation where I can't do anything meaningful on my turn, because I had to spend all my AP on movement.

[–] captainlezbian@lemmy.world 1 points 6 hours ago* (last edited 6 hours ago) (1 children)

Yeah, for an alternative perspective 5e is great by crpg standards and tbh I think it is a great ttrpg, it just struggles due to its ubiquity and the fact that it's design inherently limited its expansion.

Ubiquity is easy enough to understand, it's so popular that a lot of people have gotten tired of it, especially given the limits.

And the limits are real. It was meant to be greatest hits edition, so every class is meant to feel unique. This is unique features, aesthetics, even spell lists, further expanded with subclasses. Then there was an attempt to balance classes. Also a great thing to do, but good balance is really difficult and they often chose tastes over balance (after a certain point martials fall behind spellcasters). Ultimately these and a few other elements resulted in the ability to choose between 9 (later 10) classes with a handful of subclasses, and that's more or less it for your character customization. Feats are an optional rule, and as such there aren't that many and most aren't much better than the ability score increase, except the handful that are broken. They couldn't really introduce new classes and they only added a handful of extra subclasses per class over the years. All this means that when you've played 5e for a while it's easy to find yourself in a position where your character feels pre-made, especially if you have a preferred archetype.

There are other less than perfect design decisions as well like balancing around a larger number of daily encounters than most players will experience ever, much less averaging at.

Popular alternatives tend to run into 3 categories, each with their own issues.

-You have 3-likes, such as pathfinder 1 (pf1) which has a ton of customization and typically so fucking little balance that if you're new you're going to want to ask someone to review every idea you have.

-You've got 4-likes like pathfinder 2e (which I personally wish I could play without having to dm), which often face criticism for being overly gamey and samey, they show their math and utilize known techniques to ensure balance. Character creation can feel dry, especially the books, but you have lots of options and it's hard to make a character that isn't useful and even harder to make one that doesn't need the rest of the party. I stand by that more people would like them if they gave them a chance.

-Then you've got more PBTA games where the rules are lighter and it's more focused on collaborative storytelling. Those who like them prefer them, but fundamentally it's just a different type of game.

Personally I'd love to see some more pathfinder style attempts at the 5e vibe, because I do think 5e captured the vibe of what a quintessential ttrpg could feel like. I just am kinda tired of it specifically.

[–] Ilumar@lemmy.zip 1 points 1 hour ago

I can see how the lack of build variety can get boring. People who are into TTRPGs probably spent way more time with DnD than I did. For me the entire system was something completely fresh with BG3, which probably made me enjoy it so much.