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No, I don't care that 'it's more book keeping'; when 5e has kineticists, then we can talk.

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[-] HipsterTenZero@dormi.zone 9 points 11 months ago

See, i'm fine with less class options but I just can't go back to the stand-still & swing-til-one-side-falls-over meta of PF1e and 5e. If I could install the style meter from DMC into my TTRPGs, I would.

[-] zombiecalypse@feddit.ch 12 points 11 months ago

If you're serious: The Wushu system gives you one die per description element, so you literally get better the more dynamically you describe the scene!

[-] frauddogg@lemmygrad.ml 6 points 11 months ago

Oh I'm so lifting this as a house rule for my PF tables.

[-] Kuori@hexbear.net 6 points 11 months ago

rp for mechanical benefit was always a huge hit at my 3.5 games, i 100% recommend it

really gets people into the scene imo

[-] sirblastalot@ttrpg.network 9 points 11 months ago

See, I think I have a lot of that in my games, but it's an undocumented duty of the DM. D&D can be very stand-and-deliver if you're doing theatre of the mind combat without much scene-setting, but it also becomes very tactical and/or swashbuckling if you describe the area in detail. Or, even better, use visual aids like a battle map. It really all comes down to: the players can't swing from the chandelier if they don't know there's a chandelier.

[-] AlolanYoda@mander.xyz 8 points 11 months ago

It finally clicked for me why I love 5e's combat so much (as the only TTRPG I've played - still a newbie!), while other people always criticize it. It's because my DM is awesome and keeps including visual aids, descriptions, and ways to make the combat dynamic such as using the environment either against the players or against the enemies!

[-] sirblastalot@ttrpg.network 8 points 11 months ago

The best DMs are a treasure; they can make anything fun.

I think "good" systems (from a DM's perspective anyway) are the ones that make that job take a the minimum amount of effort; If I need a monster, I can make a statblock, but if the system includes a monster manual that has it for me, I can spend that prep time on some other encounter. Likewise, having just enough lore, such that I can grab elements and inspiration, but not so much that I have to exhaustively research it, is a huge benefit.

From a player's perspective, I guess my priorities would be a system that isn't actively frustrating to use, and one that I can have a pretty good understanding of the likelihood of whether any particular choice will succeed or fail. Doesn't have to be perfect knowledge, just so long as I have the chance to make a meaningful decision between my options.

[-] frauddogg@lemmygrad.ml 6 points 11 months ago* (last edited 11 months ago)

If I'm honest, the literal only reason I still prefer Pathfinder over 5e is because a bunch of my go-to favorite classes don't exist and can't reliably be translated to 5e without a lot of kludging or just outright sawing pieces off and sanding the stumps down. 5e does play rather streamlined, and with a good DM, it goes from good to fantastic; but it's still a matter of 'where are my oracles, kineticists, soulknives, gunslingers, and swashbucklers?'

I just don't like playing base, core, or big four.

[-] HipsterTenZero@dormi.zone 3 points 11 months ago* (last edited 11 months ago)

I appreciate that kind of stuff when its there. I also really like codified abilities and techniques I can pull off independent of the GM's current narration. I've got a little hedgehog dude in pf2e I'm playing with explicit benefits from doing cool and varied moves in battle. With strong reasons to swap between weapons, taunt, feint, spindash around and generally style on enemies, I find i've always really nice tools to keep combat engaging and to ratchet up the drama and tension from the player's side.

this post was submitted on 15 Jan 2024
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