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tbh, welcome to one of the main reasons I don't really like D&D.
There are so many interesting other games out there to try that do more than D&D's swingy d20 combat simulator with some charisma rolls tacked on... but D&D (or Pathfinder) gets a foot in the door and it's hard to talk people into even trying other games.
There are so many interesting other games out there to try that do more than D&D's swingy d20 combat simulator with some charisma rolls tacked on... but D&D (or Pathfinder) gets a foot in the door and it's hard to talk people into even trying other games.
Could have happened with any other system really. I just happened to have the chance to go at D&D first - I've heard of some of the differences to other systems and if people complain about a thing, it's usually this simplified combat. But the system is much more than just combat alone :p In the campaigns I play in, especially one of them, the decisions and roleplay aspect had a significantly higher impact than combat so far. Completely system agnostic even.
I've played several iterations of D&D, compared to other systems it is designed mechanically around combat. Hell, so is Lancer, but its action flow works differently. Being a combat simulator with other elements tacked on isn't inherently a bad thing. I'm more just frustrated with how it's often everyone's first step into TTRPG and it's so hard to break people of the feeling that if a game isn't LIKE D&D, that's a problem.
Blades in the Dark, for example, is a system that's far more interested in the narrative flow of a scene and the roleplay than like... if each sword swing hits or not. You roll to see how well you do trying to get the upper hand in a bar fight. And the fact the players are the only ones touching dice in the situation means they have a lot of narrative control which can make for some really interesting scenes.
Alternatively, Sleepaway is a really interesting system with no dice or GM at all. Players step in to fill out setting elements or side characters as needed and the system demands of you to explore the emotional harm your character has gone through. It's a surprisingly therapeutic game!
That campaign you mentioned? I've been in ones like that too for D&D actually. The thing is that's your friend, the GM, doing most of that work. The game doesn't really have good tools built into it for that sort of thing and not ones the players can even remotely fiddle with.
Blades in the Dark, for example, is a system that's far more interested in the narrative flow of a scene and the roleplay than like... if each sword swing hits or not. You roll to see how well you do trying to get the upper hand in a bar fight. And the fact the players are the only ones touching dice in the situation means they have a lot of narrative control which can make for some really interesting scenes.
Alternatively, Sleepaway is a really interesting system with no dice or GM at all. Players step in to fill out setting elements or side characters as needed and the system demands of you to explore the emotional harm your character has gone through. It's a surprisingly therapeutic game!
That campaign you mentioned? I've been in ones like that too for D&D actually. The thing is that's your friend, the GM, doing most of that work. The game doesn't really have good tools built into it for that sort of thing and not ones the players can even remotely fiddle with.
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