this post was submitted on 16 Aug 2023
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[–] jjjalljs@ttrpg.network 6 points 1 year ago (1 children)

That sounds neat. I am so completely bone tired of the "my character comes online at 6th level" dndism. It doesn't have to be that way! You can have fun now, not in six months!

[–] WilloftheWest@feddit.uk 6 points 1 year ago (1 children)

Please give it a spin if you haven’t already. Game mechanics need not be constrained to die roll plus modifier. Probably my favourite mechanic is that your level of aptitude in a skill is repesented by the size of die you roll. Also, Savage worlds were doing rerolls for good roleplay in the form of bennies for a few years before D&D dreamed up advantage and inspiration.

[–] jjjalljs@ttrpg.network 5 points 1 year ago (1 children)

It's been recommended to me a bunch. It's on my list, but after Fate. I really want to have a solid game of Fate, but unfortunately I am not yet a grandmaster of Time.

[–] acockworkorange@mander.xyz 3 points 1 year ago

I've played and briefly GM'd both. They share a lot of stuff while feeling completely different. Savage Worlds is wild and unpredictable, with some narrative control in the hands of the players. FATE is a lot more predictable, with a strongly centered bell curve on rolls and higher narrative control with the players. I love both for different reasons.