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We played it for about three years, but enjoyed the campaign in spite of the system. We also found that the game is so heavily balanced that they had to play as a "perfect" team in order to succeed, and that was too much pressure on perfect strategy.
I've read some things about replacing WFRP...
I have Up in Arms and Winds of Magic, and I should be receiving OWB this week. My players and I play in-person and just moved on from Pathfinder 2e due to complexity and clunk and the feeling of always adding so many modifiers. I hope that WFRP 4e isn’t as bad in regards to that and playability...
How does WFRP 4e truly compare to 2e? I have books for both but haven’t ever run it, and I’ve been hemming and hawing about which edition to run (and what things need houseruling). Is 4e’a combat amazing and better than 2e, or is it clunky?
Yes, unfortunately. Usually it’s little things like who does what chore or what they’re bickering over lately and how on earth that matters to my game I’ll never know or care. They both also can’t get out of their own way to roleplay their characters and instead roleplay themselves with all the...
Half good. Two of the members in the group are engaged and bring their relationship spats to the table and I’d kinda like to replace them, but they’re also my wife’s and my friends.
Though not an exhaustive list, my Savage Worlds Eberron campaign will be ending soon and I’ll be running smaller scenarios in these other games:
Dragonbane
Mythras/Mythras Classic Fantasy
Swords of the Serpentine
Mothership
Delta Green
Night’s Black Agents
Traveller
Pirate Borg
Shadow of the...
That's the real problem, is that over the editions, most drawbacks have been removed, and only power has been given in return. There used to be penalties to some ability scores for races, but now it's just pluses all the way down.
I’ve not played PF1e, but my group just moved away from PF2e for that exact reason. TTRPGs are of course a team-based game, but PF2e’s heavy balance around a team functioning perfectly as a team and abilities that just seemed to lack impact and oomph drove us away.
I think there’s something to be said that most average players would be perfectly fine with the power level and HP of D&D to continue to climb upwards. Given the opportunity, players will optimize the fun out of a game. Therefore it’s designers’ responsibility to protect players from themselves...