What Video Game RPG System Do You Want to See Adapted to Tabletop

Minor necro for The Elder Scrolls, due to the Oblivion Remaster reminding me that it would be a really great D&D setting.
I hadn't heard of a Oblivion Remaster. I'm happy for that and will no doubt buy it, as I -and a few other players I've read about- have some issues running it on PC. No problem running it on Xbox Series X, but sadly no mod support for that version.

I too would like to see an official adapation of any game from 3 -to- 5. That said, I wouldn't want a repeat of the existing official adaptation attempt which was made for D&D 5e and proved to be a train wreck. Of course a lot of that was due to blatant plagerism, but IMO 5e is about the worse choice of a TTRPG to bring it to. I'd mcuh prefer it be brought to Savage Worlds or Basic Roleplaying. Heck even \Fate Core or 2d20, or any TTRRP that can handle Fantasy and that dosen't straightjacket you with classes like 5e.
 
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I hadn't heard of a Oblivion Remaster. I'm happy for that and will no doubt buy it, as I -and a few other players I've read about- have some issues running it on PC. No problem running it on Xbox Series X, but sadly no mod support for that version.

I too would like to see an official adapation of any game from 3 -to- 5. That said, I wouldn't want a repeat of the existing official adaptation attempt which was made for D&D 5e and proved to be a train wreck. Of course a lot of that was due to blatant plagerism, but IMO 5e is about the worse choice of a TTRPG to bring it to. I'd mcuh prefer it be brought to Savage Worlds or Basic Roleplaying. Heck even Fate Core or 2d20, or any TTRRP that can handle Fantasy for that matter that dosen't straightjacket you with classes like 5e.
Wait, there was an attempt at an official 5E adaptation?

I assume if we do get an adaptation, it will be 2d20 from Modiphius (given they hold the miniatures and board game licenses so probably have the broad "tabletop license). I like 2d20 fine, but I still think it could be done as a D&D setting. I love Savage Worlds but don't think it is a great fit.
 

Each of these skills has a cooldown, usually 3-5 rounds but occasionally 2 or 6. This means you need to vary your skill use and figure out good rotations.
WFRP 3e had this as a core mechanic. All abilities had cool down on them, and in the core experience* every ability was on a card. When you used an ability you put a number of tokens on it then at the start of every round you took a token off each of your cards, and could use them again one every token was removed. It was actually a very elegant system.

* Many people disliked the cards, so they tried to pivot to having all the abilities in a book and doing away with the cards, but that was the beginning of the end for the system.
 



The Sims.

GM: OK Pancake, what do you do next?
Pancake: I go to make breakfast.
GM: Roll an impulse check.
Pancake: Uh... 3.
GM: You head towards the stove, then point your finger in the air, run outside, go around the block, come back, pick up your toddler, carry him outside and set him down in the street. 27 times.
 

WFRP 3e had this as a core mechanic. All abilities had cool down on them, and in the core experience* every ability was on a card. When you used an ability you put a number of tokens on it then at the start of every round you took a token off each of your cards, and could use them again one every token was removed. It was actually a very elegant system.

* Many people disliked the cards, so they tried to pivot to having all the abilities in a book and doing away with the cards, but that was the beginning of the end for the system.
I remember playing that at one time. My main memory is that my GM shafted me at one point as I was playing a priest (or whatever the pre-priest career was – acolyte maybe?) of Morr, and I was trying to invoke a prayer for something. In WH3, you would do that in two steps: first praying for power and then actually channeling it into something useful. My character had taken a Cautious stance, which let me replace some of my dice with dice that had more successes on them, but also had a chance of getting additional cooldown tokens. Of course I rolled one of those symbols when gathering power, so the GM put the cooldown token on the "spell" I had been planning to use, thereby nullifying my attempt.

That said, my recollection of WH3 is that the skills PCs had were relatively low-key (as appropriate for WFRP). The skills from DOS2 are significantly more fantastical, even those who weren't elemental-based. For example, one of the Warfare skills is something like "Leap of the Phoenix", which lets you teleport a short distance and then set the immediate surroundings on fire, and the Huntsman ability has one skill called Elemental Arrows which lets you draw power from a nearby surface (as long as it has an effect on it, like blood, oil, fire, or ice) in order to infuse your shots with that kind of power which has different effects depending on what the surface is.
 

my recollection of WH3 is that the skills PCs had were relatively low-key (as appropriate for WFRP). The skills from DOS2 are significantly more fantastical
For sure. The missed opportunity in my mind is that WFRP 3e did something different and interesting mechanically but it was rejected by the audience and so no one seems to have had the courage to try it again. Complexity in games is cool where it is managed well and used for interesting things, and the cards and special dice achieved that for me in WFRP 3e. Subsequent Narrative Dice System games seem to have rowed back from that and while they have achieved more commercial success they have sacrificed some innovation to achieve that in my opinion.
 

It is a "I want the VATS system for TTRPGs" thread.
As I don't see anyone mentioning it, I am compelled to note that we did, in fact, have "VATS for TTRPGs", and before VATS even happened, note!

Millennium's End came out in 1991 (six years before Fallout 1), and essentially had a very VATS-like system, which I strongly suspect actually inspired VATS in Fallout 1:

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You put a transparent overlay over the body-position which most accurately represented the one of the guy you were shooting, and then you rolled in a way that determined where you hit on the transparent overlay, and if it intersected with the body party, that body part (including 10, the junk!) got hit, with the relevant results (and body armour covered specific body parts).

As for systems in videogames I wish were in TTRPGs, I struggle for precise examples, but what I would like to have seen more of in TTRPGs, is Halo/Mass Effect/Many sci-fi videogames-style "regenerative shields" being used in combat, rather than just HP or similar. I.e. you have a pool of shielding that deflects attacks and regenerates if you can avoid taking damage for a bit, protecting some HP which are much harder to fix and more dangerous if reduced.
 

As I don't see anyone mentioning it, I am compelled to note that we did, in fact, have "VATS for TTRPGs", and before VATS even happened, note!

Millennium's End came out in 1991 (six years before Fallout 1), and essentially had a very VATS-like system, which I strongly suspect actually inspired VATS in Fallout 1:

View attachment 403241

You put a transparent overlay over the body-position which most accurately represented the one of the guy you were shooting, and then you rolled in a way that determined where you hit on the transparent overlay, and if it intersected with the body party, that body part (including 10, the junk!) got hit, with the relevant results (and body armour covered specific body parts).

As for systems in videogames I wish were in TTRPGs, I struggle for precise examples, but what I would like to have seen more of in TTRPGs, is Halo/Mass Effect/Many sci-fi videogames-style "regenerative shields" being used in combat, rather than just HP or similar. I.e. you have a pool of shielding that deflects attacks and regenerates if you can avoid taking damage for a bit, protecting some HP which are much harder to fix and more dangerous if reduced.
That's some early TTRPG jank right there! I love those overly complex systems from the 80s and 90s. Not to play, but as historical documents.
 

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