- 3
- 9 266
Tabletop Trends
เข้าร่วมเมื่อ 28 ส.ค. 2024
We sit down with game designers, play their game, interview them, and share unbiased, succinct reviews.
Videos released monthly.
Come join us on our discord to discuss and share your experiences with them.
Videos released monthly.
Come join us on our discord to discuss and share your experiences with them.
Nimble 5e FLIES Through Combat and Simplifies D&D
Nimble 5e is a new take on the 5e formula. Combining simple and streamlined character creation with action packed and punchy combat, Nimble 5e is the perfect system for quick fun.
00:00 - Intro
01:08 - What is Nimble?
02:02 - Compatibility
03:20 - Action Economy
07:04 - Attacks and Damage
12:01 - 5e Monsters in Nimble
13:48 - Crunchyness
16:24 - Disucssion
00:00 - Intro
01:08 - What is Nimble?
02:02 - Compatibility
03:20 - Action Economy
07:04 - Attacks and Damage
12:01 - 5e Monsters in Nimble
13:48 - Crunchyness
16:24 - Disucssion
มุมมอง: 4 953
วีดีโอ
DC20: Epic Combat Overflowing With Options
มุมมอง 3.9K21 วันที่ผ่านมา
DC20 is one of the most discussed TTRPGs right now. Many suggesting it could be the successor to D&D. DC20 takes what we know and love about Dungeons and Dragons and adds significantly more depth, without making players feel overwhelmed. 0:00 Intro 1:10 What is DC20? 1:45 Attack and Damage 3:39 Action Economy 4:27 Maneuvers 5:43 Stamina 6:37 Spellcasters 9:30 Character Creation 12:27 Combat and...
Indominant: A Superhero System With Crunchy and Engaging Combat
มุมมอง 48121 วันที่ผ่านมา
Indominant is a crunchy and exciting superhero TTRPG that takes cues from games like Dungeons and Dragons and Pathfinder but spins it into a sci-fi superhero framework. The game encourages creativity and teamwork while also allowing players to feel powerful on their own as well. Link to the backerkit: www.backerkit.com/call_to_action/eb00d0bd-4caa-4bfe-9eb5-81de09b16533/landing?ref=TT-Trends Li...
It sounds close to Pathfinder but more fun
I don't say any of this to put them down, but this really seems like just another mishmash TTRPG, but with an actually successful marketing campaign. I find it funny how it's marketed as a brilliant ''evolution to TTRPGs'' when it kinda seems like it's just a polished version of some ''unpublished google drive games' that are out there. Like someone who's played tons of different TTRPGs just makes a game for fun, it has mechanics from bunch of games they love, but the game just exists as a google drive document. Those are all over reddit, and couple of the ones I've played have actually been really good. They just never get published because the person behind it doesn't pursue the life of an indie RPG developer. Just to explain what I mean: This game has degrees of success and damage mechanics from basically ever d100 based game, action point economy of pf2e, stamina/mana system from too many other games to mention. The maneuvers are basically just ''powers'' from games where everyone has special powers to use instead of just attacking. Anyone who plays bunch of different games would immediately recognise all of these mechanics from some game they've already played, without anything that's actually original put into the mix, which is why I called this a mishmash TTRPG. It's derivative to the point of hilarity, but hey, a lot of the rules I saw made it seem like it could be fun. You basically create your own race using trait system and it seems like every class can be played with any primary attribute, like a cleric could pick charisma instead of wisdom or fighter could pick intelligence instead of might and the game would be designed around somehow making that work. I like PF2e, so I don't see why I wouldn't like this game. Pathfinder 1e was a new version of D&D 3.5, so this game might as well be a new version of PF2e.
I like these ideas. As always, I would want to house rule some things. I think some kind of risk added to the reward system of attacking multiple times, so that it isn't always the best option. For example, a miss becomes more dangerous the more dice that are rolled. A 2 die miss is a critical failure. A 3 die miss is an epic critical failure. Or something like that. I think I would also house rule armor a bit, leaving the rules for the defense action as-is, but also allowing light, medium and heavy armor to reduce an opponent's damage die by 1, 2 and 3 levels respectively. The exception being any weapons with an armor piercing trait.
Multiple attack penalties have left a bad taste in the mouth since 3e, but here it is so minor that it isn't a big issue, but adding some more dynamism to it, like you suggest, could be a big help!
THE CHEAT
Wow, i've just started creating my own game where the attack rolls work the exact same way as in this game, though i have some different mechanics that create a different dynamic, but still.
That's funny! It's the first time I've heard of this style, but it's very interesting and has much deeper implications than I expected at first.
This sounds horrendous for a DM to run a group of enemies. This sounds horrendous for a player to control all these moving parts.. action points, grit, stamina,magic.
Makes it easy to one shot PCs,..
Just saw this as your channel description: "We sit down with game designers, play their game, interview them, and share unbiased, succinct reviews." Your reviews are inherently biased, because they are 'YOUR' reviews. You are sharing your opinions, it's what a review is. And your opinions are biased to your preferences. Otherwise, really enjoy the format, and your communication style. Look forwards to more. It would be great if you had a second channel with the full play through (with the creator's permission of course), so people can get an even better feel for the game when the one who made it is running it.
True. It's impossible to escape bias. We are planning on sharing the full plays and interviews in some way. Trying to figure that out. Thanks for letting us know you'd be interested.
Loving the videos guys! I had already backed DC20 and Nimble 5e, but I’m excited to see your future videos to help me decide where to invest my time and money in the TTRPG space!
Glad you are enjoying them! And that's the exact reason we want to do these, to help people see which systems they'd like best.
I like Nimble, backed it. However, it's starting to look like Savage Worlds. So, I might incorporate the two. Fast, fun and furious.
Cool walkthrough. Thanks for the peek.
Thanks for watching!
Very good recap of the game! Sounds fun, even though my groups are not interested in superhero games. Tales from Elsewhere might be a good game to check out next!
Thanks! Yea it is harder to get a superhero group together for sure. I've got tales from elsewhere on the list of potentials!
@TabletopRPGTrends you're welcome! And yeah it is! But I've recently been able to get back into the hobby so I'm still fairly happy: got some Pirate Borg one-shots running and did session 0 of my Cyberpunk RED campaign Hopefully, I can get a Mythras game running as well; also planning some Vaults of Vaarn but it is difficult to sell my players on it so it might end up merged with the Mythras And I'll be playing in a Walking Dead game! They have been pretty communicative and nice both on TH-cam and Discord! So that'd be great
Loving the content!
Thanks!!!
Vagabond would be a great TTRPG to check out!
That's on the list! I'll see if we can get it to work
@TabletopRPGTrends yay, looking forward to it!
I think the wrong questions are being asked regarding martial/caster balance in a lot of ttrpg chatter, because the root of the issue isn't widely identified and spoken about : You're seeing what happens when you introduce an element (magic) to a world, without attempting to anchor it to the worlds general restrictions & "rules" of function. Its not that casters aren't balanced with martials, its that magic isn't balanced with the world. So martials still live within the worlds general allowances, while casters don't because magic doesn't. The end result is, that magic ends up "taking over" the world. If "balance matters/is important" in encounters, class design, ect, than it most certainly is in world structure (from which everything derives).
That's an interesting point, I think it really depends on the world, but yea, some worlds are definitely inherently like that
I appreciate the breakdown
Thanks for the review. In this case I've seen enough to decide this isn't for me. The many options in combat sound like a significant time penalty with many of my fellow players.
I'm not sure how fast/slow combat will be once you are all really experienced, but it is definitely a concern. Either way, it's all good, it definitely isn't for everyone! Glad this review helped you decide.
@@TabletopRPGTrends It was really helpful. A lot of competitors have thrown their hats into the "5e adjacent" ring. It's been tricky to find the in depth coverage to make informed choices. My own preference would be "rather less combat detail than 5e". I like to be calling the plays, but not necessarily twisting the rapier, or picking out target locations. My group do get tangled up in the more complex combat mechanics. We tend to fight fairly slow (translation - a couple of players are indecisive and take ages). We've also had the GM totally zone out trying to manage initiative, eight bad guys with two different designs and a spellcasting boss. That's a lot of hitpoints, conditions, turns, ACs,and concentration spells to manage. Titles like Nimble, or Shadowdark seem a better match for my lot.
"You are just as likely to hit a GOD, as you are a slime." That really tells me everything I need to know, there's no way I could take that seriously.
It is definitely a different attack system. I'm sure there would be something to make fighting a god impossible, but anything super high level will be just as easy to hit yea. It is a weird thought.
Even if you can get past that, I truly can't imagine how this system could possibly sit side by side with 5e and have things be balanced. It's too different. It takes away +to hit and ac for a completely different mechanic, which is bound to throw many monsters off balance, and to claim on top of that that a GM could run these two systems side by side and still make things *faster*?? How??
That's when you put the Master in Game Master. "Your warhammer connects squarely with the God of War's head. He reaches up, grabs your wrist, and squeezes. Your bones crumble like chalk. No, you do not get to use your reaction to defend, you're level four and he's a god. What did you think was going to happen?"
@@Skullivon If that's the kind of GM you want to play with or be, that's fine. That wouldn't fly with the groups I play with, or with me personally. If I'm going to turn the game into a narration, then I'm going to play a game built for narration rather than simulation. Edit: Before anyone says it, yes there is some narration that exists in any roleplaying game. I'm specifically talking about combat or other kinds of danger resolution situations. There is a reason mainstream rpgs focus on those types of mechanical resolutions, people tend to dislike narrative resolutions on that level.
I don't get the obsession with faster and more simplified combat. Just don't play a game with actual combat rules if you want it to be more narrative than dicey. Nimble doesn't actually sound easier than the current 5e system though, and in some ways it sounds a lot more like Pathfinder 2E.
I get the pursuit of it to some degree. If a simple skirmish takes forever in 5e and you can barely fit one in a session then it came be really annoying. At the same time, people often want epic combats and don't mind it being too long, so a system kind of needs to do both. If you want a game that is 20% combat and 80% social/exploration them this kind of system could make perfect sense. But even if you want 50% combat then having super quick combat can be unfulfilling.
2:20 If Nimble is compatible with 5e to the point that characters can play side by side, is the same true of Nimble and the variants (A5E, TotV, DC20)? At least, in the creator's opinion or yours?
We didn't ask about nimble and other game compatibility. Personally, I wouldn't allow a 5e and nimble PC side by side at my table because I think it'll end up with some issues. I definitely wouldn't combine nimble with any other game, like DC20. They are just too different. I'm sure you can do any or all of these, but you had better have a really loose DM with players who aren't min maxers. But for the average table I wouldn't recommend that.
@@TabletopRPGTrends I think Nimble curbing min/maxers at the table is a good thing. I've had m/m's throw the game way off with the way 5e is out of balance past 9th level.
@@leatherguru8904 agreed that it is a good thing for the party to be on the same level. I'm just saying that mixing games will end up creating some potentially broken combos or cutting some things off at the knees.
@@TabletopRPGTrends I'd agree. 5e is already broke enough, lol.
I would make a Dwelf wizard(Dwarf and elf)
I wonder, as a population, what superhero ttrpg players generally want out of a game. I know most enjoy super power emulation in combat, and most want super hero drama in the story but sort of rely on the gm to create it because the mechanics are usually action resolution. A game i really enjoyed for being mechanically interesting without being defined and rigid was Marvel Heroic Roleplay, but few of my friends liked it because it wasn't granular and defined but still required a lot of what they considered fiddly interaction with mechanics. There was a lot of game in between the player and the story. I'm wondering if the skills here fall into the same issue.
That is a great question. I think superhero games are a very difficult one to get right due to the huge variance in power levels, massive amount of powers,, and high player expectations. Never tried marvel heroic roleplay, but I'd love to give it a shot one day. I believe the skills will have a separate way to track and increase so that it doesn't interrupt the flow, and hopefully feels less crunchy. I would use that variant.
@TabletopRPGTrends not having access to the rules, but having seen a few other systems that do XP for specific skills, and being a teacher myself, I would say the best way to award XP that is also easy for players to remember so that it can fade into the background would be for all failures and all crits to award an XP. That way, progression in a skill helps you to achieve proficiency, but achieving excellence requires a lot of practice. And there's no questions about when to mark XP. If you failed, at least you get the consolation prize. If you crit, and you can remember that you get a bonus effect, you should also be able to remember that you get an XP as well.
@@taejaskudva2543 The way you described gaining Skill XP sounds a lot like how we do it! In Indominant a failed Skill Check grants you 1 XP, a Success grants 2 XP, and a critical success grants you 3 XP. We do think its a fair criticism that having to mark Skill XP at all can pull players out of the moment, so we have a variant rule that will be in our Core Rulebook, which removes the need to track Skill XP as you go.
Masks is still the best hero ttrpg for those who want to emulate the narrative of the genre without getting lost in Power Levels, stats and hyper specific power scalings. It's only real negative and/or positive is that it's PBTA. Would be nice to see a compromise between Masks and these crunchier hero games, only skipping on the hyper specific power rules.
@@bobhill-ol7wp Zarek here, Lead Designer of Indominant. If I am understanding what you are describing correctly, I do think that you might like Indominant! That sort of middle-ground between narrative and crunchy games is what we were going for with the design. We stay to a lower, more grounded power scale in Indominant, because we believe that is where those sorts of mystery and adventure components of superheroes shine! The Indominant Primer PDF is completely free to check out too!
OR... you could play a better system. There's plenty out there.
Haha, there's a lot of good systems out there, that's for sure. This one is definitely not for everyone!
I don't like that the half-orc with the two-handed battle axe is MORE likley to hit the nimble halfling swashbuckler than vice-versa. That really kills it for me. Thanks for the in-depth review. I'm sick of reviews that only talk about one or two very exciting things, and not in very much detail, that end up with me spending $60 on a book and then being disappointed with half of it, and the rest of it is a no-go. I don't have a lot of hobby dollars, and most of them that I've spent in the last several years have resulted in a book gathering dust until I can sell it.
Yes, the attack and damage system is quite different and has far reaching outcomes in the game design, like what you just mentioned. Glad the review helped. That's exactly what we were hoping for in this channel! We hope people get enough details (including the good and the rough parts) to understand if the game is for them. Thanks for watching!
I have a for fun table with a bunch of friends with a really loose rule of cool logic when people drop in and out as they please. It started as an improv experiment just to goof around with that friend group (4 of them are regular players at one of my standar tables). For one of their bday we ended up playing and although we had fun we ended up being NINE players and combat dragged down inmensely. I wish that I knew about this system last week because this seems like it would be a game changer for that table
That sounds like it could be a great table for nimble, especially if some player are new! Also sounds like a pretty chaotic time. Kudos to you for running that lol
Beware: Nimble and Nimble 5e are two different things from the same creators Just a heads-up for anyone searching for it online
Generally if you are distracted during combat, you don’t care enough about what is happening to be a good player. Much like in real life, if your friend was in a fight and you are googling what an uppercut looks like in real life, you might ignorant of life priorities. Paying attention in a game is key to your tactical advantage if one exist. Turning the tide, escape, saving people, overwhelming a foe/foes because you are paying attention makes you a better player. If all of this is too much for you, Xbox for you? Perhaps PS5 games might be more your level of game.
While this is true, a portion of that responsibility fails on the game system to support that. Some games will inherently be faster or slower.
If the system isn't going to give me any meaningful decisions to make outside of my turn, I have no incentive to pay attention. Why pay if nothing is being sold?
Isnt this just the p2e system?
Action economy is basically PF2e yea.
I feel like the complaint that it feels like three attacks is all to really do just tells me you need to use more imagination?? There's a ton of character and class specific abilities, added as you level up, so the combination of reactions, special abilities or spells, movement, along with basic attack gives a ton of choice for each round. Also, for martial classes in dnd you tend to get extra attacks with levels, so the multi attack evens out if that's how you want to play.
As we said in the review, feeling like you wish there was more to do is going to be class dependant, but with the cheat it felt that way. If your aren't getting hit then you won't use your defend reaction, if you are ranged you won't use your Interpose reaction, help reaction isn't that useful, then cheats get a free move, so what what is there to do? You can select some underhanded abilities to do additional stuff sometimes, but that's the way we both felt. Evan has changed cheat abilities so they have to be in melee, so now there will be some dynamism at least Or do you mean imagination like role playing the three attacks more interestingly?
@TabletopRPGTrends sorry if my comment sounded sharp. I see your point about not using the reactions, and then the cheat feels limited. I did mean imagination as roleplay, whether that's investigating for more information about enemy weakness, or doing something to draw attention or change the focus of the fight, or even just describing your hits differently. There's some fun in letting the narrative shine when the gameplay is lower crunch and quick. I also always love it when my players ask me if something crazy is possible, we can work towards the cool moment with a skill check or something, but they've got to ask.
It's all good, no offense taken. You are right that fun in combat often comes down to the player making it a good time. But when reviewing game systems, you kind of have to take the player out of it and look at the rules themselves.
Seems like pathfinder 2e.
but worse!
Action economy is basically PF2e yea
Feels like some classes should get an extra AP at high levels
I'm very interested to see how/if damage scales as you level. Maybe you don't even need it to scale because higher attack turns into higher damage.
The math behind attack rolls is really weird. I mean, player using d12 weapon can literally ignore the whole Adv/DisAdv system, because even at lowest it grants a pretty high 77% chance to hit, while the difference between base 91% and 99% with 2Advs is unnoticeable in practice.
Yes indeed it is very different! Feels like you can safely ignore disadvantage with a d12 and advantage gives almost no benefit
I think this is intentional. Missing just isn’t that fun. This also makes monster hp math a bit easier too. There’s also a far more likely chance to crit with smaller dice so big weapons are more for reliable damage and smaller are more chaotic. I think a lot has changed since you played but also I think you probably only played level one in which you haven’t got up subclass or all the other abilities along the way. Which is pretty similar to 5e. That said, I do think I like dc20s curve a bit more but overall since it essentially forces you to do other things with your actions.
@@GagePeterson Missing could be fun if system provides options for player to do something about it. Missing should be an opportunity for desicion to be made. Also, crits make dice explode. Ironically, even with exploding dice mechanic, bigger dice is still better than smaller. Yes, d4 has higher chance to explode, but even so it has lower average result than d12 with lower chance to explode.
Just FYI, we played a variety of levels from 3-5. I know a lot has changed, so I'm sure some of these things are not exactly the same and hopefully have resolved some of these issues. Regarding dice damage, even with Crits, high dice weapons do more damage, but if you are a cheat, then Crits end up doing a lot more.
@@shnobz_kotik I'm pretty sure big damage dice are still supposed to be better, just less so than in 5e. Lower damage dice weapons have other advantages. You're not going to wield a greatsword in one hand, or hide a longsword in your boot like you could with a dagger.
dc20 seems like a true DnD 6e
It's definitely got some solid groundwork to take that role!
Dc20 rock.
Indeed it does!
I am totally enjoying DC20 thats all we play now days . Super fun and really amazing especially as a GM
Nice! I can't wait to see up to 4th level, then maybe I'll start a campaign with it
@TabletopRPGTrends the one shot went great, i also plan to add this one shot to our world haha was nice to see a run through of it
For the Penguin!!! 💜🐧💜🐲💜🐧💜
There is a lot i am concerned about. At a glance, this sounds like a nightmare to run. These are my reasons. 1. Illusion of choice. This happens when you have a lot of options but only a few that are viable or that players understand and use repeatedly. This review seems to confirm this problem as they keep saying it was simple for them to pick, despite having a ton of options. 2. GMs will have a hard time assuring players are following the rules as there is so much going on. 3. There are way too many modifiers and resources to track by both the players and GMs. This can slow things down and cause confusion. 4. GMs have to reveal Monster stats to calculate damage. 5. At higher levels, the game will become seriously unbalanced. This is my game breaker issue. As monster get more powerful, you add more AC, but this means Players do less damage as they aren't beating the +5. This means the high-level monsters need lower Hitpoints. Raise hitpoints, you have to lower AC, and this makes high-level encounters trivial. Raise both AC and Hitpoints, and the encounter becomes impossible. There doesn't seem to be any middle ground.
These are very fair concerns! I think overall the choices are pretty balanced against each other. Some stand out more than others, but not to an overwhelming degree. The number of little things happening and little modifiers is something I'm definitely concerned about as they reach higher levels. 5e's advantage disadvantage system really helped remove those little bonuses and make things a lot easier to keep track of. But taking that limit off so you can have multiple sources makes it more fun to build them up, but makes it more annoying to track too. Some GMs are pretty secretive when it comes to monster stats, so if you are telling the players they hit 5 over that's not something they want to give out. I don't personally see that being a big issue, there is still a +/-4 range they could be in, so it isn't completely revealing the stat. As for high level stuff, I'm very excited to see that too and how it feels to play. Definitely something to keep an eye on in case there are big issues!
These are concerns I have too.
Depends what you are comparing this game to. There's definitely simpler systems on the market. In general I think for whatever complexity is in the game, it mostly feels like it's "more" complex than 5e/PF2e because those are familiar, but also the complexity better pays off in this. But if you wanted something lighter than 5e there's definitely better systems. To address your reasons though: 1. What are you comparing it to? It's definitely no worse than 5e/PF2e. This system is also a lot more intuitive than those, which I think is what makes it simpler to pick despite increased choice in relevance. Especially when you look at the wording of things in the book, it's way more streamlined than PF2e, for example. 2-3. Kind of the same argument, and I think I agree initially. There's a lot going on. Only time will tell how easily it gets mastered by players and GMs alike. 4. What are you comparing it to? In a few interactions players tend to learn the monster stats anyway, so I find the need to hide them pretty meaningless. It might be marginally easier to get that info with the by 5s system but I don't see how that impacts things very much. 5. Why would raising HP mean you have to lower AC? If the point is higher difficulty, raising HP while lowering AC is just rebalancing, not increasing difficulty. Either one is raised or the other, and as long as it's commensurate with average rolls I don't see why this couldn't be relatively easily balanced.
@LeFlamel i am not comparing it to anything. If I were, I wouldn't have concerns, I would know. No modern game designer is using compounding up and down modifiers. It complicates games and slows down combat. Most people don't equate math to fun. It is similar to ADnD 2e that would have up and down modifiers, but DC20 has a lot more modifiers with adding damage to attack rolls and then using lots of different resource pools. ADnD 2e tried to use resource pools for magic users with the optional rules, and it just got in the way of fun. The monster issue is a bit more of an explanation. So, damage modifiers are added for every 5 points over the AC that the attack succeeds. That means at a high level, characters should be doing high damage against a moderate AC. Let's assume +10 to hit. Now they are fighting a storm giant. The giant has a 15 AC and 20 hitpoints. With a +10 modifer to attack rolls, their bonus damage is going to rip apart this giant in no time, making this fight too trivial for a high-level encounter. So now I raise the AC to 25, negating their +10 attack bonus. They now have to roll a flat 20 to get the bonus damage. At best, they are doing 1-2 damage a round. To take out 20 hitpoints, that's about 10-15 rounds of combat for a since creature. This could take hours to resolve. Now, I could lower the hitpoints to 10, so the 25 AC doesn't drag out combat. However, now a basic orc has more hitpoints than a Storm Giant. Not only that, but monsters are attacking the players under the same conditions. If a character has 20AC and 30 hitpoints, the monsters would never have enough attack modifiers to be a threat to the PCs. You could throw 20 storm giants at the players and it would be 20 rounds before they did enough damage to kill a single player. This problem only gets worse as the level increases.
@@jaysw9585 I didn't disagree that it's a lot to track (at least compared to similar games). But you're doing the same torturing of the balance scenario that is literally an argument ad absurdum. Why is the AC immediately jumping from 15 to 25? You choose this ridiculous example in order to prove it's unbalanced, and don't bother to ask whether or not there is a sane balance point between 15 and 25. It seems more fair to me to suggest that AC doesn't increase linearly with the to-hit modifier. Why not compare to 20 AC? It's kind of disingenuous. Also, you're not accounting for abilities that add to rolls, ways to give yourself advantage, and the existence of other players lol. Even at 25 AC @ +10 to hit and 1 damage weapon, a single martial will do about 1.25 damage if they spend all 4 actions on their attacks (including giving self advantage). Assuming the same for a standard 4 person party = 5 damage per round, which means a 4 round combat. Why are you pretending that the average scenario is a PC solo-ing a storm giant? And this is before you apply conditions, and other ways to boost rolls or weapon damage. Your analysis is really flawed and if you can't admit that then your mind must already be set in stone.
DC20 Hype! 💜 Love seeing more channels get to know it and showcase it
Oh yea! It's great and I hope we can cover more
@@TabletopRPGTrends I mean, I'd come back for that haha
FYI I’ve found that if there’s a very specific build you’re looking for you may spend some time customizing your ancestry, but I’ve also found pleasantly that often the default ancestries are the optimum ones for a lot of my characters so if you just want to grab a default and move on you’re going to do great in DC20! Avoiding trap options and having optimized defaults is looking like a real strength in the game!!
Yes, if you have something in mind, you can spend a LONG time customizing it, which is fantastic. I do think if you already know all the rules, you can create a character pretty quickly, but if you are new, then I think character creation will take longer than other games due to the amount of stuff you need to understand during building. I really enjoyed customizing my own character though, and I know a lot of other people love that too.
This sounds cool to me in theory, but I worry about how this will turn out in practice. The big challenge is going to be making all of those options viable and interesting. I can also see multiple resource pools, actions, reactions and ways to enhance them as something that will slow down combat a lot when not everyone's 100% on top of their game and having all of their options in mind (which will take a while to learn). And even for those that are, choice paralysis will be an issue. For character building I like some extra crunch, because you can do it without wasting everyone's time. However, in combat I'd rather choose between a few tactical, distinct and impactful choices than piecing my turns together from a decision tree that could branch into dozens of options which at some point will simply do similar things in different ways.
Definitely a fair consideration! I think there is more choice paralysis in some ways that didn't exist in 5e due to the vast number of choices, but on the other side, you get 4 actions instead of one, so you don't need to worry so hard about using it so efficiently. I agree that having so many options be viable and interesting is a big design challenge. I think so far he has done a phenomenal job of that, but there are some here and there where it just doesn't match up.
Great video. I just stumbled over your newly created channel and was pleasantly surprised about the quality of your videos and the fact that you look at smaller / niche TTRPGs, too. Keep it up, you're doing great!
Thanks! I'm glad it's interesting!
14:20 As for this point, I think I can provide some insight. I started DMing a DC20 campaign and we're in session 6. Two of my players have played TTRPG a lot and one played only one session of 5e before, so he's more of a newby. In the beginning, it was more or less like you said, the abundance of options made us spend more time than usual to take out turns. But by session 3 and 4 we where playing very quick turns and making a variety of different plays. When you learn all the things you can do and the limits of the system, you can make decisions very quickly. It also helps that the game gives you a lot of possible ways to use reactions because this makes you pay more attention to how the battle is going and by the time it's your turn to play, you pretty much know exactly what you want to do most of the time. The game is also very intuitive and it gives the DM a lot of flexibility to make rulings on the fly without having to look up the rules all the time.
Oh that's great! So many options I could imagine turns taking a long time. It took a long long time for us to do 2 rounds of combat, but we were all learning. But glad it can get really quick with familiarity
I think there is indeed a misconception around the prime modifier. Not all build are created equal, and there is room for crunch and optimization. But you can also play a non optimized character, that fits your fantasy without being TOTALLY irrelevant. It open options for different play styles, depending on your table. If your table leans towards optimized build and tactics it is possible to optimize a lot. If your table is more on the heavy RP side of things you can run squishy barbarians, stupid mages, and repulsive bards, you will still be able to hit stuff with your spells or weapons or fists. Either way the GM probably knows what his/her players are looking leaning towards. There might be problems if you have players with different expectations in the same group, but I think it is the same for every TTRPG. You can play a intelligent and charismatic monk and still hit stuff, but don't get hit. If you were to try that in DND you would find yourself unable to hit enemies, not able to withstand hits AND you would have bad skills as well because many skills available are tied to your class and the related main stat.
Exactly this!
"Newest overhyped trend?" Definitely.
Perhaps! I really liked it, but definitely not everyone's cup of tea.
DC20 is a GREAT game for sure...nice video.
Thanks! We really enjoy it too!
Interpose is an option in Marvel Multiverse RPG too! I’d love to see y’all review that one too
Yea we'd love to do that one too!
Such a cool system and such a good review
It is a great system!
Playtest session referenced in the video: th-cam.com/video/MLZctQIbx1k/w-d-xo.html
This is an excellent overview. Well done!🎉
Thanks!
This feels like it’s made for tables that actively dislike combat, which is fine, but it’s definitely not for me. Also not changing DCs for skill checks from 5e is a big miss in my opinion, seeing as I find the skill system in 5e to be lacklustre. Also I feel like forcing a strong degree of 5e compatibility is a fool’s errand.
I think it's for players that enjoy combat that is more loose and narrative who don't necessarily want to output so much mental energy and time in combat. But yea, it probably isn't going to work for the type of game where combat is the main focus, like dungeon delves.
Do you have a link to that gamesession?
Yea it's actually posted on Insight Check's channel here. th-cam.com/video/MLZctQIbx1k/w-d-xo.htmlsi=bUzJQUrLlDe7YlNs
@TabletopRPGTrends Thx! Watching now :)