• jjjalljs@ttrpg.network
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    1 year ago

    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!

    • Seeker of Carcosa@feddit.uk
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      1 year ago

      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
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        1 year ago

        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
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          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.