I’m not complaining, more new games the better, and some of them are very interesting.

Also, at least some of these youtubers turned devs have tried Pathfinder and that wasn’t it, so spare the “why won’t they just play Pathfinder?” comments

    • I transitioned but the lack of approval from my friends regarding the rule changes kept me from being motivated enough to write my own rulebook. We play a different rule system than DnD and my friends were like “Oh no, we like our fights uninteresting. Motivates us to seek other solutions” which is great that they’re choosing non violent solutions but sometimes fights are unavoidable.

      Funny enough, some of my proposed rule changes later appeared in an extra rule book by the official authors because they also thought that fights could be more interesting. Sadly I had no hand in that but I’m glad it happened because my friends are really heavy on sticking to official rules. Sorry this kinda turned into a rant.

  • I mean, it only makes sense, doesn’t it? You spend so much time thinking about the rules and start to notice things you don’t like, so you decide to tweak things until one day you just went on a three day bender of rules documents and spreadsheets.

  • Any DM can tell you that the D&D 5e rules are outright terrible in some major aspects, like magic item classification (go look at every “major rare” magic item and see how v wildly different they are in terms is vusefulness) or monster abilities (mostly just removing spellcasting for no reason).

    So it’s no wonder that seasoned DMs homebrew (or use/adapt other DMs’ homebrew).

        • It is by far not as bad in many other games as in D&D IMO

          I feel like D&D has a content problem, as in they’re trying to push as much content out, at the cost of the quality of that content, and they’re not spending that time improving the game as that would make the content incompatible.

            • Oh absolutely, and on top of that the newer systems try to be backwards compatible with the older systems, so that content can be ported even easier… But the system makes little sense to newcomers.

              One simple example for me, is how arcane generating your stats is.
              Skill checks used to use 3d6, and you used to roll 3d6 for each of your stats. This made sense.
              Now skill checks use 1d20+mod, but you roll 4d6dl six times, note them separately, assign them to your ability scores… And then subtract 10 and then divide by two. These you note in a little box for the modifier. No, your Strength didn’t just become 19 instead of 16, we just generated the 16 so we know you roll 1d20+3 whenever you roll for strength.
              Why did we even generate those bigger numbers? Do we use them anywhere? Well, the short story is “not really, they’re just backwards compatibility”…

    • Me too, I backed the project but I’m not on the Patreon, so I gotta wait for my packet, lol. But if James was right in the last Q&A they posted to the YouTube, it should be out sometime next month!

  • I don’t think I understand this meme template. Also am I going blind or is the text kind of small and blurry?

    Do people still make fantasy heartbreakers? That’s where someone’s only really played D&D sets out to make their own game. It’s full of passion and enthusiasm, but it kind of sucks because it doesn’t stray far from D&D. So you get a “creative new breakthrough” that’s like “our six stats go from 1-10” instead of, like, “We realized we don’t need stats like that at all”

    • There are many completely different TTRPGs out there, even ones that came from people who worked on/with D&D, such as Numenera (by Monte Cook who made many D&D adventures and supplements) and Daggerheart (made by a duo of TTRPG YouTubers/streamers)