A multiplayer RPG that worked well.

Hello to everyone who loves solo role-playing.

I always enjoy reading your posts.

If you don't mind, I’d like to ask a question.

When playing role-playing games solo, how did the game systems—originally designed for multiplayer—actually function for you?

・Which multiplayer game systems worked surprisingly well?

・Which multiplayer game systems didn't work very well in a solo setting?

In my own experience...

The D&D 5e multiclassing system worked very well. It provided ongoing goals even during long campaigns and offered the fun of creating a wide variety of characters.

What I found difficult was the Fate Core RPG mechanic where you are compelled to use character Aspects to gain Fate Points. I felt that coming up with a story involving my own weaknesses myself broke my sense of immersion.

Thank you very much for reading this far. I hope you all have wonderful gaming sessions.

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u/EmotionalAd8344 — 13 days ago
▲ 13 r/cwn

Fun actions not listed on the character sheet

Hello everyone.

I am a Japanese player currently enjoying the free PDF of Cities Without Number.

Since my English is generated from Japanese using a translation engine, there may be some unclear phrasing. Please bear with me.

I’ve heard that Cities Without Number is a game that pursues the kind of fun found in OSR (Old School Renaissance) games.

When I think of "OSR-style," I imagine overcoming challenges through abilities, tricks, or negotiations that aren't explicitly written on the character sheet.

To give an example using a fantasy setting, it looks something like this:

・Encountered a terrifying vampire underground?

The thief runs away at first. Then, they return—using a mirror or enlisting a craftsman to channel sunlight underground—to drive the vampire away.

・A monster with the ability to turn invisible attacks your base? Unfortunately, the fighter has no way to detect the monster's location.

However, if you lure the monster into a hallway with a leaky ceiling, the water might reveal its silhouette. Or perhaps the GM might allow a classic trick—like tossing a bag of flour to make the invisible foe visible.

What I’d like to know is: what kind of tricks or actions—things not listed on the character sheet—are unique to the cyberpunk genre?

I imagine cheap tricks seen in near-future movies or Japanese anime (like Cowboy Bebop or Ghost in the Shell) would work perfectly. But I’d also love to hear about any fun actions you’ve actually encountered during your own games. Anything goes!

Thank you in advance.

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u/EmotionalAd8344 — 23 days ago

What is it like to play in the Empire before psychic powers were suppressed?

I am a Japanese player who has recently started playing Traveller.

I have purchased the Mongoose Traveller 2e rules and am interested in running a game set in the Third Imperium (3I).

I have a question regarding the setting: in Mongoose Traveller 2e, psionics are treated as illegal by the Imperium, and using them openly carries the risk of detention or arrest.

However, centuries ago—before the suppression of psionics began—psionic research flourished within the Imperium, and psionics-users were active in public life. This opens up possibilities for characters such as investigators using psionics to solve crimes, psionic intelligence agents, pirates who misuse their powers, or even con artists and entertainers who boast about having such abilities. I am intrigued by this aspect of the setting and wonder if it is feasible to play a game set in Imperial space prior to the crackdown on psionics.

What do veteran Referees think? Aside from psionics no longer being illegal, would this change have any other impact on the Third Imperium setting?

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u/EmotionalAd8344 — 1 month ago
▲ 119 r/dndnext

The Design Philosophy: "Only Spellcasters Can Perform Supernatural Feats"

English is not my native language, so please forgive any awkward phrasing.

Recently, there has been renewed interest in expanding the options available to martial characters, such as the Battle Master.

Whenever the capabilities of martial characters versus spellcasters are debated, certain arguments inevitably arise (I will omit the view that "there is no disparity between martial characters and spellcasters at my table"—sorry about that).

・Some players who prefer martial characters actually like the simple mechanics currently in place (so, please don't add complex subsystems).

・Adding a wide variety of maneuvers to martial characters—like those found in 4th Edition—creates a world where "everyone is a wizard." Such a world doesn't feel like "good old" D&D.

In short, there is a persistent desire to maintain a design where "only spellcasters can perform supernatural feats." At the heart of this is the argument that if martial characters start performing supernatural acts or anime-style spectacles, the D&D world rapidly loses its authentic feel.

I disagree with this view. However, I do think there is some truth to the argument—provided the game prioritizes realism and operates on the premise (like *The Lord of the Rings*) that non-magical humans remain within the bounds of relatively realistic capabilities.

D&D 5e is a game where characters level up and eventually become superheroes who rival—or even surpass—gods. Characters should gain new, cool options as they level up. Spellcasters already achieve this. If one accepts a worldview where only spellcasters can perform supernatural feats, then the current design—where options steadily increase from level 1 to 20—is perfect.

Yet, because of this design, martial characters remain perpetually restricted. Even as they level up, martial characters do not gain a wider range of capabilities. They receive almost no additions comparable to the amazing options spellcasters get. Why is that? It is likely because of the premise that "only spellcasters can perform supernatural feats." After all, the only ones capable of challenging gods are spellcasters—or ordinary people wielding magic swords crafted by spellcasters.

To summarize:

The design principle that "only spellcasters can perform supernatural feats" works well in systems that lack level progression. Think of skill-based systems like *Call of Cthulhu*, or games like *Traveller* where characters start out competent and their power levels remain relatively static. In such worlds, even without "supernatural" abilities, a character might wield powerful weaponry, own a starship, or possess expert espionage skills—allowing them to do things a spellcaster cannot. However... in *D&D 5e*, where spellcasters gain an ever-increasing arsenal of spells as they level up, this model simply does not work.

Personally, I believe *D&D* should either abandon the notion that "only spellcasters can perform supernatural feats" or rethink the design where "spellcasters gain more spells as they level up." Alternatively, if there is no desire to alter the current design, players must simply accept that *D&D* is a world where the capabilities of martial characters are deliberately constrained to preserve the "authenticity" of the wizard.

Yes, I realize many people find this setting—and the spellcaster archetype—appealing, but still...

Perhaps it is time to acknowledge that the concept of leveling up from zero to superhero is fundamentally incompatible with a world where "martial characters don't do supernatural or anime-style things."

I would like to thank everyone who read this long post to the end and indulged me in this well-worn topic.

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u/EmotionalAd8344 — 1 month ago
▲ 6 r/DnD5e

What does warfare look like in the world of D&D 5e?

English is not my native language, so please forgive any awkward phrasing.

I recently revisited both the original *Lord of the Rings* books and the film adaptations. After watching those epic battle and journey sequences, I think I understand why so many people want to play D&D to experience a journey across Middle-earth.

Of course, I realize that the 5e system doesn't allow for quests or wars exactly like those in the *Lord of the Rings* movies.

Spells are precise and reliable, and even a warrior who has honed their skills to the limit can't simply use acrobatics to outmaneuver a massive, looming creature.

However, I believe that epic battles unfold in the world of 5e in a way that differs from the *Lord of the Rings* setting. For instance...

* Since spellcasters are incredibly lethal, spies engage in massive intelligence-gathering operations just to locate them and gauge their true power (think *Rogue One*).

* Martial warriors are vastly numerous, leading to the rise of many legendary figures. Aspiring heroes hone their skills to become Fighters, Paladins, or Monks. The ability to hire such heroic warriors might even be considered a mark of a heroic politician.

* In regions plagued by ancient conflicts, there are strongholds and labyrinths where certain spells simply don't work; such locations would be highly prized as fortresses (think *Tomb of Annihilation*).

* When the world faces a crisis, magical artifacts and a handful of superheroes tend to appear from out of nowhere.

Wars become epic in scale, always teetering on the edge of catastrophic ruin.

That is why people place such importance on faith. Even a young person who looks unremarkable might possess the potential to become a world-saving hero; consequently, innkeepers and tavern staff across the world make a point of being kind to strange travelers.

Thank you for indulging my humble daydreams. How do you think an epic battle in the world of 5e would look different from one in reality?

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u/EmotionalAd8344 — 2 months ago
▲ 130 r/Anbennar+1 crossposts

What does warfare look like in the world of D&D 5e?

English is not my native language, so please forgive any awkward phrasing.

I recently revisited both the original *Lord of the Rings* books and the film adaptations. After watching those epic battle and journey sequences, I think I understand why so many people want to play D&D to experience a journey across Middle-earth.

Of course, I realize that the 5e system doesn't allow for quests or wars exactly like those in the *Lord of the Rings* movies.

Spells are precise and reliable, and even a warrior who has honed their skills to the limit can't simply use acrobatics to outmaneuver a massive, looming creature.

However, I believe that epic battles unfold in the world of 5e in a way that differs from the *Lord of the Rings* setting. For instance...

* Since spellcasters are incredibly lethal, spies engage in massive intelligence-gathering operations just to locate them and gauge their true power (think *Rogue One*).

* Martial warriors are vastly numerous, leading to the rise of many legendary figures. Aspiring heroes hone their skills to become Fighters, Paladins, or Monks. The ability to hire such heroic warriors might even be considered a mark of a heroic politician.

* In regions plagued by ancient conflicts, there are strongholds and labyrinths where certain spells simply don't work; such locations would be highly prized as fortresses (think *Tomb of Annihilation*).

* When the world faces a crisis, magical artifacts and a handful of superheroes tend to appear from out of nowhere.

Wars become epic in scale, always teetering on the edge of catastrophic ruin.

That is why people place such importance on faith. Even a young person who looks unremarkable might possess the potential to become a world-saving hero; consequently, innkeepers and tavern staff across the world make a point of being kind to strange travelers.

Thank you for indulging my humble daydreams. How do you think an epic battle in the world of 5e would look different from one in reality?

reddit.com
u/EmotionalAd8344 — 2 months ago

How much effort does it take to design a combat-oriented subsystem?

Please forgive any awkward phrasing, as English is not my native language.

Within the D&D 5e community, the divide between martial characters and spellcasters remains a subject of ongoing debate.

From what I have read, the most striking opinions in this discussion are as follows:

① Players dislike having their characters weakened, so nerfing spellcasters would likely be unacceptable.

② Martial characters need buffs and unique abilities, but implementing these would significantly impact game balance.

(Consequently, it is unlikely to happen.)

I am particularly interested in point ②.

If we were to buff martial characters by granting them a subset of abilities—such as powers akin to those of spellcasters, special combat maneuvers, or guaranteed access to specific magic items—to what extent would the game system and balance become unstable?

As far as I can imagine, meeting the requirements of point ② would necessitate changes to certain martial monsters in the *Monster Manual*, the functions of specific magic items in the *Dungeon Master's Guide*, and even the challenge mechanics found in published adventures.

However, I am unsure if this assessment is accurate, as I lack experience in designing and playtesting such house rules.

What do you all think? Do you believe that buffing martial characters cannot be achieved through modular rules, but rather requires a new edition or a completely different system with a distinct game structure (such as PF2e)?

Thank you for taking the time to read my humble thoughts.

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u/EmotionalAd8344 — 2 months ago