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 Weekly Free Chat & Free Self Promo Thread - 05/30/26
Posted: 2026-05-30T11:00:20+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator

**Come here and talk about anything!**

This post will stay stickied for (at least) the week-end. Please enjoy this space where you can talk about anything: your last game, your current project, your patreon, etc. You can even talk about video games, ask for a group, or post a survey or share a new meme you've just found. This is the place for small talk on r/rpg.

The off-topic rules may not apply here, but the other rules still do. This is less the Wild West and more the Mild West. Don't be a jerk.

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This submission is generated automatically each Saturday at 00:00 UTC.

– submitted by – /u/AutoModerator
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 Matt Colville | Draw Steel Summoner Class and their Open License
Posted: 2026-05-31T15:57:21+00:00
Author: /u/becherbrookhttps://www.reddit.com/user/becherbrook

Link to video here:

https://www.youtube.com/watch?v=luHj-2BapME

Hadn't seen this posted on this sub yet, but thought there was some interesting things to discuss here: Like the DS Summoner class as a design, and how their funding to open license model works.

I have to say I think the Summoner class as a design is the most 'head-turning' of the classes they've come up with. There's a whole kind of mini-RTS going on there and it's impressive if they've managed to get that into a player turn without bogging the game down for everyone else at the table.

– submitted by – /u/becherbrook
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 3:16 Carnage Amongst the Stars and Strengths
Posted: 2026-05-31T14:49:11+00:00
Author: /u/MahellRhttps://www.reddit.com/user/MahellR

So, I've just discovered 3:16. Love myself a rules-lite, RP heavy system and I'd like to bring it to one of my tables next month as a one-shot.

The one thing that's tripping me up is if I plan out the various combat scenarios on the planet, what's to stop a player busting out a strength, especially say during a climactic final battle, rendering it a bit pointless?

I'm going to have 6 players probably, which I know is above the recommended number, but that's what I'm working with.

I've read through the core rules section a few times, but it's not beyond the bounds of possibility that I'm missing something obvious. But if not, how have you worked with the rules to arrive at a satisfactory conclusion or homebrewed around them?

– submitted by – /u/MahellR
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 I am new at DMing in the Cosmere RPG and I want some advice.
Posted: 2026-05-31T14:46:19+00:00
Author: /u/FinalDemand9https://www.reddit.com/user/FinalDemand9

I have been DMing the Stonewalkers campaign and it have been so fun but for some reason the combats tend to get boring.

They ended up being characters throwing their attacks, then waiting to their next turn and just do their attack again and it gets worse if there is more enemies.

What can I do to make the combats more dynamic and engaging to the players?

The rest of the things are very fun and my players really enjoy it, but the combats tend to get very slow.

– submitted by – /u/FinalDemand9
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 How do you deal with FOMO when it comes to rpgs?
Posted: 2026-05-31T09:37:54+00:00
Author: /u/Antipragmatismspothttps://www.reddit.com/user/Antipragmatismspot

I am always looking for new rpgs to read and try, but there's always a hitch, not having enough time to play every game I want and living in Europe and not the US which screws my time zone notwithstanding.

That is, I often feel like I am missing out when games get praised even though they are are not my cup of tea. A big category of those is what I call DnDlikes. Call them alternatives... probably not heartbreakers, as they definitely have their own rabid fans and a good niche. I'm talking about games like PF2e, Draw Steel, Daggerheart, Nimble. They get a lot of talk, but of all of them the only one I really enjoy is Dragonbane.

Because they are praised as the answer to everything, I feel like something is wrong with me for not getting their appeal. Yet, I know why I would not like them.

Draw Steel is too heroic, abstracts resources and cares mostly for combat and definitely not for exploration, for example. Daggerheart sits between narrative and trad games without committing to either, PF2e is again too heroic, tactical and very rules over rulings, when I am big fan of NRS/OSR and narrative games, so it is antithetical to what I like.

I could explain how I wouldn't really enjoy them in more detail, but that's not the point. What is is that I google up builds, keep up with their news and read avidly over posts on their subreddits.

And every time I do I see people being happy with them. People telling stories of how their group finally moved on from DnD and they are having a blast or how they really want to move because this game is the answer to all their problems, when the stuff I like playing is different from DnD altogether and it's been a while since I've played it, so I don't remember all the gripes I had with it besides the major ones because time made let go of the hard feelings and left mostly memories of having fun with my friends.

I feel like they are yapping round about which hamburger is more delicious when I'm a quest to try foods from around the world... but holly fuck... that must be a really good hamburger to get so much praise.

– submitted by – /u/Antipragmatismspot
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 You have died! The soulslike ttrpg experience
Posted: 2026-05-31T10:03:15+00:00
Author: /u/automated_herohttps://www.reddit.com/user/automated_hero

I know there's a Dark Souls rpg, but it doesn't appear to have inspired a subgenre in the ttrpg field in quite the same way as it's video game counterpart.. Not really surprising for obvious reasons.

But as a growing fan of that genre (who apparently enjoys the torture), I enjoy wondering how it could be replicated. Or how ttrpg's might be so inspired.

Big boss fights can't really work in the same way since they are reaction based not dice based.

But what if you had a setting where death was part of the experience. That is, your character can and will die a lot (as is the norm in soulslikes, it's meant to happen). Maybe while dead characters become something else or go somwhere else (party splits notwithstanding - soulslike games are solo experiences for the greater part). So you don't lose your PC, but something changes, even if temporarily.

– submitted by – /u/automated_hero
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 how do you generally structure your campaign?
Posted: 2026-05-31T03:42:24+00:00
Author: /u/conn_r2112https://www.reddit.com/user/conn_r2112

do you create a sandbox filled with adventures your players can freely choose or disregard? do you create a more linear, story-focused game where the adventures come one at a time, and each one narratively leads into the next? or, do you do something in between?

– submitted by – /u/conn_r2112
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 Best fantasy city resources
Posted: 2026-05-31T08:27:00+00:00
Author: /u/One-Principle-7712https://www.reddit.com/user/One-Principle-7712

I’m going to be running a game for a group of players based in a fantasy city. It’s going to be sessional, basically a string of loosely connected one shots.

Can anyone suggest any city packs or resources that they really like?

– submitted by – /u/One-Principle-7712
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 Best Pre-Made Adventures?
Posted: 2026-05-30T20:34:39+00:00
Author: /u/rogthnorhttps://www.reddit.com/user/rogthnor

Any system, any game. Give me the best of the best

– submitted by – /u/rogthnor
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 RPG Base - A User-Submitted TTRPG Materials Index
Posted: 2026-05-31T02:04:33+00:00
Author: /u/Dollface_Killahhttps://www.reddit.com/user/Dollface_Killah

I don't know their actual name but they go by mekhami on discord, anyways they made this website to index TTRPG material that I think is neat.

https://rpgbase.net

I'm just going to copy/paste their explanation of what and why this is:

I've made this application to fill a need in the ttrpg hobby - a place to discover materials for your favorite games, get up to date information about them, add your own new materials that you've written and want to share, etc.

It's all user curated. Like Wikipedia, users do all of the submitting and editing. It's based on a reputation system to prevent vandalism. Initially, submits and edits go into an approval queue to be moderated. After a sufficient amount of reputation, the system will automatically approve your changes.

This is for ALL material. Trad, old school, story games, fan zines, everything. If it's for RPGs, it belongs here.

I really believe in this and believe the community needs it, and can benefit a ton from it on all sides. But it only succeeds if the community embraces it and volunteers care enough to add and maintain the knowledge they have.

If you like this, if you feel like I do that our hobby needs it, please consider sharing in your communities and with your friends.

(I do not and will not ever profit from this application. You can see my policy on the support link at the bottom.)

– submitted by – /u/Dollface_Killah
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 cassette future space settings/systems
Posted: 2026-05-31T17:15:17+00:00
Author: /u/WinReasonable2644https://www.reddit.com/user/WinReasonable2644

This title may even be lacking in terms because I'm not sure which ones to use here but I'm looking for sci-fi/space games and settings that have a very distinct 80s-2000s feel to them.

Id like to run a game with space travel but locked into our solar system. Hard (mostly) accurate science is a big bonus here.

Ideally it has space mechanics but also options for many on plant concepts.

Sort of like a lower tech SWN maybe? But not wwn. I'm going to check out traveller. I also have orbital blues to read.

– submitted by – /u/WinReasonable2644
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 Mil-sim TTRPG systems?
Posted: 2026-05-30T18:38:35+00:00
Author: /u/Lucian7xhttps://www.reddit.com/user/Lucian7x

Heya, folks. I have some campaign ideas floating around for a modern/near future/light sci-fi scenario. I'm defaulting to doing it in Chaosium's Basic Roleplaying, as it is my go-to system, but maybe there is one out there that does what I want out of the box. As such, I turn to you for recommendations.

So, I'm looking for a system that can do the following:

  • Somewhat realistic (within reason);
  • Fast and lethal tactical engagements, based on real modern military combat doctrine;
  • Emphasis on teamwork and resource management;
  • Diegetic mechanics, with as little "gamey" fluff as possible (such as character classes and levels);
  • Bonus points for support for guerilla warfare specifically.

Generally, I'm pretty flexible on the specifics. For reference, I'm looking for something that can perhaps emulate some elements from something like XCOM (Enemy Unknown and 2), Arma, Escape From Tarkov and Metal Gear Solid. Thanks in advance, folks.

– submitted by – /u/Lucian7x
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