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 Weekly Free Chat - 04/11/26
Posted: 2026-04-11T11:00:42+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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 Daggerheart broke some biases of mine
Posted: 2026-04-13T01:20:16+00:00
Author: /u/Mestre_Elorinhttps://www.reddit.com/user/Mestre_Elorin

So, for context: I'm a GM most of the time, and I like running medium to high crunch games, like Shadow of the Weird Wizard, Savage Worlds, Lancer and Pathfinder 2e - all games that have many different player features, (magic) items and sometimes different conditions to keep track of. And, for the longest time, I've been mostly a purist regarding accessories other than the character sheet, player notes and some digital tools (as long as that player can keep focused on the game, instead of their phone), seeing everything else as just a fancier way to show the same info we all already have at hand, either in the books or in the sheet, and that can be written down if I think it might be useful rule to have noted down at all times.

Then, in comes Daggerheart, I got my copy earlier this year because I was curious what the fuss with the system was all about and ran a short adventure to my players (3-4 sessions) just to test it out. The system is good, it's similar to 5e with a different dice mechanic and much sturdier narrative support, comparatively, and I think I like it enough to run it again at a later date. But it isn't the system itself that I am excited about now, it's the cards: character creation and leveling up was sooo smoooth for a new system with many different player options, I really enjoyed just giving the cards to my players and having them sort it out among themselves which options they wanted to look at, and which ones to pass around. Also no double checking the book to see an ability during play, everything they needed was just there, without having to write it all down (which would've also cost us more time at the beginning).

All of that would have been much different if it was just the book with the info in it, passing hands while everyone tries not to take too long with it, and though I admit we could go straight into playing if I sent them the pdf and asked everyone to create their own characters before the game, I really wanted to see how easy (or hard) it was to create a character, and although it is not pbta or FITD levels of quickness, I was pleasantly surprised by how much the cards helped streamline a system that has a level of crunch that I am used to, and know that would've taken more effort without them.

So now, here is my new stance: I love cards, how they streamline character creation and referencing the rules, I'm happy Daggerheart shipped them alongside the book and made it basically mandatory to use them, because otherwise, I would have never even thought about using those (I actually now wish daggerheart had more cards, for adversaries and magic items, since as a GM, i basically never get to use them). I'm now planning on buying all cards I can get my hands on for PF2E and Savage Worlds, also perhaps making some custom ones for Lancer and WW. I'm also thinking on expanding my horizons on accessories, and might get them some spell slots counters or maybe some thematic bennies as gifts, but I'm not sure yet.

TL;DR: Daggerheart made me love cards in rpgs, and broke some biases I had about rpg accessories for players

– submitted by – /u/Mestre_Elorin
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 What's a feature you wish more games would have?
Posted: 2026-04-13T05:19:30+00:00
Author: /u/Awkward_GMhttps://www.reddit.com/user/Awkward_GM

What's a mechanic you wish more games would have?

I feel like a lot of people going from DnD to non-DnD systems expect Encounter Balancing rules and Monster Manuals.

For me, descriptions of how an enemy fights in combat. It lets me think of new ways to run combats in a way that my players might not have seen before.

– submitted by – /u/Awkward_GM
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 What games have the best rules for Downtime?
Posted: 2026-04-12T21:12:06+00:00
Author: /u/EldritchExarchhttps://www.reddit.com/user/EldritchExarch

As above: So Below

I'm mostly curious to see what games keep people the most invested in the world, and what encourages them to do things other than adventure, even when the game's primary focus is on adventure.

That said, if you know of any RPGs that forsake combat entirely while still being in a fantasy or sci-fi setting, I'd be interested to hear about them too.

– submitted by – /u/EldritchExarch
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 New Mecha TTRPGs?
Posted: 2026-04-13T00:08:25+00:00
Author: /u/AppropriatelyHare-78https://www.reddit.com/user/AppropriatelyHare-78

I'm looking for newer Mechs TTRPGs from the last 24 months or so. maybe closer to last 16 months.

I think the last one I ran was Salvage Union when it was first released. What else has dropped since?

– submitted by – /u/AppropriatelyHare-78
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 Scenarios/Adventures for Low Player Counts?
Posted: 2026-04-12T22:15:08+00:00
Author: /u/ChungaChrishttps://www.reddit.com/user/ChungaChris

Hello! So.....not exactly looking for a "game system" but I could use a recommendation on a scenario/adventure to run?

Last night I took the leap and decided to GM for the first time! We are using the Vagabond TTRPG, and we had a ton of fun!

I mostly just improvised the entire thing, just to have fun and get a feel for the system.

unfortunately, my Brother can't play with us as often as we like.

So, I thought playing with just my Sister, might help her get more comfortable with Roleplaying.

Has anyone made a system agnostic adventure for low player counts that y'all would recommend?

Looking for something that is hopefully designed for new GMs 🙏

Appreciate the help!

– submitted by – /u/ChungaChris
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 Good systems for a pirate adventure?
Posted: 2026-04-12T17:45:41+00:00
Author: /u/PraiseTheChalicehttps://www.reddit.com/user/PraiseTheChalice

Been having the itch to run a pirate ttrpg for a while now and have been stumped on what system would work for it. I've read over Pirate Borg and it wasn't really what I was looking for so I passed on it. Looking for something with more fantastical vibes that's kinda like One Piece tonally I suppose.

Main point is: I'm looking for a pirate ttrpg system with some fantastical elements that isn't super gritty

– submitted by – /u/PraiseTheChalice
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 Sci-fi RPGs?
Posted: 2026-04-12T20:09:40+00:00
Author: /u/Revan0612https://www.reddit.com/user/Revan0612

I only know about Starfinder, what other sci-fi systems can you recommend me? I want one where you can play as an android and where you can fight against robots too. It is for one setting I am working with

– submitted by – /u/Revan0612
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 New GM wanting to start running my own homebrew in Fate Core, which I've never played. Am I in over my head?
Posted: 2026-04-12T22:08:33+00:00
Author: /u/platano_con_manjarhttps://www.reddit.com/user/platano_con_manjar

I have about 6 years of experience playing D&D 5e and I have DMed a few one-shots in 5e in a fantasy setting. I enjoyed DMing but each time it was for brand new players including a couple 8-year-olds so I wasn't too strict about rules.

I had this dream of GMing a campaign in a sci-fi/cyberpunk setting so I started writing my own homebrew and I had Fate suggested to me as a system to use. I've been reading over the Fate SRD and it seems very cool and interesting. Roleplay is my favorite part of a TTRPG so I love a system that encourages creative role-playing and lots of freedom in creating and engaging with the world.

I started building out my homebrew from scratch which I'm enjoying but also feels like a huge endeavor. There is so much to write about! I'm thinking about beginning by designing a few one-shot sessions and giving them a whirl to see how the world/system feels and if it's doable for me as a new GM.

Am I totally in over my head? Do you have any suggestions or advice for how to get started with Fate, or transitioning from a fantasy setting to a more futuristic/dystopian one? What pitfalls should I be aware of on this endeavor?

I'm very excited so I appreciate any words of encouragement as well :)

– submitted by – /u/platano_con_manjar
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 Side Initiative is best Initiative?
Posted: 2026-04-12T11:26:14+00:00
Author: /u/Smittumihttps://www.reddit.com/user/Smittumi

I'm running ICRPG (again, I just can't quit it).

And I'm thinking of switching to side based Initiative for combat. I used to worry that it wasn't very realistic having one side so all their actions, but having watched some Actual Play where its used I think it looks like genius.

If you let the PCs pick the turn order it makes turn order a tactical decision, allows players to really build a mini-battle-plan each round, and keeps players more engaged throughout the round.

Also, I'm thinking of using 'whoever acts first, acts first', instead or rolling for Initiative, not for everything, just where it seems sensible. (I can't remember whether that's from Professor DM or Nimble).

Have you tried Side Initiative, what do you think of it?

– submitted by – /u/Smittumi
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 Trying to find a ttrpg from a mechanic
Posted: 2026-04-12T22:13:18+00:00
Author: /u/ContributionCalm2321https://www.reddit.com/user/ContributionCalm2321

I'm trying to find an Anime ttrpg system my friend played a while ago, but he can't remember the name.
He said to take actions and cast magic the dm would assign a power level to whatever your doing on the fly. Determining how many points the action would take to carryout, the power points replenish each day.
I'm just interested in this mechanic as a concept so if you know of anything that sounds similar lmk! Thanks in advance

– submitted by – /u/ContributionCalm2321
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 Remember “Millennium’s End”? Are there other purpose-built RPGs focused specifically on techno-thriller/very near future gaming?
Posted: 2026-04-12T18:21:08+00:00
Author: /u/Conscious-Mulberry17https://www.reddit.com/user/Conscious-Mulberry17

I had my problems with ME’s system (and it’s not quite a match), but I feel like its absence has never been filled. To my knowledge there aren’t any games focused on somewhat grounded very near future/near-dystopian action and intrigue.

I’m thinking of a mix of plausible “day after tomorrow” technology, with a focus on storylines echoing today’s crises—just a bit worse. Dystopian somewhat, but in the same ways our current era are, rather than teen death matches and robot overlords.

There’s the feeling you’re living in the final moment just before IT finally happens: The thing that’s going to send the world spiraling toward total collapse. Maybe you can stop it, but probably not. The choices that brought you to this moment in history were made more than a century before you were born. The people in charge are either in denial or busy setting up the bunkers and surveillance systems they’ll need to ensure they stay on top.

Not quite espionage, and certainly not the high tech lowlife world of any cyberpunk games, although some aspects of William Gibson’s 2000 to present fiction does scratch this particular itch.

(None of this may make sense. I’m coasting on vibes and sleep deprivation this morning. Please be kind.)

– submitted by – /u/Conscious-Mulberry17
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