I have been playing DnD 5ed for about 8 months now and i wanna know if is worth it to learn another version or system, and why. I am really found of the fantasy genre so i don't have any intention of switching settings, i am more interested about what i am missing by only playing DnD.
Is it worth learning another systems?
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It's generally worth trying other systems because a lot of the time the different mechanics mean that what you're doing and the sorts of decisions your making whilst playing/GMing between different systems, even in the same genre, can be very different and people have all sorts of preferences, there could be a system in which you have to do none of the stuff you find annoying and get to focus on the parts of gaming you love the most, there probably isn't but you might find one you enjoy better than D&D5e.
Every RPG system is geared towards a certain playstyle. D&D is geared towards long term campaigns of hack & slash, pillage & plunder, loot & level. PC mortality is low, HPs are high and building an optimal character is a widespread activity.
A system like, otoh, Harnmaster is geared towards a medieval, low fantasy, low magic, high realism setting. Combat is brutal, including amputations, and even if you survive, any open wound might cause you to die of infection. It's not about teasure-hunting heroes, it's about a semi-realistic, low magic, medieval experience.
A system like Warhammer 1E/2E is geared towards dark fantasy - which means another quiet lethal combat system with rules for bloody, debilitating criticals. However it sits between Harnmaster and D&D in a number of ways (mid magic, treasure hunting is more feasible, etc).
Never having played Dragon Age, I believe it is geared towards more cineastic action with its stunt rules.
A Song Of Ice And Fire RPG features rules for Intrigue and creating your own Clan, stuff you would expect from the setting.
Ideally, you as as GM, develop a vision of what kind of gameplay you want long-term out of your fantasy. What is fantasy gaming about for you? What is most interesting to explore? And when you have that, you come back here and ask people about what system is best suited to this playstyle.
I very much appreciate your answer. Thank you.
Getting the hook of your question, i think what i like the most about D&D and what i look in a TTRPG is the creative freedom it allows me in combat. I really liked the spells in 5ed, especially the bard and druid ones. I really like the concept of magical items, that grants me features, i like how resting while travelling can be harsh and i find the whole magic system to be quite appealing though i would like to try something a little more low magic (in the level of LoTR maybe).
I dont like to feel restrict to a a certain party set up or feeling that i have to built my character in an optional way for combat. I really liked the concept of bounded accuracy in 5ed.
I would probably be interested if any other TTRPG allowed me more freedom without being too crunchy (i like things fluid and simple)
I'm not sure what you would consider crunchy or not but Mutants and Masterminds 3e is pretty much designed for freedom in combat, the character creation allows you to create your abilities based on their affects and then fluff them as you like and the ranks table means you can figure out exactly what your character can and can't do, like how far they can throw an object of a given weight, which is nice to have if you want to be able to interact with the environment and otherwise use your abilities in creative ways.
If you really like tactical miniatures combat, D&D 4th Edition is the game for you.
Otherwise I'd stay with 5E D&D, not simply because it's an enjoyable and functional system, but also because it's the one with which you're most likely to find fellow players and DMs to have a game with.
You don't need to learn any other system. D&D is pretty malleable and if you don't want another setting is the best TTRPG available
Currently running s M&M 3e game, having played 3.5, 4e. Pathfinder and 5e and it's rule system is so much simpler but allows you to fluff your powers however you want. I stead of players just rolling attacks I've gotten them in the habit of describing what they're doing. While we did this in other systems it just feels so much better describing their effects to players when they hit or miss.
Well, it all depends on other factors too, of course. Availability of players is one aspect, for sure. Also, a given group of players might prefer to only play one game, ever. That's one extreme end. Others, like me and my friends, are constantly changing settings and systems. With us, it's more like people wanting to show the others what cool new RPG/setting they discovered and then they run it a couple of times before someone else with the next new shiny comes along. Drawback: you rarely get to play a PC from low level to high level. Usually, the campaign fizzles out at mid levels.
People who like "freeform" mechanics like Apocalypse World/Dungeon World, Fiasco, or Microscope say they're great exercises in improvisational GMing and storytelling. There are also other genres like sci-fi, horror, superhero, or really niche settings like Mouse Guard or Glorantha, that work best with their own game systems.
But if your main interest is traditional dungeon-crawling fantasy, you'd be safe sticking with D&D.