this post was submitted on 15 Dec 2023
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What would examples of alternative TTRPGs be? And what characteristics would they have that would prevent the "LULZRANDOM We're breaking the system" type of gameplay?
I'm thinking maybe crunchier and more in-depth rules ala Pathfinder or GURPS, since the barrier-to-break is much higher due to having to read more, but I'm just guessing as a relative ttrpg novice here haha
I would instead lean more into the FATE direction. They are more open for interpretation and thus allow the DM more control.
Spells there don't necessarily specify transforming your weapons. The DM would maybe allow it but doesn't have to. Some of those games don't even have a spell list, so no definitive way to know, your spell idea works or even exists (unless you did it before).