I’ve had a lot of DND players, often people that exclusively play DND, tell me they like it that way. They like that there’s basically no rules for conflict outside of combat. “Just talk it out” and “we’re here to role play stop looking at your sheet”.
Personally, not my taste. If we’re just going to “talk it out” I feel like we should write a book instead. That or actually rip out the stunted social rules in DND. That would help the annoying thing where the real life Sales Guy brings his whole personality into his 8 Cha Fighter.
But I also think a lot of those people have never really played anything else, and like dnd’s “barely any rules” better than whatever fantasy they’re imagining.
I like that games with working social rules can let someone who’s shy or quiet play someone socially powerful, just like a physically weak person can play a strong barbarian.











Rogue is worse. I played a rogue for a while and it didn’t really deliver a great experience. Every combat was “I shoot, move, cunning action hide”.
Scouting was largely outclassed by the wizard’s familiar, and even more so the pact of the chain familiar. Splitting the party is tedious and risky.
One GM tried to make a system to abstract scouting- you’d make some checks and get information and maybe trouble. But that guy liked PbtA way more than me, and it clearly influenced his design, because pretty much every time you used this system something bad would happen. I don’t play these games to be a fuck up. I want to be exceedingly competent in my niche.
I guess some of that is up to individual GM style, but I think some of it is on the system itself.