# Games Like D&D: Which TTRPG Should Your 5e Group Try Next?

Published: 2026-08-03
Updated: 2026-08-03

Choose your next TTRPG by play style and tone, not brand—match your group's prep, combat taste, and campaign feel.

## Article

If your 5e group wants a new game, start with this rule: pick by play style, not by brand. Out of the 6 games covered here, [Pathfinder 2e](https://paizo.com/pathfinder) is the closest match for party-based fantasy, [Dungeon World](https://www.dungeon-world.com/) cuts prep and rules weight, [Shadow of the Demon Lord](https://schwalbentertainment.com/shadow-of-the-demon-lord/) turns up horror and danger, [Blades in the Dark](https://bladesinthedark.com/greetings-scoundrel) shifts play to heists, [Call of Cthulhu](https://www.chaosium.com/call-of-cthulhu-rpg/?srsltid=AfmBOoqS-rKRTH-hFnZgvMGOyCvxZ7r_McfKJSWzRcsRTF0hCelJ3teI) trades heroics for mystery and fear, and [Starfinder](https://paizo.com/starfinder) keeps d20 combat but moves the action into space.

Here’s the short version:

- Want deeper tactical fantasy? Try [Pathfinder 2e](/item/pathfinder)

- Want low-prep, fiction-led fantasy? Try [Dungeon World](/item/dungeonworld)

- Want grim horror and lethal fights? Try [Shadow of the Demon Lord](/item/shadowofthedemonlord)

- Want crew jobs and heists? Try [Blades in the Dark](/item/bladesinthedark)

- Want investigation and dread? Try [Call of Cthulhu](/item/callofcthulhu)

- Want sci-fantasy with d20 rules? Try [Starfinder](/item/starfinder)

A few facts stand out right away:

- The list covers 6 game systems

- Only 1 is framed as the closest step from 5e: Pathfinder 2e

- At least 3 of them move far from the usual 5e loop: Blades in the Dark, Call of Cthulhu, and Dungeon World

- 100% of the choice comes down to tone, rules weight, and how much your group likes combat vs. story-led play

My takeaway: if your table wants something that still feels like D&D, start with Pathfinder 2e. If your group wants a bigger change, pick the game that matches the kind of campaign you want to run.

 
 

D&D 5e Alternatives: 6 TTRPGs Compared for Your Group

## Ten Great RPGs that Aren't D&D #dnd #lazydm

## Quick Comparison

Game
Best for
What changes most from 5e

Pathfinder 2e
Tactical fantasy groups
More rules, more teamwork, deeper character builds

Dungeon World
Low-prep story-first groups
No turn-by-turn combat focus

Shadow of the Demon Lord
[Dark fantasy](/category/dark-fantasy) horror groups
Harsher tone and deadlier play

Blades in the Dark
Heist and crew-play groups
No dungeon crawl focus, no d20 combat core

Call of Cthulhu
Mystery and horror groups
Fragile characters, combat is a bad plan

Starfinder
Sci-fi d20 groups
Space setting, gear-heavy play, more rules load

I’d use this article as a shortcut: match your group’s mood, prep time, and taste for crunch, then pick the system that lines up best.

## 1. [Pathfinder 2e](https://paizo.com/pathfinder)

### What It Feels Like at the Table

Pathfinder 2e keeps the party-based fantasy feel many 5e groups already know, but each turn carries more tactical weight. On every turn, a player gets three flexible actions and can spend them in any order: move, Strike, cast a spell, or use a class feature. That alone changes the rhythm of combat.

The rules are also very clear about outcomes. Degrees of success are spelled out: beat a Difficulty Class (DC) by 10 or more and you get a critical success; miss by 10 or more and it becomes a critical failure. Because of that, even small bonuses from flanking, the Aid action, or conditions can swing a result in a way players can actually feel at the table. 

### How It Differs from 5e

It keeps the party adventure loop of 5e, but swaps lighter rules for more structure. The biggest change is teamwork. In Pathfinder 2e, the rules push players to work together, and that teamwork often decides who wins. Stacking conditions like Frightened, using Aid, and setting up flanks isn't just nice to have. It's a core part of play.

Character building also goes much deeper. You make meaningful feat choices at almost every level through ancestry, background, class, skill feats, and archetypes. And for GMs, the math is tighter, which makes encounter building feel less like guesswork.

Here’s the clearest side-by-side comparison:

Feature
Pathfinder 2e
D&D 5e

Action Economy
3 flexible actions
Action, Bonus Action, Move

Customization
Feat-based choices at nearly every level
Fewer decision points after level 3

Teamwork
Core to math bonuses
Helpful but often secondary

GM Encounter Tools
Tight, predictable math
Looser, bounded accuracy

### Which 5e Groups It Suits Best

Pathfinder 2e fits groups that feel 5e combat has become too simple. If your players like talking about positioning, enjoy build talk between sessions, or want conditions and debuffs to matter, this system leans into all of that.

It also suits GMs who want the rules to do more of the work when balancing encounters instead of eyeballing each fight. 

That makes it a strong next step for groups that want more tactical structure without giving up heroic fantasy.

### The Main Reason to Try It

The main reason to try Pathfinder 2e is simple: it rewards teamwork, planning, and long-term character growth. The rules are fair, clear, and built to reward players who learn how the system fits together over time.

For a 5e group, the easiest way in is the [Pathfinder Beginner Box](https://store.paizo.com/). It teaches the game through a structured adventure and gives new players a much smoother first session. 

## 2. [Dungeon World](https://www.dungeon-world.com/)

### What It Feels Like at the Table

If your group wants the opposite of 5e’s turn-by-turn structure, Dungeon World is the clearest change. It feels more like shared fiction with light rules in the background. The GM sets the scene, players say what they do, and Moves only come up when what’s happening in the story calls for them.

There’s no standard initiative order. Play moves from the fiction, not from a fixed turn sequence. For 5e players who are used to initiative, action menus, and prep-heavy GM work, that change is the whole appeal.

### How It Differs from 5e

Dungeon World runs on Moves. What your character does in the fiction is what triggers the rules. That flips the usual 5e rhythm on its head.

It’s also built for low-prep play. The GM reacts and improvises based on player choices instead of planning every beat ahead of time. The result is faster scenes, looser prep, and more space to make things up in the moment. If your table cares more about momentum than tactical precision, that’s a big draw.

### Which 5e Groups It Suits Best

Pick Dungeon World if your 5e group wants a faster pace, lighter prep, and shared storytelling over [tactical combat](/category/tactical-combat).

### The Main Reason to Try It

Try Dungeon World if your table wants minimal prep, fast scenes, and fiction-led play.

## 3. [Shadow of the Demon Lord](https://schwalbentertainment.com/shadow-of-the-demon-lord/)

### What It Feels Like at the Table

If Dungeon World cuts rules back, Shadow of the Demon Lord keeps more structure and pushes the tone into much darker territory. This is grim fantasy horror built around demons, corruption, mutation, and cults. It still works as a party-based fantasy game, but the mood is bleak and the stakes are harsh.

### How It Differs from 5e

It plays faster and hits harder than 5e. You get less bookkeeping, faster rulings, and more pressure in every fight. For 5e groups, that’s a big part of the draw: turns move along, decisions matter right away, and danger doesn’t wait around.

### Which 5e Groups It Suits Best

It works best for groups that want horror more than heroics and don’t mind characters running into real failure. At the table, that means tension, survival pressure, and the steady chance that things could go very wrong.

### The Main Reason to Try It

Pick Shadow of the Demon Lord if your group wants a grim tone, low overhead, and constant danger. If you want an even bigger change in structure, the next game shifts from dungeon peril to crew-driven crime.

## 4. [Blades in the Dark](https://bladesinthedark.com/greetings-scoundrel)

### What It Feels Like at the Table

Blades in the Dark keeps the group feel of a party game, but trades dungeon crawls for crew jobs, risky scores, and tough calls. Players say what they want to do, then the GM sets the Action, Position, and Effect. So the fun still comes from working as a team. The difference is where that teamwork goes: not into room-by-room exploration, but into shared plans, fast pivots, and heists that can go sideways at any moment.

### How It Differs from 5e

The biggest shift is the fiction-first resolution system. In Blades in the Dark, actions are resolved through Position and Effect. Position tells you how risky the move is. Effect tells you how much it can get done. That changes the feel right away.

Flashbacks are another big part of play. They let players declare prep from earlier in the job, right when it matters, which helps heists keep moving instead of getting stuck in long planning scenes. Characters also track Stress instead of hit points. If you keep pushing, Trauma can leave a lasting mark on the character.

### Which 5e Groups It Suits Best

Blades in the Dark works best for 5e groups that want roleplay, improvisation, and crew-led problem-solving more than tactical combat. If your table likes bold choices, on-the-fly plans, and solving trouble as a group, this system tends to click fast.

### The Main Reason to Try It

Pick Blades in the Dark if you want story-led heist play built around problem-solving, momentum, and consequence. It’s a strong match for tables that want crew-based jobs, tight pacing, and play that follows the fiction first. If your group would rather lean into investigation and dread than crime, the next game heads that way.

## 5. [Call of Cthulhu](https://www.chaosium.com/call-of-cthulhu-rpg/?srsltid=AfmBOoqS-rKRTH-hFnZgvMGOyCvxZ7r_McfKJSWzRcsRTF0hCelJ3teI)

### What It Feels Like at the Table

Call of Cthulhu feels nothing like heroic fantasy. The mood is built on creeping dread, not bold quests or big wins. Your characters are ordinary people, and that changes everything. They’re fragile. They make mistakes. They can get in over their heads fast.

At the table, the game leans hard into investigation, clue gathering, and that slow, uneasy feeling that the more you learn, the worse things get. Each answer tends to open the door to a bigger problem.

### How It Differs from 5e

Compared with 5e, Call of Cthulhu is about clues, risk, and human fragility. You give up power growth and combat victories in exchange for investigation, uncertainty, and the pressure to simply make it through. Sanity and investigation sit at the center of play, so caution and careful clue-hunting matter more than combat skill.

Success doesn’t come from beating the threat in a straight fight. It comes from figuring out the mystery before fear, danger, or both close in on the group.

### Which 5e Groups It Suits Best

Pick it if your 5e group likes mysteries, slow-burn horror, and tense sessions where combat is dangerous and often better left alone. It’s a strong fit for groups that want collaborative problem-solving instead of tactical combat.

### The Main Reason to Try It

Pick Call of Cthulhu if your group wants horror driven by investigation, where staying alive matters more than getting stronger. It swaps heroics for uncertainty, fear, and consequences. If your group wants to stay with the supernatural but move toward bigger action and a more adventurous tone, the next game heads that way.

## 6. [Starfinder](https://paizo.com/starfinder)

### What It Feels Like at the Table

If your group wants to keep d20 combat but swap out the setting, Starfinder is the cleanest pivot. The core feel stays familiar, but the world changes in a big way. Instead of dungeon crawls, you get starships, alien planets, advanced gear, and mission-based space adventure.

### How It Differs from 5e

Starfinder uses the same three-action economy and degrees of success as Pathfinder 2e, but the biggest change is the setting. This is science-fantasy, not heroic fantasy. That shift changes the shape of a campaign too, with more focus on exploration, factions, and gear-driven play.

### Which 5e Groups It Suits Best

This works best for groups that want tactical combat in a sci-fi setting without stepping away from the d20 family. It’s a strong fit for tables that enjoy crunchy character builds and slower, more deliberate play, but want a new world, new equipment, and a campaign that feels nothing like a dungeon crawl.

### The Main Reason to Try It

Pick Starfinder if your 5e table wants familiar crunch inside a science-fantasy campaign. It’s a good match for groups that want 5e-adjacent rules wrapped in a very different kind of adventure.

## Pros and Cons of Each Game for 5e Groups

Each game gives up one familiar part of 5e to make room for a different kind of fun. The simplest way to choose is to look at what each one keeps from 5e and what it changes.

Pathfinder 2e: Pros: the deepest tactical step up for 5e groups. Cons: more rules to learn at the start.

Dungeon World: Pros: [low prep](/category/low-prep) and fast, fiction-first play. Cons: it drops tactical structure and turn-by-turn combat.

Shadow of the Demon Lord: Pros: faster, harder-hitting combat with a grim tone. Cons: it swaps heroic fantasy for horror and survival pressure.

Blades in the Dark: Pros: focused crew-based storytelling with strong momentum. Cons: it leaves dungeon crawls and d20 combat behind.

Call of Cthulhu: Pros: deep investigation and slow-burn horror. Cons: it gives up power growth and combat as a safe fallback.

Starfinder: Pros: familiar d20 crunch in a science-fantasy setting. Cons: a heavier rules load and a campaign shape that moves away from dungeon exploration.

Here’s the side-by-side view:

Game
Best fit
Main tradeoff

Pathfinder 2e
Groups wanting deeper tactical and heroic fantasy
More rules to learn at the start

Dungeon World
Groups wanting low prep and story-first play
Gives up tactical combat structure

Shadow of the Demon Lord
Groups wanting grim horror with fast combat
Trades heroics for danger and dark tone

Blades in the Dark
Groups wanting crew-based heist and story play
Leaves d20 combat behind

Call of Cthulhu
Groups wanting investigation and dread
Gives up power growth and combat wins

Starfinder
Groups wanting d20 crunch in a sci-fi world
Heavier rules and no dungeon crawl structure

If two games still seem close, match them against your table’s tone, prep time, and taste for crunch. That usually makes the choice a lot easier.

## How to Pick Your Next Campaign

After you compare the systems above, let the feel of the campaign break the tie. Pick the game you want to run, not the one that just happens to look the most like 5e.

Here’s the fastest way to narrow it down:

Your group wants...
Try this next

Tactical fantasy combat and deep builds
Pathfinder 2e

Fast, fiction-first fantasy with light prep
Dungeon World

Grim horror with quick, lethal fights
Shadow of the Demon Lord

Crew-driven heists and improvisation
Blades in the Dark

Investigation, dread, and fragile characters
Call of Cthulhu

D20 sci-fantasy with familiar crunch
Starfinder

If you’re still stuck between two games, go with tone first. Pathfinder 2e fits groups that want tactical depth. Dungeon World works well for low-prep, fiction-first play. Shadow of the Demon Lord leans into grim danger. Blades in the Dark is built for crew-based heists. Call of Cthulhu is all about investigation and dread. Starfinder gives you sci-fi with a d20 structure.

Pick the campaign first. Then let the rules follow.

## FAQs

### Which game is easiest for a 5e group to learn first?

For a 5e group, the easiest games to learn first are usually 5e-compatible ones. They keep parts your players already know, like a d20-based system, advantage and disadvantage, and familiar ability scores.

[Five Torches Deep](https://www.fivetorchesdeep.com/) is often a strong place to start because it trims down modern D&D without throwing out the structure 5e players expect. [Basic Fantasy RPG](https://www.basicfantasy.org/) and [The Hero's Journey](/item/the-heros-journey) are also easy to get into, with simple onboarding and less mechanical drag.

### How much prep does each game need from the GM?

Prep can look very different from one game to the next.

Pathfinder 2e usually leans toward medium to high prep. It tends to run best when the GM makes use of its structured encounters, monsters, and subsystems. That framework gives you a lot to work with, but it also means more setup before the session.

[Dungeon Crawl Classics](https://goodman-games.com/dungeon-crawl-classics-rpg/) usually sits in the medium-prep range. You’ll still want to do some planning, but it generally doesn’t ask for as much mechanical setup as heavier systems.

On the other hand, many rules-lite and OSR-style games ask for less upfront work. Games like [Five Torches Deep](/item/five-torches-deep), [Swords and Wizardry](https://www.mythmeregames.com/), and [Delving Deeper](/item/delving-deeper) are built to support faster sessions, more GM rulings, and less time spent on mechanical prep.

### Which game works best if our group likes roleplay more than combat?

If your group cares more about roleplay than combat, pick a story-first system that puts narrative flow and character growth at the center.

[Fiasco](https://bullypulpitgames.com/products/fiasco) leans hard into group storytelling instead of tactical math and rules-heavy fights. [13th Age](https://pelgranepress.com/13th-age/) works well if you still want a fantasy setting, but with more focus on character hooks and story beats.

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For a 5e group, the easiest games to learn first are usually 5e-compatible ones. They keep parts your players already know, like a d20-based system, advantage and disadvantage, and familiar ability scores.

 

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Prep can look very different from one game to the next.

 

Pathfinder 2e usually leans toward medium to high prep. It tends to run best when the GM makes use of its structured encounters, monsters, and subsystems. That framework gives you a lot to work with, but it also means more setup before the session.

 

Dungeon Crawl Classics usually sits in the medium-prep range. You’ll still want to do some planning, but it generally doesn’t ask for as much mechanical setup as heavier systems.

 

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