sure! if you're a fan of the tactical combat in d&d but hate how it is completely on the DM to give it meaningful stakes, learn how to encounter build with absolutely no tools¹, add any layer of strategy other than 'get in a big line and hit each other', and constantly fudge the rules and enemy behaviours to make the players win but not win too much, try LANCER. lancer is a tactical mech combat game that has the following advantages for the GM:
- a set of combat rulesets called sitreps that provide inbuilt stakes & objectives for fights other than 'kill all the other guys before they kill all of you'--for example, there are sitreps for a recon, escort, or 'last stand' combat encounter with pre-written rules for how to resolve victory.
- each sitrep also tells the GM directly how many enemies to include and what substitutions (ie, swapping four regular enemies for one elite enemy) can be made
- every enemy type has a specific combat role & instructions on how best to play them and how the GM should use them
- the fact that sitreps have stakes other than 'total party death' or 'victory' means that it's actually possible for combat to fail forward--this + the fact that lancer's balancing tools actually exist and work mean that the GM should feel free to play the enemies as smart and trying to win rather than playing an elaborate game of combat theatre
- the lancer virtual tabletop app is free and has an incredibly robust encounter tracker & designer (i think you need to own a paid copy of the rulebook to unlock the GM-facing side of it)
i've GMed both 5e and lancer and lancer made it much, much easier and just more plain fun not only to plan combats in advance but also to whip them up on the fly--just choose a sitrep and some enemy classes and the rules will take you the rest of the way!
if you're not so much into the tactical wargame aspect of dnd--well then you definitely shouldn't be playign dnd in the first place. but, to different degrees, Powered By the Apocalypse games provide a lot of support for GMs by being built around GM Moves--instead of just being able to make anything happen at any time, like dnd's DM, GMs in PBtA games have a set list of 'moves', actions & events they can narrate in response to a lull in the session or a player's bad role.
this might sound a bit restrictive, but it's a huge burden off the shoulders of a GM because having limits means that you don't have to self-moderate. everyone's heard 'rocks fall, everybody dies', right? a DM can at any point introduce any consequence for any action, and if they're not very very very careful in self-policing how they do this, it can feel like a bunch of unfair bullshit to players. making the world reactive in a dnd campaign without making your players (reasonably!) feel like you're just making some bullshit they couldn't have predicted and have no way to react to happen to them is difficult & stressful. GM moves remove this need to self-moderate by putting everything on the table.
they can be quite vague, like monster of the week's "reveal future badness", to still allow a lot of laterality, or they can be very specific and in doing so help set tone and genre. for example Masks (a PBtA superhero rpg) doesn't make the GM 'write a superhero story'--instead, it builds the tropes of the genre into its mechanics with GM moves like "put innocents in danger" or "capture somebody". GM moves are great levers both to put pre-planned story beats into motion & to provide guiderails for improvising totally new stuff!
PBtA games also tend to be a lot bigger on designating spaces for player creative input, so that the brunt of 'coming up with a story' isn't put entirely on the GM. for example, in LOTR-like game Fellowship, each member of the party is tasked with answering any worldbuilding question about their people--the player who's playing an elf decides what all elves and elf society is like--and so on.
¹CR is not a tool for encounter building. it is quite literally the opposite, it's worse than useless, it is actively misleading!