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Five Things I Love About Shadow Of The Demon Lord
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<blockquote data-quote="Vaslov" data-source="post: 8118246" data-attributes="member: 37953"><p>I play at a table with ~4 other GMs so we rotate our campaigns regularly. I had taken a break from DMing for a few years and most of the others stuck to 5e since it released. Someone brought up an old evil D&D campaign I ran years ago and we started discussing if I would run something similar again. Thing is, I had no interest in running a 5e game. We play on Friday nights which for me is after a very long work week and wanted something lighter on my brain to manage and prep for. After they nixed a few other lighter systems I wanted to try we compromised on SotDL. </p><p></p><p>After about 12 sessions under my belt I can confirm from a GM point of view it is an easier system to run. Building foes that are interesting doesn't take all that much effort once you dig into how to build an enemy. Pacing the leveling to the groups tastes is easy to do. Currently the group just finished up level 5 and is moving into level 6 with our next game. I am pushing myself to size the story and rate of leveling to something suggested in the book vs. our typical table approach of super slow leveling and hyper complex plots. So far no complaints.</p><p></p><p>It is good to keep reminding the group this is not 5e and put some of those expectations aside. For example, one character has an ability to kill a target on a hit, ignoring it's hit points under certain circumstances. This power from the core rule book came online at 3rd level. This is fine by me and the table at large for our game. YMMV. Expect some player character deaths as they will happen. The system is a bit more deadly than 5e.</p><p></p><p>Overall I would say the system does what it says on the tin. It runs like a lighter rules flavor of 5e. I would say my two favorite things of the system are the class building approach others have commented on and how initiative is managed. The initiative approach keeps everyone at the table stays much more focused on the game than I see with 5e.</p><p></p><p>While it's a recommend for me and met my goals for running a game the other GMs at the table have continued to run their games in 5e. For that reason I would argue it is more a flavor/preference thing when choosing between the two systems.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 8118246, member: 37953"] I play at a table with ~4 other GMs so we rotate our campaigns regularly. I had taken a break from DMing for a few years and most of the others stuck to 5e since it released. Someone brought up an old evil D&D campaign I ran years ago and we started discussing if I would run something similar again. Thing is, I had no interest in running a 5e game. We play on Friday nights which for me is after a very long work week and wanted something lighter on my brain to manage and prep for. After they nixed a few other lighter systems I wanted to try we compromised on SotDL. After about 12 sessions under my belt I can confirm from a GM point of view it is an easier system to run. Building foes that are interesting doesn't take all that much effort once you dig into how to build an enemy. Pacing the leveling to the groups tastes is easy to do. Currently the group just finished up level 5 and is moving into level 6 with our next game. I am pushing myself to size the story and rate of leveling to something suggested in the book vs. our typical table approach of super slow leveling and hyper complex plots. So far no complaints. It is good to keep reminding the group this is not 5e and put some of those expectations aside. For example, one character has an ability to kill a target on a hit, ignoring it's hit points under certain circumstances. This power from the core rule book came online at 3rd level. This is fine by me and the table at large for our game. YMMV. Expect some player character deaths as they will happen. The system is a bit more deadly than 5e. Overall I would say the system does what it says on the tin. It runs like a lighter rules flavor of 5e. I would say my two favorite things of the system are the class building approach others have commented on and how initiative is managed. The initiative approach keeps everyone at the table stays much more focused on the game than I see with 5e. While it's a recommend for me and met my goals for running a game the other GMs at the table have continued to run their games in 5e. For that reason I would argue it is more a flavor/preference thing when choosing between the two systems. [/QUOTE]
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