At the request of @Whizbang Dustyboots I’ve started this thread to explain what’s unique about 13th Age and Shadow of the Weird Wizard/Demon Lord.
I’ve played a 50 session campaign of SotDL and am nearly finished with a 70 session campaign of 13th Age. So I have things to say about both. However, I’ll just start by covering the basics. Note the first draft of this post was written by AI, then revised by me.
If you have your own thoughts on either system – or other f20 systems you enjoy – they are welcome here. I’ll do my best to answer any questions, too.
At their core, both games share the fundamental DNA of other f20 systems like Dungeons & Dragons and Pathfinder.
13th Age
Created by Rob Heinsoo, a lead designer of 4E, and Jonathan Tweet, a lead designer of 3E. This game feels like a narrative version of 4E, with big mythic heroes and a focus on story-first, player-driven play.
The published adventure design for 13th Age is also very cool, with an open ended approach similar to the 4E Neverwinter Campaign Setting.
Shadow of the Weird Wizard/Demon Lord
Created by Robert Schwalb, who helped design 5E and has credits going back to 3E.
Shadow of the Demon Lord and Shadow of the Weird Wizard take the familiar d20 chassis and strip it down into something leaner, meaner, and more modular than Dungeons & Dragons. Character power starts out at Shadowdark levels, progresses to low level D&D, and tops out at something equivalent to 7th or 8th level in 5E terms.
I love, love, love this game and wish more people played it.
Thoughts?
Questions?
I’ve played a 50 session campaign of SotDL and am nearly finished with a 70 session campaign of 13th Age. So I have things to say about both. However, I’ll just start by covering the basics. Note the first draft of this post was written by AI, then revised by me.
If you have your own thoughts on either system – or other f20 systems you enjoy – they are welcome here. I’ll do my best to answer any questions, too.
At their core, both games share the fundamental DNA of other f20 systems like Dungeons & Dragons and Pathfinder.
- d20 Resolution: Roll a d20 + modifiers vs. a target number.
- Classes & Levels: Characters advance through levels with class-based abilities.
- Combat Structure: Turn-based initiative, attack rolls, damage, hit points.
- Fantasy Archetypes: Fighters, rogues, spellcasters, monsters, magic items.
- GM + Party: One GM runs the world; players control individual characters.
- Ability Scores: Strength, Dexterity, etc. modify rolls and define capabilities.
13th Age
Created by Rob Heinsoo, a lead designer of 4E, and Jonathan Tweet, a lead designer of 3E. This game feels like a narrative version of 4E, with big mythic heroes and a focus on story-first, player-driven play.
1. Narrative Authority Is Shared
Most d20 games are GM-driven worlds. In 13th Age, players help define the setting.- One Unique Thing (OUT): Each character has a completely unique narrative hook that is true in the world (“only person to escape the Imperial Prison”).
- This isn’t flavor. Nor is it crunch. It’s story. An OUT doesn’t give your character special powers or abilities. But it lets you define the world and your place in it.
2. Icons Shape the World
Technically there are gods in the setting, but they are distant. And every faction is just an appendage to one of the Icons.- The game revolves around Icons (major powers like the Emperor, Archmage, Elf Queen, High Druid, Lich King, Prince of Shadows, etc.).
- Players have positive, negative, or conflicted relationships with them.
- At the start of sessions (or adventures, or levels) Icon rolls generate story complications or advantages.
3. Innovative Combat
d20 combat but it plays very differently:- Escalation Die: Starting in the second round, players add a +1 to their attack rolls. Then +2 in the third round. And so on. Battles start with players feeling overmatched, but then the tide turns in their favor.
- No grid required: Uses abstract positioning instead of precise squares.
- Monster design: Monster abilities and tactics trigger off die rolls. This means GMs spend less time deciding what a monster does on their turn. It works great.
4. Backgrounds Replace Skill Lists
Instead of rigid skill systems:- Characters have freeform backgrounds (e.g., “+3 Former Imperial Scout”).
- Players argue how their background applies to a situation.
5. Traditional Classes, Unique Mechanics
13th Age has all the standard D&D classes, and then some:- Each class has bespoke mechanics. For example, Fighters, Chaos Mages, and Occultists all play very differently.
- You build your subclass from a collection of talents. Talents are big chunks of class features. Essentially, you get to design your own subclass.
6. Tone: Epic, Mythic, and “Big”
- Characters start competent and scale quickly into world-shaping heroes.
- The setting assumes huge, iconic conflicts rather than local dungeon crawls.
The published adventure design for 13th Age is also very cool, with an open ended approach similar to the 4E Neverwinter Campaign Setting.
Shadow of the Weird Wizard/Demon Lord
Created by Robert Schwalb, who helped design 5E and has credits going back to 3E.
Shadow of the Demon Lord and Shadow of the Weird Wizard take the familiar d20 chassis and strip it down into something leaner, meaner, and more modular than Dungeons & Dragons. Character power starts out at Shadowdark levels, progresses to low level D&D, and tops out at something equivalent to 7th or 8th level in 5E terms.
I love, love, love this game and wish more people played it.
1. Paths Instead of Classes
- Instead of classes or subclasses, you build a character through Paths: Novice at 1st level, Expert at 3rd level, Master at 7th level.
- You can combine paths in any combination without prerequisites. So you can start as a Priest at 1st level, pick up the Barbarian path at 3rd level, and add the Archmage path at 7th level.
- Mix-and-match creates huge variety without complex builds. And nothing breaks. You get flexible characters without heavy optimization. Making characters is really, really fun.
2. My Favorite Magic System
- Spells are organized into traditions that are thematic and intuitive.
- Want to fly? Learn the Air tradition. Want to cast fireball? Learn the Fire tradition. Want to teleport? Learn the Travel tradition. Want to make your enemies literally poop themselves to death? Learn the Forbidden tradition.
- Characters who choose sinister traditions accumulate madness, corruption, mutations, and scars.
3. Gritty Combat
- Low HP scaling and high damage.
- You do not roll for initiative. In SotWW, monsters go first. Players can use their reaction to jump in and “gain the initiative”. SotDL handles this somewhat differently.
- Replace advantage and disadvantage with extra d6s (boons = add, banes = subtract). They cancel each other out. So 3 boons and 2 banes result in one boon. Roll 1d6 and add it to your d20.
4. Short Campaigns and Fast Leveling
- The default is that adventures take one session, and characters level after each session. So campaigns last less than a dozen sessions.
- But you can go longer. My campaign lasted 50 sessions. IMHO the sweet spot is 20-40 sessions.
Thoughts?
Questions?
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