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<blockquote data-quote="CubicsRube" data-source="post: 8489350" data-attributes="member: 6848185"><p>I ran a 3 year campaign with Shadow of the Demon Lord and will run another soon. It's not perfect, but mechanically it does most of what I'd want 5e to do in a more streamlined and modular fashion. Plus there's a tonne of supplemental material that'll keep you busy for years if you want it.</p><p></p><p>I'm digging reading through the witcher rpg right now. It doesn't do anything particularly innovative mechanically and it's a little more crunchy and clunky than I'd normally like, but it has a lot of tight interwoven system that look like they'd be rewarding in play.</p><p></p><p>Almost all monsters have immunities and vulnerabilities, so preparation and investigation are strongly rewarded.</p><p></p><p>Monsters have common knowledge and also monster lore checks. Common knowledge is usually a bunch of superstition that may or may not be useful, whereas monster lore (a special skill of witchers) reveals typical combat tactics, behaviours and other characteristics in a methodical almost scientific way.</p><p></p><p>Monsters are groupes into types. These types usually have weaknesses to certain oils. You can craft oils, mutagens, witcher potions and the like. And the easiest way is...the loot you get from killing a monster.</p><p></p><p>In true witcher fashion, not all monsters are evil. Sometimes it pays to find out all the facts and who the "real" monster is.</p><p></p><p>Sometimes monsters can be made to leave if the nature of them (such as a curse from someone in a town that used dark magic) is handled, so direct fighting need not always happen.</p><p></p><p>Etc. I realise this post has gone on too long.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 8489350, member: 6848185"] I ran a 3 year campaign with Shadow of the Demon Lord and will run another soon. It's not perfect, but mechanically it does most of what I'd want 5e to do in a more streamlined and modular fashion. Plus there's a tonne of supplemental material that'll keep you busy for years if you want it. I'm digging reading through the witcher rpg right now. It doesn't do anything particularly innovative mechanically and it's a little more crunchy and clunky than I'd normally like, but it has a lot of tight interwoven system that look like they'd be rewarding in play. Almost all monsters have immunities and vulnerabilities, so preparation and investigation are strongly rewarded. Monsters have common knowledge and also monster lore checks. Common knowledge is usually a bunch of superstition that may or may not be useful, whereas monster lore (a special skill of witchers) reveals typical combat tactics, behaviours and other characteristics in a methodical almost scientific way. Monsters are groupes into types. These types usually have weaknesses to certain oils. You can craft oils, mutagens, witcher potions and the like. And the easiest way is...the loot you get from killing a monster. In true witcher fashion, not all monsters are evil. Sometimes it pays to find out all the facts and who the "real" monster is. Sometimes monsters can be made to leave if the nature of them (such as a curse from someone in a town that used dark magic) is handled, so direct fighting need not always happen. Etc. I realise this post has gone on too long. [/QUOTE]
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