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Experiences running Shadow of the Demon Lord?
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<blockquote data-quote="eyeheartawk" data-source="post: 7636651" data-attributes="member: 6727715"><p>I'm sure it is intentional. All of this is to intrinsically mechanically tie to the oppressive tone of the setting, which makes sense. As far as I'm aware none of the many supplements offers a less brutal experience. I remember reading somewhere that Rob Schwalb himself has never even attempted to run a long term campaign in this game. Which makes me think that was never a design consideration as well. So, you know, don't expect to run a year long campaign out of this. </p><p></p><p></p><p></p><p>We played around with it being tied to your spellcasting attribute modifier and adjusting the saves that way, but honestly you're still being outclassed by monsters at that point. </p><p></p><p>There is a TON of stuff out there and honestly I'm just as lost as you. Most of the stuff is location based (a book on the Desolation, for example) and will contain maybe a new race and some spells germane to the region. I think the best bang for the buck that also makes you feel like you're not missing anything too major would be to get the core book, the two companions and that big spell book that's coming out eventually. That's all you would realistically ever really need.</p><p></p><p>The game is fun. The thing is, I'm not sure I would play it again if given the choice. It's obvious setting and tonal inspiration is WFRP, which I would rather play as you get deeper and more impactful decisions to make at leveling and even though you're often outclassed by what your'e facing in that game it doesn't feel as necessarily pointless in some attempts as it can in SotDL with like, 3 banes stacked on you (which can happen relatively easily). On the other hand, as a short term fantasy type game that isn't made to support long term play per se but gets to the big cool stuff super quick, I'm not sure why you would play this over say, DCC RPG. </p><p></p><p>On a complexity level I would say it's at roughly a 5e level. There are a number of conditions to keep track of and just like in 5e most ultimately impose boons or banes (in lieu of advantage/disadvantage). I would say SotDL offers slightly less variety and interesting options to choose from at leveling than 5e does, and 5e doesn't really shine in this department over previous editions (Not saying that's good or bad, but just trying to deliver a sense of scale using relative terms).</p></blockquote><p></p>
[QUOTE="eyeheartawk, post: 7636651, member: 6727715"] I'm sure it is intentional. All of this is to intrinsically mechanically tie to the oppressive tone of the setting, which makes sense. As far as I'm aware none of the many supplements offers a less brutal experience. I remember reading somewhere that Rob Schwalb himself has never even attempted to run a long term campaign in this game. Which makes me think that was never a design consideration as well. So, you know, don't expect to run a year long campaign out of this. We played around with it being tied to your spellcasting attribute modifier and adjusting the saves that way, but honestly you're still being outclassed by monsters at that point. There is a TON of stuff out there and honestly I'm just as lost as you. Most of the stuff is location based (a book on the Desolation, for example) and will contain maybe a new race and some spells germane to the region. I think the best bang for the buck that also makes you feel like you're not missing anything too major would be to get the core book, the two companions and that big spell book that's coming out eventually. That's all you would realistically ever really need. The game is fun. The thing is, I'm not sure I would play it again if given the choice. It's obvious setting and tonal inspiration is WFRP, which I would rather play as you get deeper and more impactful decisions to make at leveling and even though you're often outclassed by what your'e facing in that game it doesn't feel as necessarily pointless in some attempts as it can in SotDL with like, 3 banes stacked on you (which can happen relatively easily). On the other hand, as a short term fantasy type game that isn't made to support long term play per se but gets to the big cool stuff super quick, I'm not sure why you would play this over say, DCC RPG. On a complexity level I would say it's at roughly a 5e level. There are a number of conditions to keep track of and just like in 5e most ultimately impose boons or banes (in lieu of advantage/disadvantage). I would say SotDL offers slightly less variety and interesting options to choose from at leveling than 5e does, and 5e doesn't really shine in this department over previous editions (Not saying that's good or bad, but just trying to deliver a sense of scale using relative terms). [/QUOTE]
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