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Experiences running Shadow of the Demon Lord?
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<blockquote data-quote="Aldarc" data-source="post: 7637043" data-attributes="member: 5142"><p>That would not be the plan for it. I don't think that most campaigns last that long anyway. </p><p></p><p>Nerf the monsters? I read elsewhere that the frighten/corruption/etc. rules were meant to balance higher level parties. If it's too much, in your experience, then maybe take it out? I don't plan on the grmidark insanity stuff anyway. </p><p></p><p>I have a copy of DCC, and I can't say that I was impressed or inspired to run it like I was with SotDL. So maybe different strokes for different folks? </p><p></p><p>Question: If you have 3 banes, they don't stack right? But it's likelier though that you are getting -6 to the roll when trying to roll a d20 to beat 10? </p><p></p><p>One of the appeals to me, IMHO, is the class and magic structure. I like magical traditions, which largely dispenses of divine/arcane magic. So it's easier for me to say, "Okay, well if you belong to Temple X, these are the associated traditions," or "If you are a mage who went to School A, then you would have familiarity with traditions 1, 2, 3, but if you were a mage who went to School B, they typically taught traditions 4, 5, and 6." In this case, I like having less options, since I would like the homebrew setting to reflect more of a precursor to D&D (e.g., Dawnforge).</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7637043, member: 5142"] That would not be the plan for it. I don't think that most campaigns last that long anyway. Nerf the monsters? I read elsewhere that the frighten/corruption/etc. rules were meant to balance higher level parties. If it's too much, in your experience, then maybe take it out? I don't plan on the grmidark insanity stuff anyway. I have a copy of DCC, and I can't say that I was impressed or inspired to run it like I was with SotDL. So maybe different strokes for different folks? Question: If you have 3 banes, they don't stack right? But it's likelier though that you are getting -6 to the roll when trying to roll a d20 to beat 10? One of the appeals to me, IMHO, is the class and magic structure. I like magical traditions, which largely dispenses of divine/arcane magic. So it's easier for me to say, "Okay, well if you belong to Temple X, these are the associated traditions," or "If you are a mage who went to School A, then you would have familiarity with traditions 1, 2, 3, but if you were a mage who went to School B, they typically taught traditions 4, 5, and 6." In this case, I like having less options, since I would like the homebrew setting to reflect more of a precursor to D&D (e.g., Dawnforge). [/QUOTE]
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