I haven't gotten to run SotWW yet, but when I ran SotDL, I used magic items and special bonuses that gave out d8s, d10s, etc. Made the magic boons feel more odd and special.I admit, I thought that only using a d20 and d6 felt a little strange, and made a lot of things feel very samey. I also had to remind my son to look at his character before we played so he could remember the cool stuff he could do -- there is a lot to remember. this was similar to when my guy group first went from 5e to pf2. Holy crap they could not remember any of that.
Oh, that's interesting. Maybe that was the design goal. I could see that being something that really stood out. Good to hear!I haven't gotten to run SotWW yet, but when I ran SotDL, I used magic items and special bonuses that gave out d8s, d10s, etc. Made the magic boons feel more odd and special.
Very interesting. Stolen.I haven't gotten to run SotWW yet, but when I ran SotDL, I used magic items and special bonuses that gave out d8s, d10s, etc. Made the magic boons feel more odd and special.
I would say less crunchy. There is no skill list first of all. Initiative is simpler and faster. I find the writing of the rules superior and they are better defined (actions, conditions, hazards, light, movement, senses, social challenges, etc).I've got both books but haven't read them yet...I am curious would those who have say the game is more or less crunchy than 5e?