[General Discussion Q&A] Shadow of the Weird Wizard [+]

If you haven't picked up Weird Ancestries, you definitely should. Not only does it describe 30 new ancestries, it gives a basic path (the first path you pick) for each ancestry that can replace the standard pick of warrior, rogue, priest or mage.
 

log in or register to remove this ad

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.
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.
 

Random paths I like in the book:

1) Druid. I love the spooky, black-robed "enforcer" vibes the class flavor gives off. And the class ability to hibernate during downtime and then have access to omens is incredibly flavorful.

2) Mastermind. High level path that's main feature is boosting your intelligence to 20 (which would be a 30 in modern D&D terms, as it gives a +10 modifier). Simple but super flavorful.
 

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.
Oh, that's interesting. Maybe that was the design goal. I could see that being something that really stood out. Good to hear!
 


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?
 

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?
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).

You get 2 class talents at level one. For example, my rogue has Cunning Dodge (evade) and Trickery (attack feign +1d6 dmg). That is it. No skills, no feats.

Character background and personality are better defined. They can be random or chosen. It takes a bit longer but it's very enjoyable.
 

A journal of my first SotWW solo sessions. You can learn more about the system in a, hopefully, entertaining way:
 

My POD books arrived today. They look great. Hardcover, standard printing.

nCCsu4d.jpeg
 

We started playing SotWW last week, and I really like the character creation and breadth of choices so far. Game play is really pretty easy and we got into a game within 15 to 20 minutes after stating up characters. It’s going to be interesting to see how things go as we choose our next paths and how the system works - I’m not a fan of D&D multiclassing, but this seems like it might work better.
 

Remove ads

Top