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Here They Are! Your 10 Most Anticipated TTRPGs For 2024!
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<blockquote data-quote="Aldarc" data-source="post: 9245921" data-attributes="member: 5142"><p>That's how I feel about Stonetop. But the main difference is that the game is about 80% done, and backers already have access to a more than functional playable game. </p><p></p><p></p><p>Yes. There are still some minor alterations between games. </p><p></p><p></p><p>There are a number of YouTube videos talking about SotDL. Pick your poison. </p><p></p><p>There was a Quickstart for SotWW, but I can't seem to find a copy online. So I will give you what I know from the last playtest of Shadow of the Weird Wizard that I did but major systems are basically the same between SotDL and SotWW. </p><p></p><p>It's basically a modified d20 resolution system. You roll a d20, add attribute modifiers, add highest boon/subtract lowest bane (this game's advantage/disadvantage), and try to equal or exceed either (a) an opponent's Defense score or (b) a 10 for Challenge rolls. </p><p></p><p>Character options involve a lot of mix-and-match customization and building your own character through ancestry and three different tiers of paths: basic, expert, and master. Abilities for these three paths are gained across ten levels: </p><ul> <li data-xf-list-type="ul">Basic Path: Levels 1-2, 5</li> <li data-xf-list-type="ul">Expert Path: Levels 3-4, 6, 9</li> <li data-xf-list-type="ul">Master Path: Levels 7-8, 10</li> </ul><p></p><p>Each tier adds new, more specialized paths, and character are not limited by their prior choices in what paths they take. There are only four Basic paths: Fighter, Mage, Priest, Rogue. But there are more Expert paths: e.g., Berserker, Ranger, Commander, Cleric, Paladin, Inquisitor, Elementalist, Druid, Wizard, Artificer, Witch, etc. Likewise, there are an even greater number of Master paths: e.g., Fencer, Sharpshooter, Magister, High Priest, Diabolist, Geomancer, etc. </p><p></p><p>But again we can choose whatever combination of Basic/Expert/Master path that we want. We are not limited to being a Priest/Cleric/High Priest, though we could if wanted to. So you could be a Fighter/Witch/Oblivionist or a Mage/Berserker/Gunsmith or a Priest/Psychic/Mariner or a Rogue/Commander/Chaotician. </p><p></p><p>Where you may not like it, if I recall your preferences correctly, is that the game uses something of milestone leveling. Characters level after completing an adventure module of an appropriate tier: starting, novice, expert, master.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9245921, member: 5142"] That's how I feel about Stonetop. But the main difference is that the game is about 80% done, and backers already have access to a more than functional playable game. Yes. There are still some minor alterations between games. There are a number of YouTube videos talking about SotDL. Pick your poison. There was a Quickstart for SotWW, but I can't seem to find a copy online. So I will give you what I know from the last playtest of Shadow of the Weird Wizard that I did but major systems are basically the same between SotDL and SotWW. It's basically a modified d20 resolution system. You roll a d20, add attribute modifiers, add highest boon/subtract lowest bane (this game's advantage/disadvantage), and try to equal or exceed either (a) an opponent's Defense score or (b) a 10 for Challenge rolls. Character options involve a lot of mix-and-match customization and building your own character through ancestry and three different tiers of paths: basic, expert, and master. Abilities for these three paths are gained across ten levels: [LIST] [*]Basic Path: Levels 1-2, 5 [*]Expert Path: Levels 3-4, 6, 9 [*]Master Path: Levels 7-8, 10 [/LIST] Each tier adds new, more specialized paths, and character are not limited by their prior choices in what paths they take. There are only four Basic paths: Fighter, Mage, Priest, Rogue. But there are more Expert paths: e.g., Berserker, Ranger, Commander, Cleric, Paladin, Inquisitor, Elementalist, Druid, Wizard, Artificer, Witch, etc. Likewise, there are an even greater number of Master paths: e.g., Fencer, Sharpshooter, Magister, High Priest, Diabolist, Geomancer, etc. But again we can choose whatever combination of Basic/Expert/Master path that we want. We are not limited to being a Priest/Cleric/High Priest, though we could if wanted to. So you could be a Fighter/Witch/Oblivionist or a Mage/Berserker/Gunsmith or a Priest/Psychic/Mariner or a Rogue/Commander/Chaotician. Where you may not like it, if I recall your preferences correctly, is that the game uses something of milestone leveling. Characters level after completing an adventure module of an appropriate tier: starting, novice, expert, master. [/QUOTE]
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