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Shadow of the Demon Lord - your analysis?
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<blockquote data-quote="BrokenTwin" data-source="post: 8564838" data-attributes="member: 7017978"><p>But if I may gush for a bit:</p><p></p><p>The boon/bane system is just superior to advantage/disadvantage in every way. The swing is smaller, which may or may not be a feature for you, but the way they stack makes it so much easier to modify the difficult of things based on what the players are doing.</p><p></p><p>The paths system is essentially mandatory multiclassing, but it mostly means that no matter what style of character you're playing, you'll get to make meaningful progression decisions as you grow in power.</p><p></p><p>Combat options that are easy to use for any character, but martials can make the best use of, means that even if you make the simpliest character possible, you still have more options than just "I attack".</p><p></p><p>Professions instead of skills are much more vague and open ended, and yet still manage to make characters feel more like people with histories than stat blocks.</p><p></p><p>Four attributes instead of six. Strength and Constitution are folded into one stat, Charisma is just nuked from orbit, and instead of Wisdom there's Willpower, which is a lot easier to differentiate from Intelligence.</p><p></p><p>Magic is learned via traditions, which means casters have to specialize outside of specific generalist paths. Each tradition is either cast via Intelligence or Willpower, and is clearly stated upfront.</p><p></p><p>Numbers are a flatter all around, which means that things stay dangerous for longer. Fewer numbers in general also makes it a lot easier to run and teach.</p></blockquote><p></p>
[QUOTE="BrokenTwin, post: 8564838, member: 7017978"] But if I may gush for a bit: The boon/bane system is just superior to advantage/disadvantage in every way. The swing is smaller, which may or may not be a feature for you, but the way they stack makes it so much easier to modify the difficult of things based on what the players are doing. The paths system is essentially mandatory multiclassing, but it mostly means that no matter what style of character you're playing, you'll get to make meaningful progression decisions as you grow in power. Combat options that are easy to use for any character, but martials can make the best use of, means that even if you make the simpliest character possible, you still have more options than just "I attack". Professions instead of skills are much more vague and open ended, and yet still manage to make characters feel more like people with histories than stat blocks. Four attributes instead of six. Strength and Constitution are folded into one stat, Charisma is just nuked from orbit, and instead of Wisdom there's Willpower, which is a lot easier to differentiate from Intelligence. Magic is learned via traditions, which means casters have to specialize outside of specific generalist paths. Each tradition is either cast via Intelligence or Willpower, and is clearly stated upfront. Numbers are a flatter all around, which means that things stay dangerous for longer. Fewer numbers in general also makes it a lot easier to run and teach. [/QUOTE]
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