Thread #97889491
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After running the game thus far, here's what I've come to understand:
>If you use the new difficulty math, always make your encounters high-average, or hard.
>If the new difficulty errata says to lower a monsters health, don't. In fact, give all monsters that are Difficulty 4 +5 total Health, or they will get killed in a single hit often.
>You need more mooks, because PCs who min/max single hit damage will delete a whole enemy before they get a chance to act, but that PC usually can't make two attacks per round. Larger groups of smaller dudes with ranged support is the hard counter.
>You need to do roll over damage into health. This should have been standard in the core rules.
>Combat turn order is way faster than most games, but heavily relies on you as the GM to force a relatively hasty decision on who takes Initiative to keep the flow going (PCs will stall here for whatever reason).
>It doesn't matter how much content you cut, you aren't fitting it into one 4hr session.
>Zones are legit my new favorite way to run the game.
>Once PCs hit Master tier, auto dice rollers will make the session run way faster.
>Every single player has openly admitted to me they prefer this system to 5.5e
SotWW thread
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>Player chose to make his character deal as much damage as possible per round, but can only swing once
>Upcoming session is gonna Swarm the group with a dozen small dudes with shit HP, and a leader I thw back who'll grant all nearby allies +1 Boon to their attacks
Time to pay the piper, friend. You'll have plenty of oppertunity to OHK some dudes later, but not this time. >:)
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>>97892643
A one shot. Every time I try, I can never get the adventure to end the same night we start, but that's probably more of a personal issue on my part, since the situations I usually task the PCs to solve has some investigation/exploration needed to complete it.
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>>97895393
If you have 29 damage taken out of 30, getting hit with a 100 damage hit means you take 1 damage, and the 99 remaining means absolutely nothing. Combine this with being unconscious already gives you a 55% chance to rebound with 1 damage healed, a lot of damage goes to waste with absolutely no drawback.
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>>97896056
Ah, I see what you mean. That's a fair assessment of it. I'm used to Demon Lord's way of handling of damage spillover max HP just being death, so I don't know the ins and outs of Weird Wizard math yet since I just recently picked it up.
I'll probably adopt that change just because I like player character death to be a reasonable concern in the face of absurd odds.
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>>97896435
WW was meant to have the players be much stronger, tougher, and more high fantasy heroic compared to the DL rules. It's like comparing D&D (WW) to WH (DL) in terms of tone and player power levels. Not mechanically, of course, because D&D and WH suck dick compared to WW and DL.
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>>97896503
>WW was meant to have the players be much stronger, tougher, and more high fantasy heroic compared to the DL rules
Which is still a reality even with these common homebrew rules in place that a lot of people on the official Discord already recommend people do, but especially since the new Difficulty errata took place. Enemies are too easy to kill in a single round with Initiative taken, and can't really risk the PC's in any meaningful way. Not only that, but damage rollover was in the original game's testing phase, and was arbitrarily changed for seemingly no reason to how it's written now, so it isn't like the math didn't account for it already.
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>>97897249
>Not only that, but damage rollover was in the original game's testing phase, and was arbitrarily changed for seemingly no reason to how it's written now, so it isn't like the math didn't account for it already.
It was changed because it was brutal and incredibly swingy. It was a really harsh death spiral in a lot of cases and it exacerbated issues of sitting out combat after you're incapacitated once. Getting back into the fray was really risky and far harsher than initially going down. It also introduced this pressure to shift play styles that didn't really align with the game's intent. PCs could often end up dead on their feet and the game stopped being about heroic characters at that point. There was more than one good reason for it to be removed. This also happened in 2022 though. There have been at least 2 major reworks to basic Health and damage values since then. For Paths and monsters and none of that was written with overflow in mind. I actually like a little more attrition than the game has by default too but it's wild to act like you understand how a very different version of the game worked.
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>>97889491
Have any of you backported any of WW to DL?
I like some of the changes in WW, but I like the math in DL more. Changes to status effects and turn structure are interesting, but I haven't tested porting them into DL.
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>>97898934
All the stuff I'd really want is impossible to port over. The rest of it wouldn't really be worth it, and I think SotWW is the more interesting one to play overall so I'm not in a rush to put in that effort. Besides DLE core rules are most of the way there and things like Shadow of the Red Moon and (new) Godless are shaping up to be interesting things as well. Lots to play without making SotDL into something new. I'll just wait until 666 for that.
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>>97899269
Honestly I don't see the model Schwalb has for other DLE engine games working. Most people who bought them haven't played them waiting for it to be feature-complete, but when red moon gets done, none be really eager to play it. As much risk as it's to publish whole books it still seems as better sales model than dozens of small supplements that needs to be combined to get something coherent
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>>97902985
It's only worse if they don't sell, and even then they don't have to sell as much per line. The margins on DLE products are way higher than on a full core book. Plus if he's releasing something every week that builds momentum for his whole output which is beneficial as well. It's going to be a time will tell sort of thing as this is obviously an experimental way to release a game but I don't think it's strictly a bad one. I think it's pretty interesting to have a small slice of a game to play now and then get to decide whether or not to play more of it later. You don't have to commit to anything massive and you get something that's pretty familiar mechanically but different enough to feel fresh. I've enjoyed the Godless and SotRM stuff I've had at the table, I'll probably get Orphanage, Kill, Demonfall, Colony, and Modern Magic to the table too. I might not continue them in full but I think that's fine too. I don't think it's too much of a problem if people are buying it and not playing it though. Even if I don't end up playing Godless or SotRM to their conclusions I do think I'll want to see what the game's end up offering for mechanics. But, that's half the hobby if not more. I think it's a valid part of it to buy stuff just to read. It's impossible to see the breadth of things without doing that because no one has the time to play every game they might be interested in. You can't really know how much you'll want to play a thing without first reading it either. Even out side of the enjoyment you can get from just reading a thing you might find bits and pieces to scavenge for the table or inspiration for a game you do play.
SotDL666 is going to be a full book as far as I know so it's not as if he's abandoned that idea entirely, the DLE line is just a weird experiment.
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>>97898760
>It was changed because it was brutal and incredibly swingy. It was a really harsh death spiral in a lot of cases and it exacerbated issues of sitting out combat after you're incapacitated once.
Good. That's the ENTIRE point of the Damage/Health system. The rest of your argument is basically justifying why players should never die, which is retarded. If they weren't supposed to die, then why even have Damage/Health?
I've running Hard encounters with damage roll over, and only three of my PCs have even taken real Health damage. Either your players are crater brained retards, or you've never actually ran this game.
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>>97903635
I think this project will eventually become semi-abandoned and mostly complete. At that point its fanbase will grow (mostly via piracy) and eventually there will be a playerbase that will be bigger than todays and pick up future products, should they still be created, which they might not be.
I just think this is the inevitable result of this release method, which I think is not smart.