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Irresponsible retard edition

>What is Shadow of the Demon Lord?:
Shadow of the Demon Lord is a horror-fantasy tabletop adventure game that presents a world standing on the brink of annihilation. In this game, you and your friends play characters charged with fighting back against the spreading evil, whether that involves tracking down potent relics, exploring ancient faerie ruins, journeying into Hell to bargain with the Devil, or battling demons and the cultists who summon them. The system is setting agnostic and has a wide variety of possible details for your own world.

>What is PunkApocalyptic: the RPG?:
Another game using the Demon Lord Engine. Text trimmed for text length constraints.

>What is Shadow of the Weird Wizard?:
It's a high fantasy game running on the Demon Lord Engine. It's similar to SotDL, but without the horror elements and the power levels are higher.

>Trove Link:
r3br@nd <dot> ly /SDL

>Reference Table:
schwalbentertainment.com/play-aids/shadow-of-the-demon-lord-reference-tables/

>Simulacra (5etools for SotDL)
pastebin.com/5yj3vYRj (embed)

>Roll20 statblocks
r3br@nd <dot> ly /SotDLBestiary

>Latest Releases
https://www.drivethrurpg.com/en/product/536770/godless-this-land-of-ours
https://www.drivethrurpg.com/en/product/535665/eye-of-the-storm
https://www.drivethrurpg.com/en/product/535058/blightscars-temple-of-the-abomination?affiliate_id=514824

>Latest Kickstarters:
https://www.kickstarter.com/projects/432417423/shadow-of-the-weird-wizard

>Thread Question
How do you like the Weird Ancestry Novice Paths?
>>
So is Mad Wizard much better than SDL? I ran SDL and it was awesome, I don't know if it's worth learning extra rules for a future campaign.
>>
>>96583946
Absolutely not better. Not worse either. It's a sidegrade for if one likes the core system of SotDL, but with different minor game design priorities like less lethality.
>>
Does anybody have latest simulacra compedium and can share?
>>
Night bump
>>
>>96585247
The HP numbers kinda look like 5e HP bloat to me which turns me off from WW, I just homebrew port over path concepts that looked interesting from WW to SotDL.
>>
>>96583946
I would say it is a bit better in some ways. There have been design improvements. For example the simplified initiative is nice, Fast -> Monster -> Slow. I also like the way they handle getting spells a bit better. SotDL could probable benefit from an eventual 2E that ports some of the design changes back.

However, there is not a huge gap between the two and the one you should pick is really about the theme you want. SotDL is dark-fantasy with a horror theme. Things are more dangerous. SotWW is more heroic fantasy. The players are more powerful relative to the monsters. SotWW is very much meant to be modern D&D. So you should pick the one closer to the kind of game you want to play.
>>
>Dead than either of the OSR threads
Goddamn I underestimated how niche this game was, maybe 5e really is done for
>>
>>96586209
This is the one I have, but I don't think the simulacra has been updated for 2-3 years. If the simulacra anon is still around, probably could do a error report of some kind since I noticed some minor errors over the years for a few spells (like there be two read minds spells when I'm pretty sure one of them should be mind rend).
https://mega.nz/file/QH5zGLoY#iRBMEGzQvkulOvU-pbG-v826_k05A3suUAycxri4fi8
>>
>>96591871
Thanks.
But it looks like I have same amount of content.
Goddamn, this game needs bigger community.
>>
>>96592476
Yes, it's a shame that despite how good the system is, few people seem to be playing it lately.
The Trove doesn't seem to have received any contributions for a while.
>>
>>96596121
Schwalb became much less lenient on pirated content as he went into some financial troubles and while he's not going on crusade over it he doesn't treat it as unavoidable losses and free advertising anymore
>>
>>96596250
He used to treat it as free advertising?
>>
>>96596250
This is the first time I've heard any of this, sauce?
>>
I once asked this about SotDL but I don't remember asking about WW< so here goes.
Does the game have official first party support for playing something like dragonlance, with aerial battles on dragonback?
If not, how easy it is to homebrew such a thing within the game's framework, as in, are there options that get close enough that you can tweak and still come out relatively balanced or is this a creating shit from zero situation?
>>
>>96578292
Why the fuck does such a spell exist.
>>
>>96597446
Because it's a level 10 spell in a game where the highest PCs can naturally learn is level 5.
>>
>>96590417
shame because this is a very fun game
>>
>>96597446
It's basically the absolute pinnacle of what it means to wield Chaos magic in the world of the Shadow of the Demon Lord. You're creating a localized void tear to collapse reality. Obtaining even a single scroll of such a thing would be the object of an extended quest across an entire campaign or stopping someone from using it would be a major objective. Spells above level 5 are basically "pretty much no mortal on Urth can actually use these normally" and are assumed to need larger pageantry to obtain and wield.
>>
>>96596250
Or bear with me here, I'm just lazy and haven't updated it in ages? Why would Schwalb have fuck all to do with it? If someone has a load of clean files that are missing they can upload them somewhere and I'll add them.
>>
>>96597446
It is more like lore only spell.

To cast lvl 10 spell you need 10 power.
Maximum lvl character have 5-6 power. 6 if he wil pick giga corrupt path and selling his ass to Demon Lord himself.
+1 power of he can trade with demons and sell them something.
I dont remember any magical artifacts which add some power rating.
So you can get maximum 7 power, but probably become BBEG.
>>
Night bump
>>
>>96599402
Someone sent me 2 of them in the sharethread, there's also Glory of the High One in the vola I think. I got Path of the Adept and Lands in Chaos here, you want them? I think they're clean at least
>>
>>96597431
I think I answered that question for you back then in regards to SotDL and the person who responded to me about my mistake with SotWW may have forgotten to tag you.

So the Cavalier Master Path, and optionally used with the Knight Errant Expert Path could work. I'm unfamiliar with how big the dragons you're talking about are, but you could reflavor the Horse statblock and have it be able to fly. Or if you really need it to be more powerful, create it with the Hybrid monster in the Secrets book. Though be aware Cavalier increased both HP and movement speed for mounts.
>>
>>96578292
What are the best odds of making that Will challenge roll?
>>
>>96596250
How the fuck can Schwalb be in financial troubles? He's one of the biggest names in the entire industry.
>>
>>96600024
>To cast lvl 10 spell you need 10 power.
You mean to learn a lvl 10 spell. You can cast it from a scroll regardless of power, and that's what the high-level spells were designed for.
>>
>>96606640
Burning who knows how much cash on Harris' campaign probably didn't help.
>>
>>96606954
>Harris' campaign
The what?
>>
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>>96578292
Jason, is that you?
>>
>>96608048
He signed that horseshit supporting Kamala last year, and is known to use your money on unwise donations.

Though I think the other anon claiming he's one of the biggest names in the entire industry is a little out of touch. Most people don't know who he is, hell most people don't know who ANY of the writers of their game systems are.
>>
>>96611079
"unwise donations" just means stuff that upset you I take it and didn't have any sort of major repercussions
>>
>>96611079
>He signed that horseshit supporting Kamala last year, and is known to use your money on unwise donations.
Lmao, I though he was MAGA supporter.
>>
Has anyone tried the "megadungeon" or the Return of the Witch King adventures? I'm curious how they pan out.
>>
>>96606645
Well... You can learn lvl 10 spell from difficulty 1000 devil if you actually manage to do it.
>>
>>96613649
I've been wanting to run them, but I'm waiting until they're completed before I actually grab them. I want to run each part back-to-back as a full campaign, and I'd prefer to do so consistently.
>>
POO POO MAGIC LOL
O
O

P
O
O
>>
>>96613649
>Return of the Witch King adventures
Did they stat the fucker yet?
>>
>>96618843
Not yet sadly, I think they'll probably do it in the last part. I hope they don't just go ''if he pops out it's game over'' though
>>
>>96611091
Did she win?
>>
>>96605901
>but you could reflavor the Horse statblock and have it be able to fly. Or if you really need it to be more powerful, create it with the Hybrid monster in the Secrets book
Alright, that might work, will go after the PDFs to make sure.
Thanks.
>>
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>>96578292
So how many traditions does each path learn in Weird Wizard?
>>
>>96619704
He's probably just genuinely too powerful to ever pit a group of players against. His favored lady is at the tippy top of diffiiculty 1000 enemies, so the Witch King himself would have to be ridiculous.
The best we can hope for, aside from a "everything is fucked" ending, is that we get the stats for a weaker, freshly reborn version of the Witch King.
>>
>>96621037
2-3 for Novice, with Mage getting 3 and Priest 2. Seems the magic and faith Expert paths all give 1, and the Master paths are locked into 1 specific tradition.
>>
>>96619704
>>96623286
>He's probably just genuinely too powerful to ever pit a group of players against. His favored lady is at the tippy top of diffiiculty 1000 enemies, so the Witch King himself would have to be ridiculous.
Huge cop-out, last time I ran SDL I would take difficulty 1000 enemies, ACTUALLY BUFF THEM, and then the party could take them on while there were other enemies around and it wasn't their only fight that day. And they were level 8-9, 5 players (all of them huge munchkins).
Even if it's ridiculous, I'd like to see a proper statblock, preferably without "lel you just die, no save no avoiding" abilities.
>>
I wish this system would focus more on adding new paths, spells, and races and stuff instead of pumping out dungeons. Do people actually play the premade stuff?
>>
>>96624726
I play the premade stuff almost exclusively. It's much easier to take something that already exists, sometimes alter it, and run it than make something up entirely from scratch.
>>
>>96624737
I could never get into it because whenever I have tried doing premade stuff players just immediately derail and fuck everything up, or do a solution the book never accounts for.
>>
I wish it had cooler and more interesting adventures. Still the base system rocks and is very solid. I wish I could run more of it.
>>
>>96624726
>new paths, spells, and races
There are many, many years of that anon. Honestly it was adventures that the system was lacking.
>>
I like how the adventures tend to be little capsules. But at the same time they tend to be a little heavy on demons and random shock.
Like there will be a major plot point in the final sentence that gets no play in the rest of the adventure.
>>
>>96624726
Same.
I only play adventures made by myself, they probably shit in compare to premade, but my players like them.
>>
My first campaign I ran cribbed a few things from some of the premade adventures, but I'd say it was like 4:1 completely original material to borrowed prefab.
>>
>>96624726
Still waiting on more madness tradition spells...
>>
>>96624726
The existing paths and magical traditions cover such wide ground, do you actually have something you want that is missing? I find myself actively looking for stuff to homebrew but finding that it is already covered.
>>
>>96606640
Look at the content he sells on DTRPG. Remember, everything he makes goes straight there, only the core rulebooks are printed on demand through Studio2Publishing.
Many of his products aren't even bestsellers. Do you know what it takes to be a bestseller on DTRPG? 50 copies. He's selling them at less than $5 a pop, in the case of his adventures. Sure, he has a lot of them, but he's making less then $500 off of most of them, and they all have full color illustrations, which don't come cheap.
I live near him and I have a very active FLGS. Almost nobody here even knows his games. You all are vastly overestimating just how much money there is in this industry.
>>
>>96633827
NTA, but if you played enough AD&D 2e and D&D 3.x, there's a lot of stuff the game doesn't cover without at least some homebrew.
Case in point, this anon's suggestion >>96605901
And that's fine, but the point is that the set of possible concepts will always be larger than any one class based system can properly express, I think.
Thank fuck TTRPGs aren't immutable and you can just tweak, adjust, and create whatever you want.
>>
>>96633904
I'm that anon, the post was referring to Shadow of the Weird Wizard which by comparison is still a fledgling system. SotDL... doesn't need more paths, and especially not more races or spells.

>>96633868
This is disappointing if true. I'd doubt that he lacks investments, but he does good work despite him being kinda retarded. He probably burnt a lot of bridges in the industry too, I wager.
>>
>>96633868
Is this real?
This looks like an absolute ass.
>>
Hey /SDL Anon, there's more stuff shared in the Share Thread!
>>
>>96638061
Done.
>>
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>>96634744
>>96636427
The TTRPG industry is not for those who want to get rich. Illustrators have always made decent money because their skills translate across all visual media - Frank Frazetta didn't do just D&D, he drew comics, he sold paintings, he did novel covers. Now with Patreon and Kofi, your favorite writers can support themselves in a similar way, but in The Before Times, only the real top 1% of TTRPG designers/writers actually made a living doing. D&D is its own beast and has always made money, but if you created a "heartbreaker" like Demon Lord, it was a passion project, not anything that would ever make real money. The cost of printing physical books is very high. I priced some recently for my own project - on a 60 page softcover like the supplements that Schwalb sells, he's spending at least $5 or $6 just on the printing cost. The margins are much better for PDF of course, but when you're selling at $5 a piece...
>>
>>96639995
Damn... And I wanted to make some ttrpg games for fun and publish them.
>>
>>96641357
If it's for fun why does that matter?
>>
>>96611091
>"unwise donations"
Donating to a politician when you aren't a lobbyist is pretty fucking unwise yeah. Might as well invest it into shitcoin or give it to a family member, you'll see the same returns.
>>
>>96596121
>Yes, it's a shame that despite how good the system is
I don't know about Weird Wizard but Sotdl was always just a poopified version of 5e, in a mostly figurative sense. Anyone who tried to tell themselves it was good and not just riding off coattails was delusional.
>>
>>96641654
It's somewhere in-between of 5e and whfrp 2e in tone and better than 5e in every mechanical section. Now it suffers a bit of content bloat and power creep, but it seems to be a usual story of any system that exists long enough and don't prioritize adventures over mechanical supplements
>>
>>96641777
>and better than 5e in every mechanical section.
It's about the same if you ask me. Simpler in many regards with less to do and consider, not necessarily better.
WFRP doesn't even really compare. They run way differently and cover very different styles of play.
>>
>>96641617
It is fun, but it will take a lot of time, which I dont have.
>>
>>96641645
It was an unrelated charity though
>>
Hey anon, what would be a good master path for an orc->Priest of the old gods-> Gothi? Depending on how things go my campaign might become orc heavy. Normally I'd say Graven but unfortunately this requires orcs to not be retarded
>>
So the Demon Lord Engine feels like SDL without exactly the thing that drew people to it, scatological memes aside. Discourse I've seen for Weird Wizard already seem to be disappointed at how "generic" the game feels like, but if I'm understanding it correctly it's basically a way to have a standard set of rules for potentially different settings like Stars Without Number?
>>
Anyone tried the new adept yet? Some of the talents look kinda busted.
>>
>>96648274
It looks incredibly cool, but I am stuck forever dming. So, the answer is no.
>>
Had an amazing time running a jungle temple dungeon crawl last night, the PCs were attacked by a Gruad while a horde of Nehe hollered from the sidelines. I could have sent the Oathsworn after them but we were 30 minutes from session end when the Gruad died. They’re now in a snake temple full of traps, Lamia, Gorgons, and a Type VI Demon God in the bowels.
>>
>>96644742
When I took a look at it at launch, it was aesthetically so offensively generic that I lost all interest in looking at it further. Call me cynical, but it felt like any edge or uniqueness it might have had had been filed off in order to be as safe as possible, whether for lowest-common-denominator appeal or for kowtowing to culture war idealogues. Perhaps I was still bitter about him renaming it from "Shadow of the Mad Wizard" because the usual crowd started asserting that Mad is a slur.
>>
>>96650709
That's not cynicism, that's ignorance.
>>
>>96650843
Ignorance of what? Did its release state actually have interesting worldbuilding/writing I missed? Or are you just saying my opinion/preference is wrong? I'd love to be wrong because I never played SotDL but it sounded like I would have loved the mechanics of that (and therefore probably the mechanics of this sequel).
>>
>>96650928
Ignorance of the game's content. It's not a horror game like SotDL is but it's not paint by numbers shiny fantasy land either. It's got plenty of stuff that wouldn't be out of place in SotDL.
>>
>>96651004
>but it's not paint by numbers shiny fantasy land either
Ok, I see where our disconnect is, because that was exactly what it seemed like to me initially. That's good to hear, so I'll check it out again.
>>
>>96578292
How hard is it to convert stuff from Demon Lord to Weird Wizard? Specifically ancestries and the beastiary?
>>
>>96652630
Most ancestries and creatures have an existing analogue. The thing that would be hard to convert would be the spells and certain parts of progression because they're rebalanced and shuffled around.
>>
>>96644742
>>96650709
See, I thought he was talking about the literal Demon Lord Engine release: https://www.drivethrurpg.com/en/product/527998/demon-lord-engine-rules-compendium

Which judging off the description text, sadly seems like Rob might not be intending to do that cool sci-fi idea. Guess it makes sense, he's getting older. But the concept was great. Humanity moving through the stars in an Ark-ship, which gets invaded by demons. Players starting off as weak as the fodder in an Alien film, and end up akin to the Doom Slayer by the end as they shake off the cryo sickness and gain more power on top of that.
>>
>>96655047
Abaddon is literally in the description. Why would you think he's not going to write the thing he's said those rules are for?
>>
>>96638061
Nice, did the dwarf book for WW get uploaded?
>>
Does anymore have more of that VTT compendium stuff?
>>
Night bump
>>
Sup lads, first time running a campaign in years and I'm back on the SOTDL hype. Anyone got more of these types of pdf repositories, cheatsheets, and whatnot? I only have a handful.

Also did Mad Mage get name changed to Weird Wizard??
>>
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>>96668353
>>
>>96668353
This is mainly what I used when I first started running Shadow a few years back
>>
>>96676338
>>
>>96630727
I want this so bad.
>>
I've been slowly homebrewing my own setting into SotDL for a while now and I really enjoy creating the ancestry tables in particular. There's so much you can do with the backgrounds especially to really add flavor and sneak tiny bits of worldbuilding in.
>>
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>>96633827
>do you actually have something you want that is missing
Yes. More races are always welcome, especially the weirder ones like a playable demon or reen or something. In addition, some magic trees still need work. Specifically madness needs way more options for both paths and for spells, it feels like there isn't much variety for both regarding madness and there isn't much things that compliment it.
Some paths could also use a buff because they are complete garbage compared to other options.
The recent adept book was a great step in this direction.
>>
>>96682834
Madness & Blood traditions do seem kinda neglected. I know Blood got completely removed in Weird Wizard
>>
>>96685187
Blood was half baked anyway, it doesn't even have Power 4+ spells and got rolled into Necromancy.
>>
>>96676338
>>96676340
Appreciated, thank you m8
>>
>>96685989
>rolled into Necromancy
Which is lame. There's so much more you can do with the concept of magic based around blood than just hurr durr vampires. They just half-assed the small handful for that splatbook then lazily rolled it into Necromancy instead of expanding it properly.
>>
>>96688752
Got any ideas for Power 4-10 spells for Blood?
>>
>>96694515
I'd definitely have to start brainstorming to fully flesh out the whole tradition but a few ideas:
>Spell that lets you identify the type of creature blood you touch (or ingest) comes from
>spell that causes hemorrhaging (basically power word shit yourself but bleeding)
>spell that lets you track a creature by blood
>spell that cleans the blood of the target to remove poison/disease, maybe other conditions
>hemokinetic powers like blood bullets, blood blades, etc
>spell that makes the caster's (or target's) blood acidic so that whenever they get injured nearby creatures take damage ala Xenomorph
>spell that siphons blood from an enemy & grants a buff dependent on the type of creature it was cast on
>spell that weakens the immune system of the target making them more susceptible to disease and poison for a extended period of time
>Power Word: Anemia
>Forging of blood pacts
>spell that prevents the target from bleeding
>>
When are new enemies dropping for SotWW?
>>
>>96696466
I'll see if I can cook some spells up, I did do some for Madness to fill out rank 0-5 since other traditions had spells from other books.
>>
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>>96700699
Curious to see what you come up with. I've seen a few other homebrew attempts but most are like 3-5 new spells which is barely enough to make it on par. I would work on some myself but I've been focused on making a Tradition centered around Torture (picrel) & don't want to get sidetracked.
>>
>>96700837
Here's my homebrewed madness spells, I haven't gotten too much time to playtest them though as I haven't had much PCs or NPCs that have madness spells.
Betrayal of Flesh (Madness Attack 0)
>Target: One creature of flesh and blood within short range
>Make an Intellect attack roll against the target’s Strength. If the target has 3 or more Insanity, you make the attack roll with 1 boon. On a success, the target takes 1d6 damage as one of its arms (or a similar limb) attacks it and it cannot use that limb until the end of the round.
>Attack Roll 20+ — The target also becomes impaired for 1 round.
Mad Revelation (Madness Utility 0)
>Triggered: When you would make an attack roll or a challenge roll, you can use a triggered action to gain an eldritch revelation. You make the triggering roll with 1 boon. On a failure, you become impaired for 1 round. After making the triggering roll, you must get a success on a Will challenge roll or gain 1 Insanity.
Soothing Madness (Madness Utility 1)
>You remove the charmed, compelled, and frightened afflictions from yourself. You gain 1 Insanity and you do not become frightened from gaining Insanity in this way.
>Sacrifice: When you gain Insanity, you can use a triggered action to expend a casting of this spell to cast the serenity spell.
Enemies Everywhere (Madness Attack 2)
>Target: One creature within medium range
>Make an Intellect attack roll against the target’s Will. On a success, the target takes 1d6 damage, gains 1d6 Insanity, and becomes frightened for a number of rounds equal to 1 + its Insanity total. When the target is frightened in this way, it regards all other creatures as enemies, it can't be a willing target, and it makes free attacks whenever it can.
>Attack Roll 20+ — The target takes 2d6 extra damage.
>>
>>96703921
Voice of Madness (Madness Attack 3)
>Requirements: You must have at least 1 Insanity
>Duration: Concentration, up to 1 minute
>When you cast the spell and again when you use an action to concentrate on it, you can choose one creature that can hear you within short range. Make an Intellect attack roll against the target’s Will, with a number of boons equal to the target’s Insanity score. On a success, the target becomes impaired until you stop concentrating on this spell or you choose another creature to target with this spell. If the target is already impaired in this way, it becomes charmed. If the target is already charmed in this way, it becomes compelled.
>When a creature charmed or compelled by this spell takes damage, it can make a Will challenge roll and removes the charmed and compelled affliction from itself on a success.
>Attack Roll 20+ — You can use a triggered action to concentrate on this spell, making another Intellect attack roll against the target’s Will.
Bedlam (Madness Attack 4)
>Requirements: You must have at least 2 Insanity
>Target: Up to four creatures within short range of each other and within medium range of you
>For each target, make an Intellect attack roll against its Will. On a success, the target takes 3d6 damage, gains 1d6 Insanity, and becomes dazed for 1 minute. At the end of each round, a creature dazed in this way can make a Will challenge roll and removes the dazed affliction from itself on a success or gains 1 Insanity on a failure.
>Attack Roll 20+ — The target takes 2d6 extra damage.
>>
>>96703938
Call Terror from Beyond (Madness Utility 5)
>Requirements: You must have at least 2 Insanity
>Area: A cube of space, 3 yards on a side, originating from a point within medium range and resting on a solid surface
>Duration 1 minute
>One huge monster appears inside the area and remains for the duration or until it is incapacitated. The creature has the horrifying and spell defense traits, as well as a +20 bonus to Health, and it makes attacks with its natural weapons with 1 boon. It acts according to its nature, usually attacking any other creatures in sight.
>Each creature within 2 yards of the monster when it first appears must make an Agility challenge roll with 1 bane, taking 3d6 damage on a failure or half the damage on a success.
>>
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Why is the Madness tradition so kino but the Eldritch tradition so damn boring
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>>96704414
>the Eldritch tradition
The what? Is this is weird wizard or 3rd party?
>>
>>96705408
Weird Wizard
>>
>>96704414
Probably the same case why all WW traditions are boring as fuck - Schwalb took and averaged all spells.
In WW every tradition have some CC, damage, buffs and damage negation spells, so they lost uniqueness.
>>
>>96704414
I think Eldritch is more interesting over all, cooler spell names too.
>>
>>96696466
>spell that causes hemorrhaging
Isn't there already a hemorrhage spell in blood?
>>
>>96711359
There is, he probably doesn't have them all memorized. It's not like I do either.
Also if we are gonna be real rolling blood into necromancy makes sense and buffs it since necromancy paths are really good. Blood makes more sense as a hybrid of a bunch of different stuff. Maybe some water, some necromancy, and some alteration or something, if one were to make a specific path for it. Water has a couple spells that could be basically shared with blood like Parch, any game master would probably even let you re-flavor it.
Madness has way more potential for spells and I think is in dire need of more selection and paths since the selection is limited and if we are gonna be real, all the madness focused paths are complete garbage.

For blood you can just use any necromancer path or general dark magic path and get away with it, and some necro focused paths are really damn good. Compare that to the like 2 paths that madness gets and the prosecution rests. If you pick madness you basically want to avoid the madness paths like the plague since they are such garbage. Alienist especially is so bad that it is hard to believe, half of the random """useful""" mutations can make your build worse or are so fucking easy to get in other ways that doesn't waste a valuable path choice.

Best way to play madness is to not pick a path that focuses on it and instead pick some other dark magic path that can pick it up and buffs "all dark magic".
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How come Weird Wizard doesnt have an Arcana tradition and also how come arcanist + heirophant is so much better than wizard +archmage?
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>>96712672
Order covers a lot of what Arcana did in SotDL
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Remember to behead and kill all fey
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>>96712799
Hey you are right actually. Order is definitely cooler in WW
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If I enjoy SotDL's horror theme more is there anything specific in Weird Wizard thats worth getting and porting over?
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>>96716937
The initiative/turn order system is imo the best change. Most everything else feels watered down.
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>>96717000
Not that Anon, but:
What'd they do with the turn order? SotDL's turn order system was one of my most favorite things about it.
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>>96717035
Iirc further simplified, it's
>players fast turn (called "take the initiative")
>enemy slow turn
>player slow turn
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>>96716937
If you want a horror game then no. The better initiative is more lethal, and the better paths, path structure, magic, etc are all things you'd be unable to port.
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>>96717471
I personally prefer the normal Shadow set up for turns, it also allows for me to flip it in favor of the enemies (enemy fast and slow turns happen first) when the players fight enemies on their home turf or when the situation has the enemies having a major advantage.
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>>96722022
I thought it goes
>player fast
>enemy fast
>player slow
>enemy slow
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>>96722029
Never mind I just had a shit reading comprehension moment
>>
Has anyone used that virtue tradition that was released in Paragons of Virtue awhile back?
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Undo reality is one of the funniest spells I have ever seen.
Good thing that by normal rules players have no way of casting it
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>>96696466
>>96700699
Here's some Blood spells I've cooked up:
Blood Sense (Blood Utility 0)
>Area: A sphere with a 5-yard radius centered on a point within your space
>Duration: 1 minute
>You know the locations of blood or any living creatures of flesh and blood in the area. Such creatures cannot become hidden from you for the duration, and such injured creatures derive no benefits from being obscured from you.
Crimson Dart (Blood Attack 0)
>Requirement You must be a creature of flesh and blood
>Target One creature or object within medium range
>Take 1 damage as your blood comes out of your body and solidifies into a missile. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 + 1 damage.
>Attack Roll 20+ The target takes 1d6 extra damage.
Identify Blood (Blood Utility 1)
>Target: One bloodstain you can reach
>You touch the target and learn 1d6 facts about it, such as the identity of the creature or object that the blood came from or its descriptor; if the blood has any traces of poison or other substances in it; vaguely how long ago the blood was spilled; and how it was spilled. If the blood belongs to multiple subjects, you learn vaguely about each creature or object and choose one to apply the effects of this spell to.
Sanguine Whip (Blood Utility 1)
>Requirement: You must be a creature of flesh and blood
>Duration: 1 minute; see the effect
>Take 1d3 damage as your blood comes out of your body and forms a shifting whip in your hand, remaining for the duration or until you drop it, which ends the spell. The whip functions as an off-hand swift weapon with the finesse and reach + 2 properties, and deals 2d6 damage. Whenever you attack with the whip, you can use Will instead of the attack’s normal attribute. Attacks you make with the whip against injured living creatures of flesh and blood deal 1d6 extra damage. When you cast this spell, you can make an attack with the whip created by this spell.
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>>96732577
Blood Harvest (Blood/Demonology Attack 2) - It's now a dual tradition spell
>Target: Up to three creatures of flesh and blood within short range
>You take 1d6 damage. Each target must make a Strength challenge roll with 1 bane. On a failure, a creature takes 3d6 damage as bleeding lacerations appear all over its body. For each creature that got a failure on the roll, you gain 1d6 blood essence until you complete a rest. When you cast a Blood or Demonology spell and would take damage from casting the spell or from using an action granted by the spell, you can remove 1 damage for each blood essence you spend. While you have at least 1 blood point, your eyes weep blood.
>Special If you are a vampire, you can gain 1 blood point for a target that fails the challenge roll instead of gaining blood essence.
Blood Puppet (Blood Attack 2)
>Target: One living creature of flesh and blood within medium range
>Duration: Concentration, up to 1 minute; see the effect
>Make a Will attack roll against the target’s Strength. On a success, the target becomes compelled for as long as you concentrate. At the end of each round, the target makes a Strength challenge roll with 1 bane. On a success, it removes the affliction from itself.
Clog Blood (Blood Attack 2)
>Target: One living creature of flesh and blood within medium range
>Make a Will attack roll against the target’s Strength. On a success, the target takes 2d6 damage and is fatigued for 1 minute.
>At the end of each round the target is impaired in this way, it must make a Strength challenge roll. On a success, the target removes the impaired affliction from itself. On a failure, the target takes 1d6 damage.
>Attack Roll 20+ When fatigued in this way, the creature is also slowed.
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>>96732596
Crimson Volley (Blood Attack 2)
>Requirement: You must be a creature of flesh and blood
>Target: Up to five creatures or objects within medium range
>Take 1d6 damage as your blood comes out of your body and solidifies into four missiles that you launch, divided as you choose among the targets. If you take 5 or more damage from casting this spell, you create an additional missile. For each missile, make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 + 1 damage. For every missile that hits a target beyond the first, the target takes 1d6 extra damage.
>Attack Roll 20+: The target takes 1d6 extra damage.
Blood Tracking (Blood Utility 3)
>Target: One bloodstain within short range
>Duration: 1 hour; see the effect
>You focus on the blood and vaguely learn the creature or object it belongs to. If the blood belongs to multiple subjects, you learn vaguely about each creature or object and choose one. For the duration you know the location of the creature or object that the blood is from whenever you are within medium range of it. It cannot become hidden from you for the duration. This knowledge also reveals the path you need to take to reach the creature or object.
Crimson Blades (Blood Attack 3)
>Requirement: You must be a creature of flesh and blood
>Area: A 3-yard-long cone originating from a point you can reach
>Take 1d6 + 1 damage as your blood sprays into the area and forms into solidified shards. If you take 5 or more damage from casting this spell, you can increase the area it affects up to 6 yards. Each creature in the area must make an Agility challenge roll. A creature takes 5d6 + 1 damage on a failure, or half the damage on a success.
>Sacrifice: You can use an action and expend a casting of this spell to cast the crimson volley spell.
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>>96732612
Sanguis Essence (Blood Utility 3)
>Duration: See the effect
>Roll 3d6 + 3 to determine how many points of blood essence you harness. You retain these points until you complete a rest or you spend them. While you have points remaining, you are considered a creature of flesh and blood for Blood spells and you cannot again cast sanguis essence. When you cast a Blood spell and would take damage from casting the spell or from using an action granted by the spell, you can remove 1 damage for each blood essence you spend.
>Sacrifice: You can use an action and expend a casting of this spell to cast the blood harvest spell.
Blood Magic (Blood Utility 4)
>Requirement: You must be a creature of flesh and blood
>You take 1d6 + 2 damage. Your spilled blood fuels your magic, choose one of your rank 3 or lower spells. You cast the spell without expending a casting, even if you have no castings of that spell remaining. If you take 5 or more damage from casting this spell and if the chosen spell is an attack spell, you make the attack roll with 1 boon, you impose 1 bane on rolls made to resist the spell, and the spell deals 1d6 extra damage.
>Sacrifice: You can use an action to take 1d6 + 2 damage and expend a casting of this spell to begin twisting magical energy with your spilled blood. You remain focused on this magical energy for as long as you concentrate. If you remain focused and use an action to concentrate on this effect again, you choose a spell from any tradition that is of rank 3 or lower, or a rank 4 or lower spell if you take 5 or more damage from using this action. You then make a Will challenge roll. On a success, you cast the chosen spell. On a failure, the magic backfires and you take 1d6 damage per rank of the chosen spell.
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>>96732634
Mass Blood Puppet (Blood Attack 4)
>Target: Up to five living creatures of flesh and blood within medium range
>Duration: Concentration, up to 1 minute; see the effect
>For each target, make a Will attack roll against the target’s Strength. On a success, the target becomes compelled for as long as you concentrate. At the end of each round, the target makes a Strength challenge roll with 1 bane. On a success, it removes the affliction from itself.
Solidify Blood (Blood Attack 4)
>Target: One living creature of flesh and blood within medium range
>Blood solidifies in the target’s veins. If the target has Health score of 25 or less, it dies instantly as its blood stops and hardens. Otherwise, make a Will attack roll against the target’s Strength. On a success, the target takes 5d6 + 3 damage and becomes immobilized for 1 round.
A target killed by this effect has solidified blood stakes burst out of its body. Each creature within 1 yard of the target must get a success on an Agility challenge roll or take 3d6 + 3 damage.
>Attack Roll 20+: The target takes 3d6 extra damage.
Exsanguinate (Blood Attack 5)
>Target: One living creature of flesh and blood within medium range
>If the target has Health score of 30 or less, it takes a penalty to its Health equal to its Health and dies instantly as all of its blood is drained through its orifices, and you gain a bonus your Health score equal to the penalty. Otherwise, make a Will attack roll against the target’s Strength. On a success, the target takes a -6d6 penalty to its Health and you have a bonus to your Health score equal to the penalty. Both the penalty and the bonus last for 1 hour.
>Attack Roll 20+: The target takes an extra -2d6 penalty to its Health and becomes dazed for 1 round.
>Special: If you are a vampire, you can gain 1 blood point per 5 points of penalty to the target’s Health caused by this spell instead of the bonus to Health.
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>>96732644
Sanguine Control (Blood Attack 5)
>Requirement: You must be a creature of flesh and blood
>Duration: 1 hour
>You harness the power of your blood. Until the spell ends, you gain the following benefits.
>Blood Weapon - You can use an action or triggered action on your turn to take 1d3 damage and create a melee weapon of your choice that is made from your blood. Whenever you attack with a weapon created by the spell, you can use Will in place of the attribute you would normally use to make the attack. Attacks you make with the weapon against injured living creatures of flesh and blood deal 1d6 extra damage. When you drop a weapon created with this spell or the spell ends, the weapon reverts into ordinary blood.
>Blood Lance - You can use an action to take 1d6 damage to create an impaling solidified stream of blood in a line, 10 yards line and 1 yard wide, originating from a point you can reach. A creature in the area must make an Agility challenge roll. On a failure, the creature takes 4d6 + 1 damage or 5d6 + 1 damage if you take 5 or more damage from using this action.
>Blood Ward - When a creature makes an attack roll against your Defense or Agility, you can use a triggered action to take 1d6 + 1 damage and impose 2 banes on the triggering attack. If you take 5 or more damage from using this action, you impose 2 banes on all attacks until the end of the round.
>Crimson Regeneration - At the end of a round, you can use a triggered action to expend the casting of a Blood spell and heal 1d6 damage per rank of the spell expended (1d3 for rank 0 spells).
>Sacrifice: You can use an action and expend a casting of this spell to cast the blood magic spell.
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>>96732612
Some of these feel way too situational like identify blood or are redundant like blood sense and blood tracking.
That's honestly probably why they just rolled Blood into Necromancy, I probably would have done the same or put some of the less evil ones in Water or something
Also just from ctrl+f and typing heal I am shocked none of these really heal. Most mages have little health so asking them to take damage like that for a spell seems like it isn't that good.
If it were me I would have blood do extra damage on injured creatures or power up if you are a living creature that is injured.
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>>96589903
HP is larger because damage goes way further due to the fact that there are various ways to "trade damage dice" to have access to various attack options. Multiattacks are good for dealing with large packs of smaller guys, but going all in with a single target makes you hit like a truck when dealing with sturdier enemies. Plus the death system is way better than StoDL.
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>>96696642
Next two major releases seem to offer a lot of new options, first for players, then for GMs to throw at the players.
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Not sure where else to ask, but how the fuck do you import the Shadow of the Demonlord Foundry VTT Compendia stuff from the Mega into Foundry?
It would be convenient for player to be able to drag and drop spells instead of adding them individually each time, but I'm not sure how to actually have them show up on the compendium list and it won't let me just import them from there, even if I put them in the packs directory.
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>>96735874
If you're talking about the one in /SDL, then you're gonna need an older version of Foundry first. /SDL 's Foundry Modules are for Version 11.
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>>96735941
>then you're gonna need an older version of Foundry first
Well shit. If I downgrade a version my campaign might break again. I was really hoping I could make that less of a pain in the ass too. At least now I know there isn't really a way to do it with version 12. Been fucking around with the files and haven't had any success either.
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>>96735948
Never mind, I just figured it out. If anyone else is having problems with it, you put it in the Data/modules folder and import it as extra modules. It still seems to work even on version 12
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Has anyone come up with the ultimate tank/unkillable build for this system yet? I imagine it probably has to use halfling and legalist. Probably order, protection, and life too or maybe some arcane for arcane armor



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