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Shadow of the Weird Wizard
Publisher: Schwalb Entertainment
by Joe [Verified Purchaser]
Date Added: 02/28/2024 19:39:27

DISCLAIMER: This book is one of two of a core set. Some people didn't know that. Why 5 stars? I don't have anything meaningful to mark against the system, so it gets a full score.

WHO IS THIS GAME FOR? Medium crunch rules. Detailed combat. Lighter on skills/backgrounds/non-combat features. General/flexible fantasy setting, can cover falling empires/cities of thieves/pirates/shires/etc.

WORTH THE COST? I believe so. There's a lot of range and replay value for players (more than average) and it's priced normally. Should stay fresh for a very long time. MY OPINION I am mostly an OSR-type of guy, but I felt a need for something to serve as a replacement for 5e at my table. I chose Weird Wizard for the following reasons:

I read SotDL, so I was down for a cleaned up/updated version of that.

I really, really like Paths as a character building system. I'm very pleased to have a medium-crunch game that can allow such a wild range of character builds. One person's Fighter - Gladiator - Blade is just as playable as someone's Rogue - Druid (Tradition: Alteration) - Barbarian.

Core mechanics: 4 ability scores is sweet and simple. The central resolution mechanic isn't hard: 1d20 + a stat + a boon or bane (1d6). I also like that you count up your Damage taken, rather than subtracting it from your Health, which can be affected in other ways. I like the spell casting (which I can't succinctly describe) and the tactical effects for non-magical combatants, which also seem like they'll be easy to play at the table.

The right kind of setting for my playstyle. Enough information that I don't have to think too hard, but enough ambiguity that I can do whatever I want. This will be elaborated upon in many supplemental products coming down the line, which was easily my favorite thing about this and Shadow of the Demon Lord. I like having a lot of stuff to work with.

I appreciate that the layout is going to be revisited. As this is going to be an RPG that I'll be keeping for a long time, I'd want it to be in its best shape. I don't know if DTRPG reviews can be edited later on, but if anything critical changes I will edit as needed.



Rating:
[5 of 5 Stars!]
Shadow of the Weird Wizard
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Advanced Tiny Dungeon
Publisher: Gallant Knight Games
by Joe F. [Verified Purchaser]
Date Added: 04/04/2023 19:15:36

I just showed my group the character creation and how to roll, and they unanimously dropped D&D 5e in favor of using this... so, I think I made a pretty good purchase! I'm as obsessed as they are. But let's talk positives and negatives, so you know what you're getting into! I rate it 5 stars because of how dazzling its strengths are, but there is a gap or two worth noting (that I'd otherwise deduct points for).

TL;DR: It is very direct, has great range, is fast and fun to play/run. Will need other sources to patch up spots that aren't explored enough. (Micronomicon, GM guide of your choosing, etc.)

Pro's: -Dice rolling here has reached perfection. In practice, it's fast, easy, unobtrusive during gameplay, and even has a tactile component to feeling your character's strength and weakness--when you have Advantage, roll 3d6, and disadvantage, 1d6. Again, it's fast, and you feel it. -Character building? Fantastic. There is almost nothing in the way between you and playing the character concept you want to play. It's all balanced around picking each trait you want to use, which is the main measure of power. Traits and Runes are fun. -Nothing in the way: this taught me that stats hold back RPGs more than they offer! -Easy running. I just talk and call for rolls. I look at my players and know what they are capable of intuitively. The enemies I use fit in one line of text (HP, AC, trait list). -Convenience. My players would often forget about abilities they had (they're narrative-focused). The formatting fluff's been cut, you just have a list of exactly the abilities you have and what you can do with them. No numbers to keep track of, either, minus a few +1 damage things! -Flexibility. Want to do something there isn't a trait for? Well, write one--so long as it's settled with the same rolls, you're in the clear. -Take from other systems as freely as you want. Converting things into this is easier and more intuitive than anything else I've engaged with.

Con's: -The copyediting could do with some work--I've come to notice typos as I've familiarized myself with the book.

  • On its own, it is void of guidance on rewarding the party for adventuring.
  • There isn't a gauge on appropriate encounter building.
  • Also on its own, the magic traits are pretty vague and lack any set gauge as well.

Almost all of these cons are resolved by getting something like the Micronomicon to fill in any gaps on player options or information about trait usage. The lack of guidance on running adventures or using equipment is also patched up quite quickly by any other RPG books you have or use. I'm using the 5e item tables and Monster Manual next week, as I have been. In other words... there's no issues that you can't work around and live with.



Rating:
[5 of 5 Stars!]
Advanced Tiny Dungeon
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Micronomicon: A Compendium of Magic
Publisher: Exploding Seed
by Joe F. [Verified Purchaser]
Date Added: 04/04/2023 18:45:10

Extremely valuable; The Micronomicon offers a lot to Tiny D6 games, both by adding clearer usage guidelines for existing magical traits (Spell Reader, Spell Touched, Etc.) and implementing/expanding on several others. I don't know if there's any other Td6 product that adds this much new stuff for this price. If you'd told me that the Cookpot expansion was going to be a great addition to my game, I wouldn't have believed it. It was a good addition to the game.

Beyond that, there's lots of clear magic items, additional enemies and traits for them, it's just... content that's ready to fill the gaps and then some.

The first half of the book is grouped by the field of magic it expands, and the second half is all microsettings--but across both halves are content useful for GMs and Players, for use at your discretion. S'cool.



Rating:
[5 of 5 Stars!]
Micronomicon: A Compendium of Magic
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