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Shadow of the Demon Lord
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==Mechanics== The basic mechanics of the game require a d20 and a few d6's. Iterating on the system from 5e, the target number of any given challenge is 10, with players rolling a d20 and adding/subtracting via their ability scores (Cut to four core stats that everything is dependent on) and then once again using any boons or banes they gained from their Class and Professions. A ''Boon'' adds a d6 to your roll, with a ''Bane'' subtracting it. Boons do not stack, instead with you choosing the highest number rolled, reducing the swinginess of 5e's advantage system. Players have access to a meta currency in Fortune, which is gained like Inspiration in 5e but has the same abilities as Fate points from Warhammer. After choosing their race, players select or roll on a series of tables to determine various facts about their characters, from age to background. They then select (or roll) a profession for their character, and may choose to take a second profession or have their character be literate. Then the level-0 character is set off into the world. From there, they can take paths as they level up, these being the class equivalents. The four novice paths are the typical [[Wizard|Mage]]/[[Cleric|Priest]]/ [[Fighter|Warrior]]/[[Rogue]] split, before moving to more specialized Expert paths at level 3, such as the paladin or the oracle for the priest. Level 7 sees even more splits into Master Paths, which specialize even further (or you could pick another Expert Path not unlike [[4E]]'s Paragon [[Multiclassing]]). Magic, while largely familiar to anyone who's picked up a game of D&D, is split into small schools split by stat-dependence and casting is still locked behind [[Vancian Casting]] and the incredibly limited number of spells any caster can attain. However, the magic juice cap counts per ''spell'' instead of per rank, so if the spellcasting table says you can cast a rank 3 spell once per day and you have learned two rank 3 spells, you can cast each of them once within the same day. And some spellcaster classes treat the spellcasting table as a suggestion instead of a hard cap, because no d20 system is complete without spellcaster pandering. The game has Insanity and Corruption meters. One gains Insanity points for witnessing things that men aren't meant to know or being affected by dark magics, while Corruption is gained from acting in an evil way or doing something that aids the Demon Lord in spreading his shadow over the land. The Insanity system, wherein reaching total insanity makes you roll on a table where you can either become a hindrance to the party or have a slight chance of coming out of the madness stronger, resembles the [[Darkest Dungeon]]'s system. Meanwhile, Corruption borrows heavily from [[Warhammer Fantasy Roleplay]], where higher corruption causes stigmata and mutation to ravage your character. In battle, players and monsters have the option of making a ''Fast Turn'' or a ''Slow Turn''. A fast move is doing one action: Moving, Attacking, interacting with an object, et cetera. A Slow move is composed of doing two of these actions. Players always move first in the track they are on. This means a player who is just doing one thing will always beat a monster that is just doing one thing, but a player who is doing two things (for instance, moving to a downed ally and healing them) will move after the monster. If all of this sounds like some weird mishmash of 5e's d20 systems with Warhammer Fantasy's careers, that's because it is and it is [[AWESOME]]. [[Category:Roleplaying]]
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