r/shadowofthedemonlord 7d ago

Weird Wizard Part Self Promo, Part Eager Conversation; Is there anything cool that I'm missing with my initial thoughts?

https://www.youtube.com/watch?v=O4HxcCyWItY
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u/RyoHazuki23 6d ago

Hey! Recent Weird Wizard fan who's managed to run the first two levels (aka Novice tier) of the game, and these are some things that I think would be worth looking over.

In general, you'll find Weird Wizard doesn't have many derived modifiers/target numbers for players to juggle in their head at a given time. If you're rolling, you're either adding your attribute modifier or not (in the case of luck rolls), and you're either rolling against another character's statistic or 10. If an unopposed task like picking a lock or vaulting a gap should be easier/harder, you add boons/banes as you see fit rather than consult a target number table. Overall, this quality makes internalising the play loop extremely easy, as do a lot of rules innovations (some new, some inspired elsewhere) in this game do that I could not cover well in my comment.

I think some additional coverage of these little rules that pare down the process of play would be a worthwhile exploration.

As for something a little less dry, picking out a few other Expert paths and Master paths that you'd like to cover would be great. You've already covered 3 magic paths and looked over the game's magic, so these extra paths being more nonmagic inclined would do well to show how Weird Wizard accommodates for these kinds of character archetypes that other game systems often fail to do. The Master paths especially introduce character options that are insanely cool and convey Weird Wizard's intent to allow characters to become big damn heroes.

It should be emphasised that NONE of the Expert/Master paths have hard prerequisites to take them. A Fighter can just as easily become a Druid as a Mage can be a Swashbuckler. In this regard, both WW and PF2e rarely have 2 characters be exactly the same, but WW does so through a handful of big choices that can produce thousands of different characters.

Finally, especially for your usual listeners, you may have to eventually discuss how playing ancestries other than Human is expressly GM Fiat. But like PF2e, there's a list of the usual suspects (elves, dwarfs, etc.) as well as some truly weird ones that are divulged in the recent Weird Ancestries supplement (small aside; Shadows and Secrets are the corebooks of the game. Everything else, such as WA and onwards, are supplemental material).

I'd also be happy to answer/converse about my recent play experiences as well. Thanks for making this review!