Shadow of the Weird Wizard questions

Nebulous

Legend
I've been thinking about running this as a future alternative to 5e. 2024 just doesn't perk my interest, it is not sufficiently different than what I've already run for 10+ years now. I never ran Shadow of the Demon Lord but always heard good things about the system, and the Weird Wizard character creation system is frankly superior (IMO) and more nuanced than 5th edition. You can create about anything you can imagine, but it does it elegantly without added complication. It even drops rolling Initiative by incorporating a fairly intuitive reaction system. Spells are also very different than 5e, bundled into thematic groups that just make sense.

What doesn't quite make sense to me are the hit points. I get that you have a damage pool counted up and then a Heath pool ticked down to "dead", and Damage returns after a night's rest like in 5e, but Health is slower and represents more sufficient wounds. It seems though - unless I am misunderstanding - that an unconscious character lies there with full Health until if and when it gets knocked to zero. This would mean an enemy would have to keep attacking a prone character. At low level your Health is low so this is less of an issue, but at mid to high level, your pool of Health is much higher, and enemies would have to literally stand over you multiple rounds while attacking your prone body to whittle your life to zero.

To those who have run the game, is this how it works or am I misunderstanding? Does it play better than it reads?

In our practice fight someone turned into a wolf at 1st level, and the wolf's Health alone was 30 points, not even including however much Damage it could have taken. It seems like default WW really doesn't want characters to die and goes out of its way to ensure this.
 

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Yea, I think the default expectation is that PCs are pretty robust, especially at high levels. If the PC is knocked out and being beaten on by enemies, it looks like they're supposed to have a solid chance of making a luck save, getting 1 damage back, Take the Initiative, and then doing something to try and save themselves.

But considering attacking an unconscious enemy is going to give the melee attacker 4 boons (+3 for unconscious, +1 for assumedly prone), I imagine they'll be able to whittle down even a high level PC in pretty short order.

And in other, less plausible situations, the needs of the narrative trump the needs of the system. If a character is trapped in a truly no-win situation, then we'll just move on to the death, without rolling 20 times.
 

Okay I was just wanting to know if I was reading it right and I guess I was. It does seem like high level characters would be particularly resistant to death
 

Okay I was just wanting to know if I was reading it right and I guess I was. It does seem like high level characters would be particularly resistant to death
Could be. I mean, even 10th level characters will only have between 60 and 100 Health, and monsters around that level will probably be doing 10d6 damage. I would guess even a tough character might get two turns, top, before they're dead.
 


And there's no death saving throw mechanic, so this is the replacement function.
Basically. PCs are pretty hard to kill by just "bleeding out"; the chance that the character won't make a luck roll before the 1d6 damage per round is pretty low at lower levels and pretty much nonexistent at higher levels.
 

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