Working their way further into the dwarven complex, having accidentally sealed the entrance, needing a new way out, and having lost two characters so far, the poor characters continue.
Down to ten people, they encounter the 'giant eyeballs with legs that work like facehuggers'...and end up having to kill two of their own party members (including one of the hobbits ...yay!).
Spiders later take care of one of thieves.
And then, there were seven...
'Dearest AI...pray tell, why is shadowdark combat better than that of 5e?'
While "better" is subjective—5e excels at crunchy, option-heavy grid-based tactics for larger groups or players who love build optimization—Shadowdark shines for old-school dungeon crawls where every fight feels risky and combats resolve in minutes, not hours.
In short: Shadowdark combat feels like a gritty swordfight—tense, swift, and punishing—perfect for crawl-focused play. 5e is a tactical minis game. If your group hates sloggy sessions, Shadowdark "fixes everything wrong with 5e" by prioritizing fun over features. Try the free quickstart PDF for a test run.
1. Blazing Speed and Flow (No Analysis Paralysis)
- Shadowdark: One move (~30 ft, abstract "near" range; can split or double-move) + one action (attack, spell, improvise) per turn. Initiative: d20 + DEX mod for all (players + GM), highest first, then clockwise around the table—no tracking order sheets. Turns fly; even 6-player games have "rounds [that] fly" with "no decision gridlock."
- 5e Contrast: Action + bonus action + reaction + free movement + dozens of subclass features/spells. Individual initiative order often causes "whose turn?" delays and option overload.
- Why Better: Combats end fast (e.g., 3 PCs vs. 3 monsters in ~40 min max, often less); real-time torch burning (~1 hour play) adds urgency without pausing.
2. High Lethality and Stakes (Fights Matter)
- Shadowdark: Low HP (roll class HD + CON only at lvl 1; no CON after). Damage: straight dice (e.g., 1d6 sword, no STR mod). Crits (nat 20) double dice. At 0 HP: death timer (1d4 + CON rounds, min 1); roll d20 each turn (nat 20 stabilizes at 1 HP) or ally DC 15 INT check. Enemies morale-check at half HP (DC 15 WIS).
- 5e Contrast: Massive HP pools, death saves (3 successes/fails), reliable healing (e.g., Healing Word bonus action), short/long rests galore—fights drag with "immortality."
- Why Better: Every hit hurts; players avoid fights or flee smartly. "Combat is fast, brutal, and decisive."
3. Minimal Bookkeeping and Rulings Over Rules
- Shadowdark: Abstract ranges (close=5ft, near=30ft, far=sight). Attacks: d20 + STR/DEX vs. AC (flat math, mods -4 to +4). No spell slots/components/books—cast via check (DC 10+tier; crit fail = long rest penalty). Gear slots limit encumbrance.
- 5e Contrast: Precise grids, concentration tracking, spell slots/prep, conditions (prone, restrained), advantage/disadvantage stacking.
- Why Better: Less math/tracking = more immersion. "Vague terms like 'close/near/far'" keep flow; fixes 5e's "needlessly gritty detail."

"edition wars and corporate scandals" so true.
ReplyDeleteIt all fell apart when someone decided they could make money ;)
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