Shadow of the Weird Wizard vs Tiny Supers
Compare Shadow of the Weird Wizard and Tiny Supers side by side. See differences in complexity, dice, genre, and more.
| Shadow of the Weird Wizard | Tiny Supers | |
|---|---|---|
| Genre | Fantasy | Superhero, Modern, Sci-Fi |
| Tags | Heroic, Beginner-Friendly, Short Sessions, Strong GM Support, Character Building | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep |
| Core Mechanic | Roll d20 + modifier vs. target number 10. Boons and banes (d6s) modify the roll. Luck replaces traditional experience, driving both advancement and dramatic moments. | Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | d20 | d6 dice pool |
| Complexity | Low | Low |
| Availability | Free quickstart | Paid |
| Runnability | Book tools not listed | 1 of 5 book tools |
| License | Weird Wizard SRD | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Schwalb Entertainment | Gallant Knight Games |
| Year | 2024 | 2019 |
| Languages | English | English, Spanish |
| Best For | Groups who want a lighter, heroic take on the Shadow of the Demon Lord engine with fast play and deep character options. | Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings. |
| Highlights | Streamlined rules with few exceptions, novice/expert/master path system offers deep character combinations, Luck mechanic doubles as advancement and resource currency | Tiered Power Traits let the same ability grow in potency without a separate point-buy system. Two-action combat makes Focus and Evade compete with movement and attacks. The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes. |
| Considerations | Setting tightly coupled to core rules, shares most mechanics with Shadow of the Demon Lord | The game assigns uncovered situations to consistent GM rulings rather than detailed procedures. Power concepts outside the fixed trait list depend on reskinning or GM-created effects. Advancement is optional and offers a small menu of upgrades. |