Don't know what it says when the poster production of DnD starts experimenting with their own long form game. But it does seem like a direct response to Wizards little OGL gambit. I wouldn't be...
Don't know what it says when the poster production of DnD starts experimenting with their own long form game. But it does seem like a direct response to Wizards little OGL gambit. I wouldn't be surprised if they find a way narrative way for their next season to transition to the new system, especially with how the example characters are from their world.
The game itself seems interesting but I don't think I've ever played in a similar engine to see the pros and cons. At a glance I like the armor and health systems but the d12 checks with themed dice seems a bit cumbersome. There's also some nice cinematic flairs like the last stand options. I'm sure they'll demo a game to showcase the systems but actually playing it would be the real test. Might try to organize a game or two but it's easier to align planets than the schedules of several people in their 30s.
I also appreciate that they're aiming for community driven development even if it's just to distance themselves from Wizards model of "you take what I give you". But it'd be interesting to see their approach to an OGL and third party works with protective they seem to be with their ip.
Given Mercer’s track record with 5e content I’d be incredibly scared of a full ruleset lol. Almost all of the broken content, in both ways, in 5e comes from the Critical Role expansions.
Given Mercer’s track record with 5e content I’d be incredibly scared of a full ruleset lol. Almost all of the broken content, in both ways, in 5e comes from the Critical Role expansions.
It strikes me as a bit similar to the Star Wars RPG's dice system (which is interesting and works well), though that one doesn't have this token thing that Daggerheart has going on. And speaking...
The game itself seems interesting but I don't think I've ever played in a similar engine to see the pros and cons.
It strikes me as a bit similar to the Star Wars RPG's dice system (which is interesting and works well), though that one doesn't have this token thing that Daggerheart has going on. And speaking of the tokens, I'm a bit concerned that gameplay might get bogged down.
People were mentioning Powered by the Apocalypse having similar vibes, and there is except that it's using D6s instead of D12s, but the checks being what you want vs what you want with...
People were mentioning Powered by the Apocalypse having similar vibes, and there is except that it's using D6s instead of D12s, but the checks being what you want vs what you want with consequences vs a complete failure, is an interesting mechanic as well has giving out hope points like candy. I have concerns about Classes inheriting the redundancy baggage of 5e where Bard and Sorcerer and Wizard are all things with mostly flavor differences as opposed to a play style, but I haven't gone deep enough into character creation to see if that's an issue.
The spellcasters in Daggerheart (DH) appear fairly significantly different. All DH classes pick their cards (which serve as abilities and spells) from two domains. A bard picks from Grace and...
The spellcasters in Daggerheart (DH) appear fairly significantly different. All DH classes pick their cards (which serve as abilities and spells) from two domains. A bard picks from Grace and Codex, a sorcerer from Arcana and Midnight, a Wizard from Codex and Splendor. So while bard and wizard can both pick from Codex, the sorcerer spell list should theoretically be completely distinct. And unlike in 5e where a swords bard still has access to the full spell list, in DH, if you're picking mostly Grace abilities, that means you're not picking Codex abilities, further limiting overlap.
Haven't played it yet, obviously, but it's an interesting system.
I would be surprised to see the main campaign stray from D&D, though I suppose they could make the jump during the transition from 5e to One. I for one would miss a D20 based system. I've listened...
I would be surprised to see the main campaign stray from D&D, though I suppose they could make the jump during the transition from 5e to One. I for one would miss a D20 based system. I've listened to their other series which uses an in-house ruleset and it just isn't as engaging. Partly the world/stylistic choices don't draw me in, but I know how a D20 system works. When I'm watching people play table top it's annoying to try and follow what is happening when it's divergent from such a classic system.
Ok, I read through the rules. There's a lot to like here for a narratively-focused game. It feels very much like the goal was "DnD, but taking the best parts from blades in the dark, genesys, etc...
Ok, I read through the rules. There's a lot to like here for a narratively-focused game. It feels very much like the goal was "DnD, but taking the best parts from blades in the dark, genesys, etc etc etc". I think that's cool because 5e often feels like it's stuck in the middle between not crunchy enough and too crunchy.
Example: 5e refusés to establish prices for magical items, how much it should cost to craft something, etc. But it still insists that you track currency down to the copper piece. Daggerheart just abstracts it all such that the smallest unit of currency is a "handful of gold," which I think is a much better solution if you're not going to go full crunch.
I still have reservations about the token system (I think it's unnecessary and slows things down), but I like the hope/fear mechanic. I love the ability cards - it will help with newer players especially, and I'm getting a sort of Gloomhaven vibe that really does it for me.
Their combat system is interesting, mostly in a good way. The way the GM resolves monster actions in combat is truly inspired - basically, when a player rolls fear (50/50 odds), it flips to the GMs turn, and the GM can freely resolve as many actions as the players have taken thus far in that round. I think that's awesome. I am anticipating a lot of concerns about the lack of initiative order allowing players to run roughshod over one another, but my table is good and that wouldn't happen, so it's less of a concern for us.
The whole system is narrative. They have a bare framework of "rules", but often the specifics include things that let the GM or Player take some liberty. It's basically like it's designed for a...
The whole system is narrative. They have a bare framework of "rules", but often the specifics include things that let the GM or Player take some liberty. It's basically like it's designed for a writer who's indecisive (or wants some level of randomness) about action sequences. Not ACTION like fighting necessarily, but action like "something happens." The outcome from the rules is designed to prompt imagination, rather than strictly delineate specifics.
I can see how this is going to be interesting to some kinds of players (story oriented), but anathema to others (munchkins). Critical Role has a lot of cred in the community, so I don't expect a lot of vitrol or flaming, but at the same time there's a certain segment of gamers who are going to not be interested.
That kinda gets at the issue that many TTRPG fans have had since 5e became the default for everyone and their grandmother. There are plenty of things DnD and a d20 system can do well, but there...
That kinda gets at the issue that many TTRPG fans have had since 5e became the default for everyone and their grandmother. There are plenty of things DnD and a d20 system can do well, but there are much much better systems for the kinds of games that many players prefer. Personally, my group has been loving Savage Worlds because it gives me the perfect level of customisation and power gaming while being extremely easy to track and run (monsters aren't just a pool of hit points for example).
This is a very American RPG hobby thing, people refuse to play a TTRPG if it's not D&D. So then we get "D&D" where the whole system and setting are homebrewed so far from the original that the...
There are plenty of things DnD and a d20 system can do well, but there are much much better systems for the kinds of games that many players prefer
This is a very American RPG hobby thing, people refuse to play a TTRPG if it's not D&D.
So then we get "D&D" where the whole system and setting are homebrewed so far from the original that the only things left are some of the stats and the d20 die. But they can still call it "Playing D&D" and will get players to buy in.
Even though the same story could be told a lot better with a different system.
Yeah, I'm familiar with that. My group loves the Eberron setting, but Wizards does the setting dirty. Savage Worlds meshes perfectly with the themes and gameplay aspects we enjoy the most. I've...
Yeah, I'm familiar with that.
My group loves the Eberron setting, but Wizards does the setting dirty. Savage Worlds meshes perfectly with the themes and gameplay aspects we enjoy the most.
I've also experimented with other systems like FATE and Dread for one-shots. I think 5e is frankly terrible for horror, and all of the bolted-on sanity systems I've dug into have serious issues. Whatever makes people happy, I guess?
I've found that Candela Obscura, another Darrington Press release, is pretty good on the horror aspect without going too deep into sanity like CoC does.
I've found that Candela Obscura, another Darrington Press release, is pretty good on the horror aspect without going too deep into sanity like CoC does.
I just personally believe people would be happier running some of their games in a system that's not DnD5e, but resistance to change is a big deal. I'm hoping Daggerheart will open people up to...
I just personally believe people would be happier running some of their games in a system that's not DnD5e, but resistance to change is a big deal.
I'm hoping Daggerheart will open people up to Other Systems in general, because of the insane reach of their show.
This system has arrived in a very timely fashion. I'm writing a short campaign for my group at the moment, and we all lean pretty combat-lite in how we like our RPGs, but I was struggling to find...
This system has arrived in a very timely fashion. I'm writing a short campaign for my group at the moment, and we all lean pretty combat-lite in how we like our RPGs, but I was struggling to find a suitable system for running it. This one looks pretty cool, more narratively focused, and above all: streamlined. I'm looking forward to reading through the materials to get more of a feel for it, but we might have a winner! (At least until Legend in the Mist becomes available)
Don't know what it says when the poster production of DnD starts experimenting with their own long form game. But it does seem like a direct response to Wizards little OGL gambit. I wouldn't be surprised if they find a way narrative way for their next season to transition to the new system, especially with how the example characters are from their world.
The game itself seems interesting but I don't think I've ever played in a similar engine to see the pros and cons. At a glance I like the armor and health systems but the d12 checks with themed dice seems a bit cumbersome. There's also some nice cinematic flairs like the last stand options. I'm sure they'll demo a game to showcase the systems but actually playing it would be the real test. Might try to organize a game or two but it's easier to align planets than the schedules of several people in their 30s.
I also appreciate that they're aiming for community driven development even if it's just to distance themselves from Wizards model of "you take what I give you". But it'd be interesting to see their approach to an OGL and third party works with protective they seem to be with their ip.
Given Mercer’s track record with 5e content I’d be incredibly scared of a full ruleset lol. Almost all of the broken content, in both ways, in 5e comes from the Critical Role expansions.
It strikes me as a bit similar to the Star Wars RPG's dice system (which is interesting and works well), though that one doesn't have this token thing that Daggerheart has going on. And speaking of the tokens, I'm a bit concerned that gameplay might get bogged down.
People were mentioning Powered by the Apocalypse having similar vibes, and there is except that it's using D6s instead of D12s, but the checks being what you want vs what you want with consequences vs a complete failure, is an interesting mechanic as well has giving out hope points like candy. I have concerns about Classes inheriting the redundancy baggage of 5e where Bard and Sorcerer and Wizard are all things with mostly flavor differences as opposed to a play style, but I haven't gone deep enough into character creation to see if that's an issue.
The spellcasters in Daggerheart (DH) appear fairly significantly different. All DH classes pick their cards (which serve as abilities and spells) from two domains. A bard picks from Grace and Codex, a sorcerer from Arcana and Midnight, a Wizard from Codex and Splendor. So while bard and wizard can both pick from Codex, the sorcerer spell list should theoretically be completely distinct. And unlike in 5e where a swords bard still has access to the full spell list, in DH, if you're picking mostly Grace abilities, that means you're not picking Codex abilities, further limiting overlap.
Haven't played it yet, obviously, but it's an interesting system.
I would be surprised to see the main campaign stray from D&D, though I suppose they could make the jump during the transition from 5e to One. I for one would miss a D20 based system. I've listened to their other series which uses an in-house ruleset and it just isn't as engaging. Partly the world/stylistic choices don't draw me in, but I know how a D20 system works. When I'm watching people play table top it's annoying to try and follow what is happening when it's divergent from such a classic system.
Ok, I read through the rules. There's a lot to like here for a narratively-focused game. It feels very much like the goal was "DnD, but taking the best parts from blades in the dark, genesys, etc etc etc". I think that's cool because 5e often feels like it's stuck in the middle between not crunchy enough and too crunchy.
Example: 5e refusés to establish prices for magical items, how much it should cost to craft something, etc. But it still insists that you track currency down to the copper piece. Daggerheart just abstracts it all such that the smallest unit of currency is a "handful of gold," which I think is a much better solution if you're not going to go full crunch.
I still have reservations about the token system (I think it's unnecessary and slows things down), but I like the hope/fear mechanic. I love the ability cards - it will help with newer players especially, and I'm getting a sort of Gloomhaven vibe that really does it for me.
Their combat system is interesting, mostly in a good way. The way the GM resolves monster actions in combat is truly inspired - basically, when a player rolls fear (50/50 odds), it flips to the GMs turn, and the GM can freely resolve as many actions as the players have taken thus far in that round. I think that's awesome. I am anticipating a lot of concerns about the lack of initiative order allowing players to run roughshod over one another, but my table is good and that wouldn't happen, so it's less of a concern for us.
Looking forward to playtesting it.
The whole system is narrative. They have a bare framework of "rules", but often the specifics include things that let the GM or Player take some liberty. It's basically like it's designed for a writer who's indecisive (or wants some level of randomness) about action sequences. Not ACTION like fighting necessarily, but action like "something happens." The outcome from the rules is designed to prompt imagination, rather than strictly delineate specifics.
I can see how this is going to be interesting to some kinds of players (story oriented), but anathema to others (munchkins). Critical Role has a lot of cred in the community, so I don't expect a lot of vitrol or flaming, but at the same time there's a certain segment of gamers who are going to not be interested.
That kinda gets at the issue that many TTRPG fans have had since 5e became the default for everyone and their grandmother. There are plenty of things DnD and a d20 system can do well, but there are much much better systems for the kinds of games that many players prefer. Personally, my group has been loving Savage Worlds because it gives me the perfect level of customisation and power gaming while being extremely easy to track and run (monsters aren't just a pool of hit points for example).
This is a very American RPG hobby thing, people refuse to play a TTRPG if it's not D&D.
So then we get "D&D" where the whole system and setting are homebrewed so far from the original that the only things left are some of the stats and the d20 die. But they can still call it "Playing D&D" and will get players to buy in.
Even though the same story could be told a lot better with a different system.
Yeah, I'm familiar with that.
My group loves the Eberron setting, but Wizards does the setting dirty. Savage Worlds meshes perfectly with the themes and gameplay aspects we enjoy the most.
I've also experimented with other systems like FATE and Dread for one-shots. I think 5e is frankly terrible for horror, and all of the bolted-on sanity systems I've dug into have serious issues. Whatever makes people happy, I guess?
I've found that Candela Obscura, another Darrington Press release, is pretty good on the horror aspect without going too deep into sanity like CoC does.
I just personally believe people would be happier running some of their games in a system that's not DnD5e, but resistance to change is a big deal.
I'm hoping Daggerheart will open people up to Other Systems in general, because of the insane reach of their show.
This system has arrived in a very timely fashion. I'm writing a short campaign for my group at the moment, and we all lean pretty combat-lite in how we like our RPGs, but I was struggling to find a suitable system for running it. This one looks pretty cool, more narratively focused, and above all: streamlined. I'm looking forward to reading through the materials to get more of a feel for it, but we might have a winner! (At least until Legend in the Mist becomes available)