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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="Stalker0" data-source="post: 9308643" data-attributes="member: 5889"><p>Comparing the game to dnd I think the number 1 biggest difference is the "power" of a single die roll.</p><p></p><p>When I think of a standard dnd game out of combat, a lot of Dms encourage rolling. All of you make a perception check. Rogue wants to look for traps....give me a check. You want to get a knowledge about the ancient paintings on the wall, sure make a check.</p><p></p><p>My understanding of DH is that rolls (at least out of combat) are meant to be pretty rare and special....and so the success or failure of that roll is always important (not to mention their roll in token generation). If the DM calls for a knowledge check on those paintings its not to give you some fun fluff history (they should do that without a roll), its to see if the players can put together how the painting can help disable the complex trap in the dungeon. Success will clear the way for several more rooms, a failure triggers a cave-in that will dramatically slow their journey.</p><p></p><p>I can say as a DM that would probably be my biggest change in mindset. You are supposed to kill the casual roll, just tell the players things without rolling until the time when "this is it!"</p><p></p><p>Part of my personal question of "how to run this in daggerheart" is how to remove the group check mindset. All the time in my groups and games, one player wants to make a knowledge check about something, and the rest of the group jumps in "hey could I make a roll, see if I know anything?" Again my understanding of DH is that really needs to be discouraged, you don't want a bevy of rolls on any given situation. So I guess its a more first come first serve kind of thing, whoever examines the painting makes the check, and the group abides the result. But I know for my players that would be a big change in how they operate.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9308643, member: 5889"] Comparing the game to dnd I think the number 1 biggest difference is the "power" of a single die roll. When I think of a standard dnd game out of combat, a lot of Dms encourage rolling. All of you make a perception check. Rogue wants to look for traps....give me a check. You want to get a knowledge about the ancient paintings on the wall, sure make a check. My understanding of DH is that rolls (at least out of combat) are meant to be pretty rare and special....and so the success or failure of that roll is always important (not to mention their roll in token generation). If the DM calls for a knowledge check on those paintings its not to give you some fun fluff history (they should do that without a roll), its to see if the players can put together how the painting can help disable the complex trap in the dungeon. Success will clear the way for several more rooms, a failure triggers a cave-in that will dramatically slow their journey. I can say as a DM that would probably be my biggest change in mindset. You are supposed to kill the casual roll, just tell the players things without rolling until the time when "this is it!" Part of my personal question of "how to run this in daggerheart" is how to remove the group check mindset. All the time in my groups and games, one player wants to make a knowledge check about something, and the rest of the group jumps in "hey could I make a roll, see if I know anything?" Again my understanding of DH is that really needs to be discouraged, you don't want a bevy of rolls on any given situation. So I guess its a more first come first serve kind of thing, whoever examines the painting makes the check, and the group abides the result. But I know for my players that would be a big change in how they operate. [/QUOTE]
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Critical Role's 'Daggerheart' Open Playtest Starts In March
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