I really dig the mixed-ancestry rules. There's all kinds of fun combos to do. Add in how customizable the ancestries are by default and there's all kinds of nonsense you can do. The top/bottom traits thing seems a bit...arbitrary though. Are the traits at the top or bottom meant to be more powerful so having two top or bottom traits would make too strong of a character or something?I get to be a player in a game my husband is going to run. We went through the starter adventure to get our feet wet. Went well. We're not sure what kind of world we want to adventure in yet. I've made a faerie ribbet druid but may not be my long running character.
I actually cheated with my fae frog. He has wings and the long tongue. Table letting it slide because its not that big a deal. I didn't notice the rule till after my character was made.I really dig the mixed-ancestry rules. There's all kinds of fun combos to do. Add in how customizable the ancestries are by default and there's all kinds of nonsense you can do. The top/bottom traits thing seems a bit...arbitrary though. Are the traits at the top or bottom meant to be more powerful so having two top or bottom traits would make too strong of a character or something?
The one immediately thought of was a pseudodragon PC. Faerie and drakona. But both flying and breath weapon are the second traits. Seems like a silly limitation.I actually cheated with my fae frog. He has wings and the long tongue. Table letting it slide because its not that big a deal. I didn't notice the rule till after my character was made.
I think it's meant to balance the traits and maybe some combos would be bit too tough?
It's growing on me as I read it.That's the one thing I don't love about Daggerheart - the way the book is organised. As you say, it makes sense, and it actually flows kind of naturally, but I found it annoying to reference or locate where stuff was. I know from long, long experience of RPGs that that's a temporary state - if it was a dealbreaker I'd never have survived the 1990s, nor played AD&D lol (hell, even in 5E is far from perfect there) - but it is, to me, an imperfection.
The usual shorthand in the PNW is a deep south denigration term for persons of African ancestry.As someone who started out RPGs with playing those ducks — art was a bit more Disney back then — I approve!
It will need to be playtested and all that, but this is the raccoon card. (Placeholder sketch until I draw it proper. ) View attachment 406229
That's my concern as well. As mentioned at the tail end of Christian's Daggerheart review he mentions the split between the crunchy combat and almost freeform narrative elements. To get the most out of a game like this you need to find players who like both. That's going to be a huge ask. In my experience it's very much an either-or situation. Either a player likes the crunchy rules or they like super-lightweight freeform play. Finding a group of people who like both when that Venn diagram is effectively two separate circles is going to be hard.
same; my groups don't mind that hybrid space. Several of my former players do.That is 100% not my personal experience.
Fate isn't GMless. Nor are FFG Star Wars, Burning Wheel, Burning Empires, Mouse Guard, any of the 2d20 games... Daggerheart...I don't know. Daggerheart has narrative tools, of course, but it isn't GMless magical story hour. I think Fate is more of a narrative game than DH.