Recent content by Neonchameleon

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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    Yes - but this is because I find 5e so awful at tactical combat that it doesn't so much scratch my tactical combat itch but inflames it. Daggerheart makes no pretense at being a tactical combat game but has better enemy variety (until you run out) thanks to monster roles and easier to use...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    My rule of thumb: Daggerheart L1 = D&D level 3. Level 2 = Level 5 (moving from Proficiency 1 to 2 is huge as is moving from 2 to 3 cards in your loadout) and then about a level per level. So level 13
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I'd say DH level 1 is equal in power and theme to D&D level 3 - but somewhere between level 1 and level 3 in terms of complexity (two domain cards are never as complex as two entire spell levels). They are mostly in three domains; Bone, Blade, and Valour. But the thing here is that when you...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    Essentially there's nothing in Daggerheart that I'd expect a Storyteller from the 90s to not understand on a readthrough. (I absolutely consider V:tM a trad game) and there's nothing specific about character motivations or, in particular, character flaws as part of the engine of the game - and...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I'd consider it not unfair but not quite accurate; I'd call 5e a middle of the road trad game and Daggerheart a relatively light trad game that brings in as many narrative tools as it reasonably can and streamlines whatever it can while staying within trad boundaries.
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    There was almost certainly a huge unaccounted for familiarity penalty there. The thing about Daggerheart is that character complexity can more or less be measured in terms of cards; Daggerheart characters have a base character sheet of which you only use the mechanics on the first page in play...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    Which is how you end up with characters that might as well have been Isikai'd in from another setting rather than having connections to this world. And basically you are saying that every single improv actor who has ever been breaks the fourth wall by doing improv. Which ... no.
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    And every single player-side ability or spell on the game except for the base class abilities fits onto a card that should be right in front of the player in play. There will also be a very strictly limited number of cards the player has.
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    In my experience that lasts for at most the first two sessions. The player, after all, knows they are being carried by the more experienced players and no one actively likes that feeling. That you can put things off for a couple of sessions doesn't mean it doesn't last forever. I've taught...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    Yes Daggerheart is significantly less crunchy than 5e. I gave a comparison of how (cutting down 35 numbers to 8) - do you want more examples? And if so from the player side or the DM side? It's not as hard a line as you think. "What do you smell?" or even "what alerts you to the ambush before...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I'm sorry, but to say this in a Daggerheart thread is silly. In terms of player facing numbers before choosing a race or a class a basic 5e character has: Six stats Six stat bonuses Six saving throws (of which at least two are different from your stat bonuses) Seventeen skills (not counting...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I would say that things are overwhelmingly in the other direction though. That the sheer volume of crunch in 5e puts people off (and yes, I'm a veteran of GURPS, AD&D, 3.0, 3.5, and 4e; I know how little relative crunch 5e has) - and this applies even among existing 5e players despite the...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    The thing here is that I'd say it's an awesome system for a table full of GMs, flexible players, or new roleplayers. New roleplayers come in ready, willing, and able to improvise. Long standing players who have stuck to D&D and other trad RPGs, especially when playing adventure paths, have often...
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    D&D 4E The (Finally Useful) Vampire Class

    Vampires predate clerics in D&D's pre-history. As in the first cleric in proto-D&D was brought in with vampire hunting powers because "Sir Fang" was overtuned and needed bringing down.
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    D&D General One innovation per edition

    That looks like two options from 4e and none from 5e to me... And the "incentives for single class PCs" haven't really stood the test of time. 1e and 4e are the only ones with good innovations on the DM side. 1e: XP for GP gives you motivated PCs Procedurally generated dungeons that work...
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