I’m not sure what Parmendur is posting about. They seem to be gleeful about DH surpassing shadowdark for some reason, while also generally disliking DH’s actual designs or not being interested in looking at said actual design before making sweeping statements.
I do think that DH was consciously...
Yeah, DH definitely uses a set of consistent key words that need some definition. The good thing is that they’re pretty much all taught directly from the character sheet and its explanatory “Sidecar.” Rather confusing to read without context though!
You’ll be glad to hear that Daggerheart is even more simple then! Not only has it moved away from skills in favor of Action Rolls bundling a variety of potential actions under a simple attribute modifier (making it even easier to roll with a player’s ideas of how to tackle a problem), it uses...
What wall of text? That’s 5 different active abilities - each is pretty concise, one to two sentences for an entire thing. You’ll have at most 5 of those in your loadout at any time. At level 1, you start with two chosen from the 6 your two class domains offer (plus your subclass - like most...
This is a Level 1 skill:
“WALL WALK
Level 1 Arcana Spell
Recall Cost: 1
Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.”
This is another Level 1 skill:
“GET...
No, not at all. It works fine without cards - you can write down lines on your sheet. But board game design has moved insanely past the stuff we get in TTRPGs from a usability and digest ability perspective, and smart use of tight text that gets an entire ability across in a card you can place...
I feel like you’re tilting at windmills here, since you keep referencing things that aren’t actually part of DH’s design. @Vael ‘s post is a good walkthrough of the value add of designing card-forward, and I keep repeating that the DH designers included a play feature that genuinely works...
…do you think DH has that? It has a Quick Reference Sheet of rules like most TTRPGs, and Cards that cover all your selectable Domain/Ancestry/Community/Subclass abilities.
They (WOTC) literally make spell cards for 5e? Big fat decks of them for each spell caster? And NPC & creature cards, and tons of 3pp items.
DH just bundles it all in the physical copies + has PDFs of everything for free.
Edit: Again, part of the genuine use of these for DH is the Recall Cost...
Yup, considering how unbelievably huge all the deck-builder games are I'm always a little surprised that more RPGs haven't done a good job integrating that sort of thing. 4e tried, 5e has had spell cards for a while (but there's just so many of them). I think they work especially with with DH's...
I need to run the Delian Tomb at some point to explore the system with folks. I’m intrigued if the flow of combat is enough to get around my general distaste for tactical play.