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    What Do You Think Of As "Modern TTRPG Mechanics"?

    This argument I consider works for at least the first half of the TSR era and at least arguably for the 2e era. But D&D has for the more recent half of its life not been the property of TSR - and D&D 3.0 was deliberately a "back to the dungeon" retroclone, changing overwhelming amounts of the...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    No. The D&D game was written using bits and pieces of tabletop wargaming and started life as a hacked tabletop wargame. In a tabletop wargame the game is granular enough that hit points made sense, and where classes and levels are a sensible way of breaking things down because you're zoomed out...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    D&D-derived heroic fantasy. It's its own genre and covers a whole lot of video games, but not a whole lot of classic fantasy like LotR. There is. And most people who don't play narrative RPGs tend to pick things that aren't in them all - or are in very trad RPGs like GURPS.
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    And this leads to why this sort of conversation makes me want to tear my hair out. When I think of mechanics in tabletop RPGs that try to enforce genre my first three thoughts are: Hit points with basically no actual meaningful injuries or shock penalties Levels A heavily structured class...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    Yup. I consider one of the deftest parts of design of Daggerheart to be that a 5e DM can jump straight to it, do very little to adapt (not even changing their DCs), and still get a pretty good game that does a slick 5e lite.
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    Vincent Baker on narrativist RPGing, then and now

    I actually had him as the third name in my draft; he's definitely one of the greats.
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    For me the practical elements are surprisingly similar to the way I ran 4e other than that I didn't have rolls with fear and that 4e scaled a lot faster. Experiences do something similar (although mathematically they are closer to 5e's Expertise) This depends on how you run skill challenges...
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    Vincent Baker on narrativist RPGing, then and now

    This matches my experience as well; I get far more engaged players when I even run Daggerheart and let them create their own cultures and put them on a map than I do running 5e in a predetermined world. They want to join in with the creativity but many games just don't let them.
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I found 4e to be more than the combat - and although Daggerheart has very different combat the out of combat experience is fairly close. For GMs as 5e. For PCs as Lancer (and I think SotDL); you roll a number of d6s with the normal roll equal to your level of Advantage (or disadvantage) and...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    The first question is do you see the D&D connection? Because I can not think of one single thing that's D&Desque that's in Daggerheart but not 4e even if they use Advantage to 5e levels (although use a post 5e implementation). Meanwhile there are: Class symmetry (including martials being...
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    Vincent Baker on narrativist RPGing, then and now

    I think that if we can't call Vincent Baker a revolutionary game designer with a list of games including Apocalypse World and Dogs in the Vineyard then the list of revolutionary game designers since E. Gary Gygax can't go beyond Sandy Petersen and Mark Reign*Hagen. And I'm not even sure about...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I tend to think of Daggerheart as D&D 4e meets Apocalypse World meets a "greatest hits of narrative game design of the past 25 years" and Genesys is one of the systems they explicitly credited. Meanwhile I tend to think of Cosmere as D&D 5e meets Genesys meets a selection of games from the past...
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    Do you game with other ENWorlders?

    I've played with another ENWorlder. I don't know that I currently am (although there must be others in the RP Haven given that it's the biggest independent RPG club in the UK (and I'm not sure how it compares to Adventurer's League or the Pathfinder Society).
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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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