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

    Nothing was kept indeed. But we did have one thing that I'm pretty sure made 4e significantly more profitable than early 5e. We actually had D&D Insider numbers; due to the way the now long dead Gleemax boards were run we could see how many people were subscribed to D&D Insider, and this was a...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    The irony of that particular XKCD is it mentions USB in the alt-text, but USB has pretty much standardised on USB-C (and USB-C is busy mopping up the charger market).
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    TSR Why would anyone want to play 1e?

    As I mentioned earlier this isn't inherent to THAC0; it's just that when they'd tidied up and simplified the system the 3.0 designers decided that all the complexity budget they'd saved was burning a hole in their pocket and that they needed to spend it all. Which only helps slightly when a...
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    Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

    I don't think it's a bad system for APs - but Daggerheart comes with a lot of tools from Hope and Fear to Connections questions to the way the campaign frames work that make it really good for running largely improvised character-centtic campaigns. If you try to run an adventure path it will be...
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    TSR Why would anyone want to play 1e?

    An age thing, a neurodivergence thing, and a practice thing (how long have you been playing AD&D for)?
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    TSR Why would anyone want to play 1e?

    I suspect you don't - but the difference is so trivial you don't notice it. The level of difference is different for different people and with different levels of practice.
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    TSR Why would anyone want to play 1e?

    Same reason I think walking forward is faster than walking backwards. It's inherently easier and we do it much more.
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    TSR Why would anyone want to play 1e?

    All else being equal THAC0, involving subtraction, is always going to be slower than a mathematically equivalent purely additive system like BAB Of course not all else is equal - and the designers of 3.0, having clawed back a lot of the game's "complexity budget" decided it was burning a hole...
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    Stonetop, or, Nice Village You've Got There

    I hope I'm wrong. As I say it's a great game (and I've yoinked the artifact rules for my own work).
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    Stonetop, or, Nice Village You've Got There

    First Stonetop is excellent. Second I'm not holding my breath about it being out by the end of the year. It's got stuck in polishing loops - and if you go back to the original March 2021 Kickstarter estimated delivery was October 2021. It's slipped four years on a seven month estimate. Just to...
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    What makes setting lore "actually matter" to the players?

    And I am disagreeing. I personally find that the WoD's lore is among the best of the 20th Century settings. But we've come a long way in the past 30 years in getting the benefits out of good lore without burying it in extruded content. But why did oWoD lore work? And more to the point why did...
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    What makes setting lore "actually matter" to the players?

    The history of D&D especially in the TSR era. oD&D and Keep on the Borderlands is basically a fantasy Western with the orcs and co standing in for Native Americans - and that's before we get into e.g. Mystara.
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