Acquisitions Inc. switching to Daggerheart

Every report I see is that the game is fun to play and to run, and a joy to homebrew for as well. This success is more than aesthetics.
Remember Zima? Super cool there for a while. Or Hypercolor t-shirts? Had one of those in the 9th grade....

I don't dispute it's successful and wildly popular right now.
 

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Right, but it could be more elegant even than that: as I said, nobody needs a reminder of how to use Persuasion or Acrobatics.
I think this is overstating it. Players and GMs do have to look up Persuasion, for example, because there are varying degrees of success based on intitial conditions and the like. What is the Persuasion chart on the DM Screen if not effectively a "card." Moreover, players like cool abilities. That is why 5E has feats and class abilities and spells. None of those things are skills, and the way 5E does skills, skills would not cover those things or give players the same feel as those sorts of abilities. if you are saying that no game should have anything more complex than a pass/fail divc+mod vs DC, I would humbly suggest that no one wants that. At least, no one playing 5E or Daggerheart (or Vampire or Savage Worlds or any number of other games).
 

I think this is overstating it. Players and GMs do have to look up Persuasion, for example, because there are varying degrees of success based on intitial conditions and the like. What is the Persuasion chart on the DM Screen if not effectively a "card." Moreover, players like cool abilities. That is why 5E has feats and class abilities and spells. None of those things are skills, and the way 5E does skills, skills would not cover those things or give players the same feel as those sorts of abilities. if you are saying that no game should have anything more complex than a pass/fail divc+mod vs DC, I would humbly suggest that no one wants that. At least, no one playing 5E or Daggerheart (or Vampire or Savage Worlds or any number of other games).
The Cosmere RPG has radicalized me: Spells, weapons attacks and other powers do work as pass/fail (with the possibility of negative/positive complication either way, similar to Daggerheart or Genesys) ability mod + Skill point d20 tests against a set DC, same as 5E Skills. No cards needed, the issue is solved upstream while still providing cool dynamic abilities.

But that's not to say Daggerheart isn't fun, I just am not attracted by that design solution. I am more moved to want to check it out by the grudging admission of a fellow skeptic who has found it fine in practice, though.
 
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The Cosmere RPG has radicalized me: Spells, weapons attacks and other powers do work as pass/fail (with the possibility of negative/positive complication either way, similar to Daggerheart or Genesys) ability mod + Skill point d20 tests against a set DC, same as 5E Skills. No cards needed, the issue is solved upstream while still providing cool dynamic abilities.

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 BACK UP
Level 1 Blade Ability
Recall Cost: 1
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.”

This is a 3rd level 1 ability, from the most complex domain (Codex, Wizards/Bards):

“BOOK OF AVA
Level 1 Codex Grimoire
Recall Cost: 2

Power Push: Make a Spellcast Roll against a target within Melee range.
On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency.

Tava’s Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava’s Armor again.

Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target’s Difficulty instead. On a success, deal d6 physical damage using your Proficiency.”
 

The Cosmere RPG has radicalized me: Spells, weapons attacks and other powers do work as pass/fail (with the possibility of negative/positive complication either way, similar to Daggerheart or Genesys) ability mod + Skill point d20 tests against a set DC, same as 5E Skills. No cards needed, the issue is solved upstream while still providing cool dynamic abilities.
Can you give me an example of a "cool dynamic" ability from Cosmere. i am having trouble imagining a "skill check" that is inherently cool and dynamic.
 

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 BACK UP
Level 1 Blade Ability
Recall Cost: 1
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.”

This is a 3rd level 1 ability, from the most complex domain (Codex, Wizards/Bards):

“BOOK OF AVA
Level 1 Codex Grimoire
Recall Cost: 2

Power Push: Make a Spellcast Roll against a target within Melee range.
On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency.

Tava’s Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava’s Armor again.

Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target’s Difficulty instead. On a success, deal d6 physical damage using your Proficiency.”
Yeah, I don't like it, aesthetically.

Me not liking it doesn't mean it is "bad" or "wrong". It does even necessarily mean I might not like it in practice. But that wall of text doesn't inspire me.
 

Can you give me an example of a "cool dynamic" ability from Cosmere. i am having trouble imagining a "skill check" that is inherently cool and dynamic.
I mean, any Skill checks in 5E are fun and dynamic: Skill rolls are one of the best parts of playing.

But in terms of magic as Skills: a player makes an action attempt declaration, such as trying to make an illusion thst will fool a passing guard, and rolls a d20 test against a DC determined by the DM to succeed or fail.

It honestly works perfectly.
 

I mean, any Skill checks in 5E are fun and dynamic: Skill rolls are one of the best parts of playing.

But in terms of magic as Skills: a player makes an action attempt declaration, such as trying to make an illusion thst will fool a passing guard, and rolls a d20 test against a DC determined by the DM to succeed or fail.

It honestly works perfectly.
Absolutely. I allow players to do this kind of thing often to modify spell effects.
 
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