Acquisitions Inc. switching to Daggerheart

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 mechanics to provide the option to do built in degrees of success with clear and concise guidance in the boom about what they mean and how to set stakes around rolls to make them matter.

Since most CR style d20 rolls are vibes anyway, this leans into that and allows the dice to help suggest where the narrative is going next in an open way. Good stuff.

Edit: DH also wants you to avoid scaling the DC and use ADV/DISADV more to show how the player’s actions or approach informs how difficult things are.
I have no problem with the 5E Skills system, it is basically perfect: but it can also be expanded,and avoid the need for things like "power cards".
 

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I have no problem with the 5E Skills system, it is basically perfect: but it can also be expanded,and avoid the need for things like "power cards".
I think 5E skills are a fine implementation...but sometimes I don't play with skills at all. Or, I refrain from reminding players that they even have them and instead call for them to make an even simpler CR roll.
 

It's a simple but astonishingly easy mechanic to use. Relies on a player's skills and attributes. Nothing to look up. Easy to use in imaginative ways and gives the player options.
I couldn't have said it better. I spent the last or so looking at different RPGs & their resolution mechanics, and I've really come to appreciate the elegance & versatility of d20 checks. I think some games try a bit too hard to bake the "rpg best practices" or "storytelling" into the mechanics, that it can feel a bit suffocating. Just let me roll my dice without thinking too much!
 

I couldn't have said it better. I spent the last or so looking at different RPGs & their resolution mechanics, and I've really come to appreciate the elegance & versatility of d20 checks. I think some games try a bit too hard to bake the "rpg best practices" or "storytelling" into the mechanics, that it can feel a bit suffocating. Just let me roll my dice without thinking too much!
Agreed. Or suggesting that d20 checks in D&D, which have been around decades longer than any of the other games being talked about, somehow rely on the GM more than some other, more complex mechanic does.

Games can't and don't simulate real life. A person still has to fill in the creative and logical blanks. Question is, will more of that be performed by a commitee of players working loosely / hopefully together at pace, or a single GM?
 

I'm currently playing DH, ToV, and Marvel Multiverse. DH and Marvel don't have skills, but ability checks that can be further modified. I find I like the ability checks better, it's not on me to decide to what skill applies, it's on the player to mention, "I'd like to use my bonus from X". Runs a bit smoother, easier to GM, and gives the player some more agency.

I don't dislike skills, but longer the skill list a game has, the less likely I'd want to run it.
 

I couldn't have said it better. I spent the last or so looking at different RPGs & their resolution mechanics, and I've really come to appreciate the elegance & versatility of d20 checks. I think some games try a bit too hard to bake the "rpg best practices" or "storytelling" into the mechanics, that it can feel a bit suffocating. Just let me roll my dice without thinking too much!
If only there were any mainstream games around for your gaming preferences...
 



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.”
Reading this and the new terminology sorta gives me a headache, which comes from learning a new game to find out some words basically mean and function the same as things I’m used to…..just me on this again after reading this above but I appreciate the explanation!
 

Reading this and the new terminology sorta gives me a headache, which comes from learning a new game to find out some words basically mean and function the same as things I’m used to…..just me on this again after reading this above but I appreciate the explanation!

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!
 

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