Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 9680768" data-attributes="member: 87792"><p>To me this says your knowledge of modern systems stops in about 2010. Because there was a <em>vast</em> leap forward in using mechanics to encourage characterisation starting in about 2010 with games like Fate Core, Apocalypse World, the Cortex Plus games, and others. And Daggerheart has basically collected a whole lot of these factors into one game that "fails" into D&D. (It's at this point worth noting that I'm pretty sure Matt Mercer learned his trade on AD&D 2e where you had to use a whole lot of DM force to beat the system into shape if you wanted heroic fantasy).</p><p></p><p>Off the top of my head things that Daggerheart does that D&D doesn't (many of which can be adapted into D&D) include:</p><ul> <li data-xf-list-type="ul">Much faster combat (a big problem with 5e is that combat is slooow with nothing much going on as you grind hit points to zero)<ul> <li data-xf-list-type="ul">An initiative system that keeps people engaged rather than able to look up things on their phones.</li> </ul></li> <li data-xf-list-type="ul">Background questions and connections questions so you can establish in Session Zero how the characters know each other and have a clear idea of the foundation of the relationships. (Easy and worthwhile to steal!). Below comes from the Guardian character class; each class has a different set.</li> </ul><p>[ATTACH=full]408066[/ATTACH]</p><ul> <li data-xf-list-type="ul">"Death moves" when you hit 0hp so something consequential happens rather than faffing about with death saves and Revivify (incredibly worth stealing or adapting)</li> </ul><p>[ATTACH=full]408069[/ATTACH]</p><ul> <li data-xf-list-type="ul">Metacurrency; Hope (Mana) and Stress (Stamina) for characters to spend to be able to add focus to their actions and say they are important rather than being relatively robotic and untiring</li> <li data-xf-list-type="ul">Success/Failure with Hope/Fear being separate actions. This is the <em>only</em> one that really takes improv experience and takes the DM being on the ball. Or you can just have it collapse into taking hope and fear points for the same emotional hit but less opportunity to narrate</li> <li data-xf-list-type="ul">More meaningful abilities, fewer ribbon abilities. </li> <li data-xf-list-type="ul">Fewer trivial numbers (You don't e.g. have a stat, a stat modifier, and a stat saving throw, and potentially multiple skills based off it, just a single trait (and a total of two freeform Experiences replacing skills))<ul> <li data-xf-list-type="ul">You do have hope, stress, and armour to track - but none of these reach double digits.</li> </ul></li> <li data-xf-list-type="ul">Levelling up offers choices. The Daggerheart equivalent Life Clerics with the same stats are not going to be mechanically almost indistinguishable other than equipment (and feats) at the same level.</li> </ul><p></p><p></p><p>To me that appears backwards; Daggerheart looks like it is designed to work really well to <em>build </em>rapport between characters. It looks to me like an ideal system for people who want to get closer to doing what the Critical Role cast do but the group starts off at a standing start.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9680768, member: 87792"] To me this says your knowledge of modern systems stops in about 2010. Because there was a [I]vast[/I] leap forward in using mechanics to encourage characterisation starting in about 2010 with games like Fate Core, Apocalypse World, the Cortex Plus games, and others. And Daggerheart has basically collected a whole lot of these factors into one game that "fails" into D&D. (It's at this point worth noting that I'm pretty sure Matt Mercer learned his trade on AD&D 2e where you had to use a whole lot of DM force to beat the system into shape if you wanted heroic fantasy). Off the top of my head things that Daggerheart does that D&D doesn't (many of which can be adapted into D&D) include: [LIST] [*]Much faster combat (a big problem with 5e is that combat is slooow with nothing much going on as you grind hit points to zero) [LIST] [*]An initiative system that keeps people engaged rather than able to look up things on their phones. [/LIST] [*]Background questions and connections questions so you can establish in Session Zero how the characters know each other and have a clear idea of the foundation of the relationships. (Easy and worthwhile to steal!). Below comes from the Guardian character class; each class has a different set. [/LIST] [ATTACH type="full" alt="1749598357374.png"]408066[/ATTACH] [LIST] [*]"Death moves" when you hit 0hp so something consequential happens rather than faffing about with death saves and Revivify (incredibly worth stealing or adapting) [/LIST] [ATTACH type="full" size="555x832"]408069[/ATTACH] [LIST] [*]Metacurrency; Hope (Mana) and Stress (Stamina) for characters to spend to be able to add focus to their actions and say they are important rather than being relatively robotic and untiring [*]Success/Failure with Hope/Fear being separate actions. This is the [I]only[/I] one that really takes improv experience and takes the DM being on the ball. Or you can just have it collapse into taking hope and fear points for the same emotional hit but less opportunity to narrate [*]More meaningful abilities, fewer ribbon abilities. [*]Fewer trivial numbers (You don't e.g. have a stat, a stat modifier, and a stat saving throw, and potentially multiple skills based off it, just a single trait (and a total of two freeform Experiences replacing skills)) [LIST] [*]You do have hope, stress, and armour to track - but none of these reach double digits. [/LIST] [*]Levelling up offers choices. The Daggerheart equivalent Life Clerics with the same stats are not going to be mechanically almost indistinguishable other than equipment (and feats) at the same level. [/LIST] To me that appears backwards; Daggerheart looks like it is designed to work really well to [I]build [/I]rapport between characters. It looks to me like an ideal system for people who want to get closer to doing what the Critical Role cast do but the group starts off at a standing start. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
Top