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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="p_johnston" data-source="post: 9288312" data-attributes="member: 7016849"><p>Quick thoughts via mobile (might do more in depth later from home) after discussing it with a buddy last night</p><p></p><p>1) love all the player/gm advice stuff. Having safety tools and inspirations for the game up front awesome. Same with making session 0 and character connections part of the base expectations.</p><p></p><p>2) I love metacurrency so producing some every roll is great. I also like that because of crits more then 50% of rolls generate Hope which is the more important one. Fear is interesting but its mostly showmanship. If I want to adjust things as a DM i can do so behind the scenes but fear gives me the chance to do so in front of the pcs to add to the narrative. I dont really like the names though, particularly fear. Why does me hoping a fence badly and producing fear mean a dragon two days from now can breath fire? Its a little odd.</p><p></p><p>3) I like the new initiative system. It gives the DM more narrative control to not murder players because of a few bad initiative rolls. In 5e if the big bad goes next and is standing next to the wizard who has 2 hp i either kill the wizard or have to make up a reason they dont which typically ends up weakening the story. In this i can simply choose to activate another mook instead.</p><p></p><p>4) the choice to suggest using tokens to track pluses to rolls but use pen and paper to track hope is....odd. Im neutral on the cards. </p><p></p><p>5) the death system is great. All for letting the player choose consequences rather then just I die. Or if they do die at least go out in style.</p><p></p><p>6) domains and classes seem like a solid framework to support expansion. Easy enough to make a new class from two domains tgat yacent combined yet or just add a few new abilities to domains to expand existing classes. I like the limit of 5 cards per player so that you have access to lots of abilities but at any given moment only have a few to help with analysis paralysis.</p><p></p><p>7) abstracting wealth, inventory, and language huge plus.</p><p></p><p>8) Im....wary of the HP system. Any time the game goes "ok ill give you number X and you'll compare it to this table to get Y" my first instinct is "couldnt you find a way to just give me Y?" Dont like ability scores for the same reason. Have to see how it is in actual play.</p></blockquote><p></p>
[QUOTE="p_johnston, post: 9288312, member: 7016849"] Quick thoughts via mobile (might do more in depth later from home) after discussing it with a buddy last night 1) love all the player/gm advice stuff. Having safety tools and inspirations for the game up front awesome. Same with making session 0 and character connections part of the base expectations. 2) I love metacurrency so producing some every roll is great. I also like that because of crits more then 50% of rolls generate Hope which is the more important one. Fear is interesting but its mostly showmanship. If I want to adjust things as a DM i can do so behind the scenes but fear gives me the chance to do so in front of the pcs to add to the narrative. I dont really like the names though, particularly fear. Why does me hoping a fence badly and producing fear mean a dragon two days from now can breath fire? Its a little odd. 3) I like the new initiative system. It gives the DM more narrative control to not murder players because of a few bad initiative rolls. In 5e if the big bad goes next and is standing next to the wizard who has 2 hp i either kill the wizard or have to make up a reason they dont which typically ends up weakening the story. In this i can simply choose to activate another mook instead. 4) the choice to suggest using tokens to track pluses to rolls but use pen and paper to track hope is....odd. Im neutral on the cards. 5) the death system is great. All for letting the player choose consequences rather then just I die. Or if they do die at least go out in style. 6) domains and classes seem like a solid framework to support expansion. Easy enough to make a new class from two domains tgat yacent combined yet or just add a few new abilities to domains to expand existing classes. I like the limit of 5 cards per player so that you have access to lots of abilities but at any given moment only have a few to help with analysis paralysis. 7) abstracting wealth, inventory, and language huge plus. 8) Im....wary of the HP system. Any time the game goes "ok ill give you number X and you'll compare it to this table to get Y" my first instinct is "couldnt you find a way to just give me Y?" Dont like ability scores for the same reason. Have to see how it is in actual play. [/QUOTE]
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