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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="Steampunkette" data-source="post: 9288718" data-attributes="member: 6796468"><p><strong>Things I really like:</strong></p><p></p><p>Duality Dice is a nice choice. It creates a very simple bell curve to rolls making success more common when things are in the "Easy to Middling" range rather than a flat distribution, which I appreciate. Shifting to a 1 in 12 crit setup increases the odds of crits slightly (from 5% to 8.33%). And having rolls that succeed have the option of providing benefits or penalties is a REALLY clever way to provide players with "Inspiration" style mechanics. It also kills the idea of critical failures in a nice and smooth way. And it could easily be adapted for 5e or A5e using d12s or d10s without significantly damaging the game.</p><p></p><p>Death Moves are fantastic. Getting a choice of what to do at 0hp is really cool. And locking yourself into either a single awesome action before you go, giving your party a major burden, or risking it for the biscuit as your choices are really freaking cool.</p><p></p><p>Proficiency determining how many damage dice a weapon attack deals in a 4e style is pretty great for the fighty types standing next to (or up to) the wizzies.</p><p></p><p>Narrator taking turns based on Fear Rolls and Removing Action Tokens from the tracker. Making the GM run off player economy is pretty cool, conceptually! The players always go first in combat and can take more than a few actions before the enemy retaliates en masse.</p><p></p><p><strong>Things I really don't like:</strong></p><p></p><p>Class removal. I may not particularly like Monks or Clerics, but they also nix Warlocks and don't bother with Artificers or Psions at all. Meanwhile they make Sorcerers and Wizards separate things and still have Bards and Druids. Just a weird way to axe a bunch of concepts for no apparent reason and include the same concept twice for similar opacity.</p><p></p><p>Character Heritage/Culture. The Cultures all being "XBorne" is kinda lame. And the heritages are 7 flavors of "Furry", the traditional core races, and then Faeries, Tieflings, Warforged, and Goliaths. Okay also Goblin which is nice but holy crap do we really need cat, frog, turtle, monkey, goat, cow, and lizard people? I guess it's 'cool' to have 18 heritages to start with... It just really feels like it's going to lean heavy into furry games.</p><p></p><p>Classes basically are everything and nothing. You get a couple of features that define your character class and that's it. At higher levels you can gain 2 additional subclass abilities. Or multiclass and gain a subclass ability. Or multiclass twice. And that's it for your -entire- leveling career from 2 to 10. Everything else from leveling up is improving your basic stats like more HP, Proficiencies, Evasion, Etc. Your class does grant you access to more "Domain Cards" from your class's two domains... But you're going to share your domains with the other classes. Bards share with Rogues and Wizards. Sure that makes sense, but it means that the only thing they really do "Differently" or unique are their 1 or 2 class features and then 1 subclass feature at level 1... and then 1 more after level 5 and another after level 8.</p><p></p><p>Mechanically, characters are going to feel pretty samey unless they focus on their subclass abilities. A lot of the time when players make attacks it's going to be roughly the same bonus to attack for roughly the same amount of damage. You'll just call it a "Presence" attack rather than a "Strength" attack.</p><p></p><p>No Turn Order. I've known players who, in a system like this, would ABSOLUTELY dominate the heck out of combat. Inconsiderate and selfish players are everywhere, and this really slants things hard toward them. Of course, it's up to the narrator to reign players in and make sure other characters get a turn.</p><p></p><p>DM Turn is once action token and each enemy gets one action. Because of the "Flow of the Story" the party Giant just took 3 actions in a row and there's 6 tokens on the tracker but because there's only 1 Bad Guy in the fight they can only respond to all the actions of the whole party with a single action. Okay, yes. Solo enemies can (but don't always) have "Relentless" and take additional turns which is good... but holy crap the action economy is going to be whack.</p><p></p><p><strong>Things I don't feel strongly about:</strong></p><p></p><p>Pretty much everything else.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9288718, member: 6796468"] [B]Things I really like:[/B] Duality Dice is a nice choice. It creates a very simple bell curve to rolls making success more common when things are in the "Easy to Middling" range rather than a flat distribution, which I appreciate. Shifting to a 1 in 12 crit setup increases the odds of crits slightly (from 5% to 8.33%). And having rolls that succeed have the option of providing benefits or penalties is a REALLY clever way to provide players with "Inspiration" style mechanics. It also kills the idea of critical failures in a nice and smooth way. And it could easily be adapted for 5e or A5e using d12s or d10s without significantly damaging the game. Death Moves are fantastic. Getting a choice of what to do at 0hp is really cool. And locking yourself into either a single awesome action before you go, giving your party a major burden, or risking it for the biscuit as your choices are really freaking cool. Proficiency determining how many damage dice a weapon attack deals in a 4e style is pretty great for the fighty types standing next to (or up to) the wizzies. Narrator taking turns based on Fear Rolls and Removing Action Tokens from the tracker. Making the GM run off player economy is pretty cool, conceptually! The players always go first in combat and can take more than a few actions before the enemy retaliates en masse. [B]Things I really don't like:[/B] Class removal. I may not particularly like Monks or Clerics, but they also nix Warlocks and don't bother with Artificers or Psions at all. Meanwhile they make Sorcerers and Wizards separate things and still have Bards and Druids. Just a weird way to axe a bunch of concepts for no apparent reason and include the same concept twice for similar opacity. Character Heritage/Culture. The Cultures all being "XBorne" is kinda lame. And the heritages are 7 flavors of "Furry", the traditional core races, and then Faeries, Tieflings, Warforged, and Goliaths. Okay also Goblin which is nice but holy crap do we really need cat, frog, turtle, monkey, goat, cow, and lizard people? I guess it's 'cool' to have 18 heritages to start with... It just really feels like it's going to lean heavy into furry games. Classes basically are everything and nothing. You get a couple of features that define your character class and that's it. At higher levels you can gain 2 additional subclass abilities. Or multiclass and gain a subclass ability. Or multiclass twice. And that's it for your -entire- leveling career from 2 to 10. Everything else from leveling up is improving your basic stats like more HP, Proficiencies, Evasion, Etc. Your class does grant you access to more "Domain Cards" from your class's two domains... But you're going to share your domains with the other classes. Bards share with Rogues and Wizards. Sure that makes sense, but it means that the only thing they really do "Differently" or unique are their 1 or 2 class features and then 1 subclass feature at level 1... and then 1 more after level 5 and another after level 8. Mechanically, characters are going to feel pretty samey unless they focus on their subclass abilities. A lot of the time when players make attacks it's going to be roughly the same bonus to attack for roughly the same amount of damage. You'll just call it a "Presence" attack rather than a "Strength" attack. No Turn Order. I've known players who, in a system like this, would ABSOLUTELY dominate the heck out of combat. Inconsiderate and selfish players are everywhere, and this really slants things hard toward them. Of course, it's up to the narrator to reign players in and make sure other characters get a turn. DM Turn is once action token and each enemy gets one action. Because of the "Flow of the Story" the party Giant just took 3 actions in a row and there's 6 tokens on the tracker but because there's only 1 Bad Guy in the fight they can only respond to all the actions of the whole party with a single action. Okay, yes. Solo enemies can (but don't always) have "Relentless" and take additional turns which is good... but holy crap the action economy is going to be whack. [B]Things I don't feel strongly about:[/B] Pretty much everything else. [/QUOTE]
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