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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="Paul Farquhar" data-source="post: 9291445" data-attributes="member: 6906155"><p>This is my concern too. I can see why you would <em>want</em> to get rid of turns and initiative, but this looks like a system where whoever shouts the loudest has the most fun. Leading to a very noisy game where quiet players feel left out.</p><p></p><p>Or, the GM chooses who will act, and thereby imposes their own preferred narrative on combat.</p><p></p><p>It also looks very RNG and swingy. "It's better to be lucky than good." The more complex the underlying maths, the harder it is for the players to guestimate what tactics are likely to be effective.</p><p></p><p>Has anyone tried this with a VTT? It's hard to see how a game can be a commercial success in 2025 if it isn't playable in this way. But VTTs make it harder for players to read when another player wants to say something.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 9291445, member: 6906155"] This is my concern too. I can see why you would [I]want[/I] to get rid of turns and initiative, but this looks like a system where whoever shouts the loudest has the most fun. Leading to a very noisy game where quiet players feel left out. Or, the GM chooses who will act, and thereby imposes their own preferred narrative on combat. It also looks very RNG and swingy. "It's better to be lucky than good." The more complex the underlying maths, the harder it is for the players to guestimate what tactics are likely to be effective. Has anyone tried this with a VTT? It's hard to see how a game can be a commercial success in 2025 if it isn't playable in this way. But VTTs make it harder for players to read when another player wants to say something. [/QUOTE]
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Critical Role's 'Daggerheart' Open Playtest Starts In March
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