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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="SakanaSensei" data-source="post: 9298376" data-attributes="member: 7033162"><p>I took this as a no, so I went ahead and did my best to do my worst.</p><p></p><p>[URL unfurl="true"]https://app.demiplane.com/nexus/daggerheart/character-sheet/718d4ea7-9e18-40a0-bd99-2b1922015e54[/URL]</p><p></p><p><strong>First, I'd like to note, I don't think I've ever played with someone who would go this out of their way to make someone bad at combat. </strong></p><p></p><p>But even if they DID, this character has some neat things it can do, especially if the GM puts a modicum of effort into making conflicts that require movement and goals outside of "kill the enemy."</p><p></p><p>Secret Plan makes me super excited as both a player and as a GM because of its broad range of applications. "I made friends with the local militia at the bar and let them know we were coming, and I think I hear them coming to meet us here at the castle as we get into this pitched battle," has the potential to be the most impactful part of a climactic fight.</p><p></p><p>Enrapture has great applications in a fight with any kind of terrain and verticality. Get up high (or low) and draw the attention of a baddie that can't get to you? That sounds like Advantage for all your friends, to me, at the very least.</p><p></p><p>Arcane Door begs for complex situations where magical runes/terminals that affect the battlefield, or hold information that the party is fighting to get, have enemies in the way.</p><p></p><p>Reveal says no to sneaky fae.</p><p></p><p>Invisibility and Through Your Eyes are both very cool and likely don't do much in most fights.</p><p></p><p>I felt that this Bard subclass was the less combat focused, but Rally still seems like a great contribution to fights, especially if your buffed allies do a team attack and add those damage dice to their combined smack.</p><p></p><p>This is all on top of the various creative actions people can do in a fight that aren't just "I bonk the owlbear."</p><p></p><p>I really do not think that this is a problem.</p></blockquote><p></p>
[QUOTE="SakanaSensei, post: 9298376, member: 7033162"] I took this as a no, so I went ahead and did my best to do my worst. [URL unfurl="true"]https://app.demiplane.com/nexus/daggerheart/character-sheet/718d4ea7-9e18-40a0-bd99-2b1922015e54[/URL] [B]First, I'd like to note, I don't think I've ever played with someone who would go this out of their way to make someone bad at combat. [/B] But even if they DID, this character has some neat things it can do, especially if the GM puts a modicum of effort into making conflicts that require movement and goals outside of "kill the enemy." Secret Plan makes me super excited as both a player and as a GM because of its broad range of applications. "I made friends with the local militia at the bar and let them know we were coming, and I think I hear them coming to meet us here at the castle as we get into this pitched battle," has the potential to be the most impactful part of a climactic fight. Enrapture has great applications in a fight with any kind of terrain and verticality. Get up high (or low) and draw the attention of a baddie that can't get to you? That sounds like Advantage for all your friends, to me, at the very least. Arcane Door begs for complex situations where magical runes/terminals that affect the battlefield, or hold information that the party is fighting to get, have enemies in the way. Reveal says no to sneaky fae. Invisibility and Through Your Eyes are both very cool and likely don't do much in most fights. I felt that this Bard subclass was the less combat focused, but Rally still seems like a great contribution to fights, especially if your buffed allies do a team attack and add those damage dice to their combined smack. This is all on top of the various creative actions people can do in a fight that aren't just "I bonk the owlbear." I really do not think that this is a problem. [/QUOTE]
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