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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="SteveC" data-source="post: 9307596" data-attributes="member: 9053"><p>It is interesting to see this theoretical discussion keep going. The issues seem to be based on high-level play with a character who's optimized entirely for combat and another who isn't. I think we may see a fair amount of change for high-level play as the playtest continues. I'm sure that as people get more experience, they will make some changes.</p><p></p><p>But I also disagree with the premise to a large degree. First, this is a totally white room scenario where we don't know the environment, the terrain, or what the stakes are. And it presumes the rogue character built itself with no combat abilities. Over a campaign, especially in a narrative one, you're going to see groups in different places at the same time. I've found that to be the case in any game other than D&D where "don't split the party" is the mantra. That rogue isn't always going to have the fighter to fight their battles for them. When I built my characters to test so far, I had two things going on in my head: look at all the cool shiny stuff I can do, and how am I going to not die when we're in combat.</p><p></p><p>And beyond that, taking the optimal white room options in combat isn't always optimal. That rogue doesn't need to be as good at fighting as the fighting character, they just have to be better at it than simply handing the token off to the GM. As long as you're moving things forward, you're making progress. Do you only get to succeed by making the most progress with each action? I really don't think so, outside of a purely theoretical perspective.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9307596, member: 9053"] It is interesting to see this theoretical discussion keep going. The issues seem to be based on high-level play with a character who's optimized entirely for combat and another who isn't. I think we may see a fair amount of change for high-level play as the playtest continues. I'm sure that as people get more experience, they will make some changes. But I also disagree with the premise to a large degree. First, this is a totally white room scenario where we don't know the environment, the terrain, or what the stakes are. And it presumes the rogue character built itself with no combat abilities. Over a campaign, especially in a narrative one, you're going to see groups in different places at the same time. I've found that to be the case in any game other than D&D where "don't split the party" is the mantra. That rogue isn't always going to have the fighter to fight their battles for them. When I built my characters to test so far, I had two things going on in my head: look at all the cool shiny stuff I can do, and how am I going to not die when we're in combat. And beyond that, taking the optimal white room options in combat isn't always optimal. That rogue doesn't need to be as good at fighting as the fighting character, they just have to be better at it than simply handing the token off to the GM. As long as you're moving things forward, you're making progress. Do you only get to succeed by making the most progress with each action? I really don't think so, outside of a purely theoretical perspective. [/QUOTE]
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Critical Role's 'Daggerheart' Open Playtest Starts In March
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