That's an idea so cute I'm now actually going to read the playtest instead of studiously ignoring Daggerheart!Each player is given a number of tokens at the start of a combat, with the suggestion being three. Those tokens refresh after everyone has used all of their tokens.
I'd be interested to see what you think. It's crunchy, but it takes a lot of inspiration from PbtA games. The revised playtest is much more open about this. I like the theory of PbtA, but I've found a lot of issues in play. So far, Daggerheart is giving me what I want. It all depends on what my group wants to do, of course.That's an idea so cute I'm now actually going to read the playtest instead of studiously ignoring Daggerheart!
This misunderstands the mindset of optimizers. For an optimizer, optimizing IS the fun of the game.It keeps going back to gamers will optimize the fun out of the game if given the chance.
Note how I never said optimizers. For gamers winning is the goal. So they will play games is the most grindy, boring way possible so long as it is the safest and easiest path to victory.This misunderstands the mindset of optimizers. For an optimizer, optimizing IS the fun of the game.
Yes, it’s an optional rule for people who don’t like the whole loose, free-flowing, narrative-first game the designers seem to think Daggerheart is designed to be.Ultimately they are offering up an OPTIONAL rule for people that want to have a little more rigidity in initiative and for the rules to put in the guardrails of "hey 1 player shouldn't go again and again". For groups that didn't have that problem, nothing has changed, so I can't see the issue here.