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Daggerheart 1.3 playtest dropping Tuesday.
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<blockquote data-quote="Stalker0" data-source="post: 9313476" data-attributes="member: 5889"><p>So a few of the big ones:</p><ul> <li data-xf-list-type="ul">You no longer mark stress if they hit below your minor threshold. It also looks like all Minor Thresholds are now 1 (and I don't see anyway to increase those with leveling now). So every hit is basically 1+ HP unless you can lower it with armor.</li> <li data-xf-list-type="ul">Advantage/Disadvantage now grants an extra hope die instead of a d6.</li> <li data-xf-list-type="ul">Hiding requires a stress die.</li> <li data-xf-list-type="ul">There is now an optional rule for players that want to ensure 1 player isn't going "too often", and gives players limits on how often they can go in a round.</li> <li data-xf-list-type="ul">GMs when they get fear either gain the fear token OR take a move. So fear will be a little less plentiful in combat.</li> <li data-xf-list-type="ul">A new group action provides a method for everyone using 1 roll to represent a major group activity.</li> </ul><p>In general I consider these all good moves forward. You always have to be careful about combining a defensive resource with an active ability one, and so that divide is stronger now. Stress is now much more of an ability activation ability than a defensive one.</p><p></p><p>I think the optional rule works well enough for the players worried that a combat optimized character can hog too much spotlight from a non-combat one.</p><p></p><p>The new group action is very appreciated. It was a major question for me of how I was supposed to keep rolls rare and powerful but work it in situation when several players could roll. This version fits that niche.</p><p></p><p></p><p>Issuewise, I don't like that proficiency is still unchanged, I was hoping they would be less of an option and more something you get just get as a tier bonus. I'm also not sold on card swapping requires stress AND an action. It felt fluid to just let them swap and go, but perhaps they thought the cost before wasn't penalizing enough?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9313476, member: 5889"] So a few of the big ones: [LIST] [*]You no longer mark stress if they hit below your minor threshold. It also looks like all Minor Thresholds are now 1 (and I don't see anyway to increase those with leveling now). So every hit is basically 1+ HP unless you can lower it with armor. [*]Advantage/Disadvantage now grants an extra hope die instead of a d6. [*]Hiding requires a stress die. [*]There is now an optional rule for players that want to ensure 1 player isn't going "too often", and gives players limits on how often they can go in a round. [*]GMs when they get fear either gain the fear token OR take a move. So fear will be a little less plentiful in combat. [*]A new group action provides a method for everyone using 1 roll to represent a major group activity. [/LIST] In general I consider these all good moves forward. You always have to be careful about combining a defensive resource with an active ability one, and so that divide is stronger now. Stress is now much more of an ability activation ability than a defensive one. I think the optional rule works well enough for the players worried that a combat optimized character can hog too much spotlight from a non-combat one. The new group action is very appreciated. It was a major question for me of how I was supposed to keep rolls rare and powerful but work it in situation when several players could roll. This version fits that niche. Issuewise, I don't like that proficiency is still unchanged, I was hoping they would be less of an option and more something you get just get as a tier bonus. I'm also not sold on card swapping requires stress AND an action. It felt fluid to just let them swap and go, but perhaps they thought the cost before wasn't penalizing enough? [/QUOTE]
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Daggerheart 1.3 playtest dropping Tuesday.
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