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Daggerheart 1.3 playtest dropping Tuesday.
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<blockquote data-quote="SteveC" data-source="post: 9314764" data-attributes="member: 9053"><p>I could not disagree with this more in terms of RPGs. I did hear it, but that was back in the 70s and 80s, and it was people who came to RPGs from miniature wargames and treated D&D as being just an extension of that. I definitely don't see this attitude in Critical Role, so I have no idea why it would be an expectation for an RPG they would create.</p><p></p><p>For me, what should happen is that different characters should always be a reasonable choice to take action in a combat. Maybe not the best choice, but a reasonable one. Maybe that means automatically giving some combat abilities, because I'm sure there will be some players who are going to create a character with entirely social/exploration abilities. And if the player and the group are okay with them not doing much in combat, I suppose that is okay, but I definitely think there needs to be some guidance and maybe even assurance that they will have something to do.</p><p></p><p>I don't get the vibe (especially in 1.3 where the GM moves and how to run the game are discussed a bit more) that this is a "combat as war" RPG. You can make any game serve any role, but I think in general they'd be better served by another system.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9314764, member: 9053"] I could not disagree with this more in terms of RPGs. I did hear it, but that was back in the 70s and 80s, and it was people who came to RPGs from miniature wargames and treated D&D as being just an extension of that. I definitely don't see this attitude in Critical Role, so I have no idea why it would be an expectation for an RPG they would create. For me, what should happen is that different characters should always be a reasonable choice to take action in a combat. Maybe not the best choice, but a reasonable one. Maybe that means automatically giving some combat abilities, because I'm sure there will be some players who are going to create a character with entirely social/exploration abilities. And if the player and the group are okay with them not doing much in combat, I suppose that is okay, but I definitely think there needs to be some guidance and maybe even assurance that they will have something to do. I don't get the vibe (especially in 1.3 where the GM moves and how to run the game are discussed a bit more) that this is a "combat as war" RPG. You can make any game serve any role, but I think in general they'd be better served by another system. [/QUOTE]
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Daggerheart 1.3 playtest dropping Tuesday.
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