Daggerheart 1.5 Update


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I admit to kind of liking this game, which is not what I expected.

I love hope and fear and how turns work. I love success with fear, etc.....(I know other systems do similar things)

I like the cards for abilities for classes, and how not every warrior is pretty much the same (5.24 begins to fix this for 5e)

It looks relatively easy to GM

I find the HP and damage threshholds overly complex. Just give everyone more HP or whatever......I like there is stress and that players (and the GM) can use it to do things they couldn't otherwise.
 

I admit to kind of liking this game, which is not what I expected.

I love hope and fear and how turns work. I love success with fear, etc.....(I know other systems do similar things)

I like the cards for abilities for classes, and how not every warrior is pretty much the same (5.24 begins to fix this for 5e)

It looks relatively easy to GM
Agreed.
I find the HP and damage threshholds overly complex. Just give everyone more HP or whatever......I like there is stress and that players (and the GM) can use it to do things they couldn't otherwise.
I like the way damage works, and it serves a purpose in play that "just more hit points" doesn't solve.
 


We haven't done anything with Daggerheart since the first update. We're waiting to finish our current Pathfinder campaign (not far off) before we return to it.
 

Not sure when it was changed, but one thing they smoothed out is proficiency. Now everyone gets some amount of proficiency as they level, it takes two slots to increase it, and most importantly, you can only increase it a couple of times. So you no longer have the scenario where one person is rolling 10d8 and the other one 1d8, you can still focus on damage but the gap is much smaller now, a very good change.
 

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