Daggerheart Discussion

Just to talk a bit about why Daggerheart has so much combat focus for characters. It does because that's the kind of game it is.

Yeah. I think there's a bit of an old habit of thought that "combat" in a game means "tactical", but we are seeing games that buck that habit.

We can look at something like Outgunned Adventure - by the name, you expect action adventure, with, well, guns. But the Outgunned engine is more focused on emulating pulp/movie action than anything else, and so aims to be fast paced and dramatic, rather than particularly tactical.

This leads to a game with potentially a lot of shooting in it, but the description of a pistol is "Pistol/Revolver: Allows you to shoot."

And that's it. There are not 17 different kinds of pistols with different ranges or magazine sizes, calibers, ammunition types, or the like. They're all just "pistol".
 
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Since @Tigris has been bringing it up, I'm wondering what conditions you see as missing from DH baseline that would add more depth? Right now we have:

  • Restrained (covers the gamut of "affects movement:" slowed/prone/immobilized/grabbed, etc)
  • Vulnerable (covers the gamut of "easier to hit:" prone/flanked/blinded/weakened/etc)

We have lots of one-off conditions (Asleep, Poisoned, Dizzied/Dazed, Enveloped, etc).

We have lots of things that would be conditions in other systems instead a rider that interacts with the Hope/Fear/Stress/Armor economy.
 

Anything? Really?
Yes, if you were to tell me « In system A, there are 4 ressources that are important across 3 pillars of play: Hope, Stress, Armor and HP and in system B, there is only one ressource that is important across 3 pillars of play, HP. Which system has a more granular combat system? »

I would answer « You have not provided sufficient relevant information for me to answer the question. »
 

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