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Daggerheart Discussion
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<blockquote data-quote="Tigris" data-source="post: 9892350" data-attributes="member: 7043270"><p>Daggerheart has specifically translations of the range categories into feet:</p><ul> <li data-xf-list-type="ul"><em>Melee:</em> 5 ft.</li> <li data-xf-list-type="ul"><em>Very Close:</em> 15 ft.</li> <li data-xf-list-type="ul"><em>Close:</em> 30 ft.</li> <li data-xf-list-type="ul"><em>Far:</em> 60 ft.</li> <li data-xf-list-type="ul"><em>Very Far:</em> Above 65 ft.</li> <li data-xf-list-type="ul"><em>Out of Range:</em> "Beyond View"</li> </ul><p></p><p>And even without them its way more precise than 13th age which I used as a comparison, which IS tactical which is less detailed with just:</p><ul> <li data-xf-list-type="ul">“<strong>Engaged</strong>” – In direct melee combat</li> <li data-xf-list-type="ul">“<strong>Nearby</strong>” – Within one move away</li> <li data-xf-list-type="ul">“<strong>Far-away</strong>” – More than one move away</li> </ul><p>Daggerheart also has really specific rules for weapons and armor, unlike 13th age which has more general. Do you want the armor with +1 to evasion, or the one with +1 to damage thresholds? This is a REALLY DETAILED choice. Or look at all these weapons you could choose: <a href="https://daggerheart.org/reference/weapons" target="_blank">https://daggerheart.org/reference/weapons</a> (where other games like 13th age just abstract that). </p><p></p><p>Why would you need for dramatic effects in a fight a basic attack which deals 1d6 +3 damage and then also a once use ability dealing 2d10 damage? Do you want to use this limited ressource for a slightly higher average damage but with higher variance (2-10 damage vs 4-9)? This is a REALLY DETAILED choice, while dramatically both are "I sling magical enemy at enemy." So every turn (unless you have full stress) you can make this decision in combat.</p><p></p><p>Even more every turn in combat you first need to decide who is going to act. So even before doing a decision like the above on what your action is, there is also the decision on who attacks. You need to do this decision every turn!</p><p></p><p></p><p>Also the being hit is a lot more finicky than in 13th age. Needing to hit and damage roll is in both, but Daggerheart also compares with armor treshold value, and then deals damage, and then you can decide if you want to use armor to reduce the damage trading 1 ressource (health) for another (armor). This is a REALLY DETAILED choice.</p><p>Ressource management is absolutely typical for tactical play but not for dramatic.</p><p></p><p></p><p>It may do a bad job at being tactical, but it for sure tries to be tactical, full of small nifty numerical details and several choices you make every turn with a complex ressource management system and detailed equipment.</p><p></p><p></p><p></p><p></p><p>Yes movement is defined but if you are in range there is no real reason to move, because its mostly abstracted anyway.</p><p></p><p>And if its just "vulnerable" its just increased damage, so damage again which alone is boring.</p><p></p><p>The interesting part about flanked is, that you can get rid of it by movement, or forced movement of an enemy. The interesting part of prone is, that you also lose movement (needed for standing up), so players can move away from the enemy making them not reach you. These different conditions change the battlefield and do affect what actions you can do (or what their effects will be), that is what makes combat interesting. If the enemy is vulnerable or not, makes for me most of the time no difference (unless I have a rare attack which deals extra damage on vulnerable), since I will just attack them anyway, same action, just better outcome.</p><p></p><p></p><p>No. Thats the one part where I think its fine. Damage types are pretty much never interesting in any game, since it hardly results in any interesting choices. You just use the damage type which is best (for you or against an enemy). It lacks conditions/effects which seriously alter decision making.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9892350, member: 7043270"] Daggerheart has specifically translations of the range categories into feet: [LIST] [*][I]Melee:[/I] 5 ft. [*][I]Very Close:[/I] 15 ft. [*][I]Close:[/I] 30 ft. [*][I]Far:[/I] 60 ft. [*][I]Very Far:[/I] Above 65 ft. [*][I]Out of Range:[/I] "Beyond View" [/LIST] And even without them its way more precise than 13th age which I used as a comparison, which IS tactical which is less detailed with just: [LIST] [*]“[B]Engaged[/B]” – In direct melee combat [*]“[B]Nearby[/B]” – Within one move away [*]“[B]Far-away[/B]” – More than one move away [/LIST] Daggerheart also has really specific rules for weapons and armor, unlike 13th age which has more general. Do you want the armor with +1 to evasion, or the one with +1 to damage thresholds? This is a REALLY DETAILED choice. Or look at all these weapons you could choose: [URL]https://daggerheart.org/reference/weapons[/URL] (where other games like 13th age just abstract that). Why would you need for dramatic effects in a fight a basic attack which deals 1d6 +3 damage and then also a once use ability dealing 2d10 damage? Do you want to use this limited ressource for a slightly higher average damage but with higher variance (2-10 damage vs 4-9)? This is a REALLY DETAILED choice, while dramatically both are "I sling magical enemy at enemy." So every turn (unless you have full stress) you can make this decision in combat. Even more every turn in combat you first need to decide who is going to act. So even before doing a decision like the above on what your action is, there is also the decision on who attacks. You need to do this decision every turn! Also the being hit is a lot more finicky than in 13th age. Needing to hit and damage roll is in both, but Daggerheart also compares with armor treshold value, and then deals damage, and then you can decide if you want to use armor to reduce the damage trading 1 ressource (health) for another (armor). This is a REALLY DETAILED choice. Ressource management is absolutely typical for tactical play but not for dramatic. It may do a bad job at being tactical, but it for sure tries to be tactical, full of small nifty numerical details and several choices you make every turn with a complex ressource management system and detailed equipment. Yes movement is defined but if you are in range there is no real reason to move, because its mostly abstracted anyway. And if its just "vulnerable" its just increased damage, so damage again which alone is boring. The interesting part about flanked is, that you can get rid of it by movement, or forced movement of an enemy. The interesting part of prone is, that you also lose movement (needed for standing up), so players can move away from the enemy making them not reach you. These different conditions change the battlefield and do affect what actions you can do (or what their effects will be), that is what makes combat interesting. If the enemy is vulnerable or not, makes for me most of the time no difference (unless I have a rare attack which deals extra damage on vulnerable), since I will just attack them anyway, same action, just better outcome. No. Thats the one part where I think its fine. Damage types are pretty much never interesting in any game, since it hardly results in any interesting choices. You just use the damage type which is best (for you or against an enemy). It lacks conditions/effects which seriously alter decision making. [/QUOTE]
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