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Daggerheart Discussion
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<blockquote data-quote="SteveC" data-source="post: 9892410" data-attributes="member: 9053"><p>I am going to run an in-person game this year, and ran a number of test sessions for the group. Two of them were Daggerheart and 13th Age. I found that for practical purposes, both games had equivalent movement rules. The difference is that Daggerheart has some optional rules for a more traditional grid-based combat. After they played both of them, my group told me that part of the two games were exceptionally similar. The only game we tested that had less rigorous movement rules was Fabula Ultima.</p><p></p><p>The key takeaway from this discussion for me is that games can be very similar, but interpretations can vary and make big differences appear to be the case.</p><p></p><p>But as far as Daggerheart goes, it wasn't a tactical minis combat game, but it had some of those elements we could have leaned into, if that was what my group wanted.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9892410, member: 9053"] I am going to run an in-person game this year, and ran a number of test sessions for the group. Two of them were Daggerheart and 13th Age. I found that for practical purposes, both games had equivalent movement rules. The difference is that Daggerheart has some optional rules for a more traditional grid-based combat. After they played both of them, my group told me that part of the two games were exceptionally similar. The only game we tested that had less rigorous movement rules was Fabula Ultima. The key takeaway from this discussion for me is that games can be very similar, but interpretations can vary and make big differences appear to be the case. But as far as Daggerheart goes, it wasn't a tactical minis combat game, but it had some of those elements we could have leaned into, if that was what my group wanted. [/QUOTE]
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