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<blockquote data-quote="Teemu" data-source="post: 9893197" data-attributes="member: 30788"><p>I think that an additional layer of DH that can be missed on a more cursory read or when playing a one- shot is that the narrative and the fiction have more weight on how the rules interact compared to most other TTRPGs. For example, when you're shooting with a bow in melee -- the GM has full "power" to say that you have disadvantage on the roll, or that if the roll doesn't succeed with Hope, the enemy will then use that opportunity to make an advantageous attack on the archer. DH doesn't often define these interactions through hard coded rules, but at the same time the rules emphasize that the fiction should lead you and influence how you employ the relatively simple mechanics.</p><p></p><p>Fire or lightning or cold are not damage types in DH but PCs and adversaries can still use fire or cold to hurt their opponents, and those elements or energies can and should interact with how the world is described. If a PC has a staff whose attack they describe as being fiery, the fire could and should light flammable things on fire. If they fight a fire elemental, maybe the staff attack doesn't do much, but if the PC shoots fire at a fire-averse creature (as narrated, not defined in rules), the creature should react accordingly, even through rules such as marking Stress when marking HP from the attack, and further influenced by the degree of success of the attack roll.</p><p></p><p>What I'm trying to say is that DH has more depth to its rules than what can appear at first glance, but it's true that this depth requires buy-in from the GM and the players. If you play DH more like D&D and most other TTRPGs, you do run the risk of losing this additional layer of interactions. However, in my experience once players get this, once they understand how this works, they become more creative and are willing to try new things that would often be missed in other games because of rules codification.</p></blockquote><p></p>
[QUOTE="Teemu, post: 9893197, member: 30788"] I think that an additional layer of DH that can be missed on a more cursory read or when playing a one- shot is that the narrative and the fiction have more weight on how the rules interact compared to most other TTRPGs. For example, when you're shooting with a bow in melee -- the GM has full "power" to say that you have disadvantage on the roll, or that if the roll doesn't succeed with Hope, the enemy will then use that opportunity to make an advantageous attack on the archer. DH doesn't often define these interactions through hard coded rules, but at the same time the rules emphasize that the fiction should lead you and influence how you employ the relatively simple mechanics. Fire or lightning or cold are not damage types in DH but PCs and adversaries can still use fire or cold to hurt their opponents, and those elements or energies can and should interact with how the world is described. If a PC has a staff whose attack they describe as being fiery, the fire could and should light flammable things on fire. If they fight a fire elemental, maybe the staff attack doesn't do much, but if the PC shoots fire at a fire-averse creature (as narrated, not defined in rules), the creature should react accordingly, even through rules such as marking Stress when marking HP from the attack, and further influenced by the degree of success of the attack roll. What I'm trying to say is that DH has more depth to its rules than what can appear at first glance, but it's true that this depth requires buy-in from the GM and the players. If you play DH more like D&D and most other TTRPGs, you do run the risk of losing this additional layer of interactions. However, in my experience once players get this, once they understand how this works, they become more creative and are willing to try new things that would often be missed in other games because of rules codification. [/QUOTE]
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