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Daggerheart Discussion
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<blockquote data-quote="Tigris" data-source="post: 9894696" data-attributes="member: 7043270"><p>I think this part is what creates the really different experiences:</p><p></p><p>"non mechanical rules" are for many people not a thing. I know its quie typical in PbtA games, but in most games (D&D, sports, boardgames, cardgames, wargames etc.) the rules are the mechanics. Everything else is just suggestions.</p><p></p><p></p><p>Especially a heavily D&D inspired game with a free SRD just will have many people playing it for which the rules are just what is in the SRD.</p><p></p><p></p><p>That is why I think that having opportunity attack RULES would be good. Because 1. the players would know these, unlike GM tipps, and second it makes play experience more similar, because the actual mechanical rules are much more consistent between different GMs. It does not matter if some GM do similar things than opportunity attacks by interpreting golden opportunity in some way, this will not be done by all, and also if its just a GM interpretation instead of a fixed rule it feels less fair.</p><p></p><p></p><p>And especially in a game like Daggerheart which feels more fair thanks to the ressources the GM needs to spent, having some "I do it because I can" golden rule interpretation of an opportunity attack, makes the game lose some of its charm.</p><p></p><p></p><p>Similarily one selling point for this game is that its quite simple to learn. If you are required to read a 300 page book full of "tipps" and interpret them as rules, then it loses this selling point.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9894696, member: 7043270"] I think this part is what creates the really different experiences: "non mechanical rules" are for many people not a thing. I know its quie typical in PbtA games, but in most games (D&D, sports, boardgames, cardgames, wargames etc.) the rules are the mechanics. Everything else is just suggestions. Especially a heavily D&D inspired game with a free SRD just will have many people playing it for which the rules are just what is in the SRD. That is why I think that having opportunity attack RULES would be good. Because 1. the players would know these, unlike GM tipps, and second it makes play experience more similar, because the actual mechanical rules are much more consistent between different GMs. It does not matter if some GM do similar things than opportunity attacks by interpreting golden opportunity in some way, this will not be done by all, and also if its just a GM interpretation instead of a fixed rule it feels less fair. And especially in a game like Daggerheart which feels more fair thanks to the ressources the GM needs to spent, having some "I do it because I can" golden rule interpretation of an opportunity attack, makes the game lose some of its charm. Similarily one selling point for this game is that its quite simple to learn. If you are required to read a 300 page book full of "tipps" and interpret them as rules, then it loses this selling point. [/QUOTE]
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