Daggerheart General Thread [+]

It’s exactly as deadly as an individual player wants. When you hit zero HP the player makes a death move. They pick one of: get a crit and die, survive but KO’ed and scarred, or a 50/50 get back up and fight or die outright. They always have that choice. There’s no instant death outside of the narrative. So swimming in lava is a bad idea.

I like it. Thank you.
 

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It’s still early days (I’ve only watched eps 1 and 2, haven’t seen ep 3 which just dropped in YT) but so far I liked that they have had just one big fight in each session and it worked. I really dislike the attrition based combat assumptions baked into D&D. So far DH doesn’t seem to need those to make things interesting.
 

In play it feels not very deadly. In a few combats I thought we would get overwhelmed but the PCs are pretty robust. Based on maybe two combats a session.

In 5th ed we can have 5 or 6 combats in a session / adventure day. I'm not sure DH pcs are that powerful but time will tell.
 

In play it feels not very deadly. In a few combats I thought we would get overwhelmed but the PCs are pretty robust. Based on maybe two combats a session.

In 5th ed we can have 5 or 6 combats in a session / adventure day. I'm not sure DH pcs are that powerful but time will tell.

I dont get any intent from DH for the sort of 5-6 minor combats a day for attrition purposes of 5e.14. IMO it has a lot more in common with 4e here, with the idea that you should have exciting and narratively appropriate combats that work in the Environments to be dynamic.
 

I dont get any intent from DH for the sort of 5-6 minor combats a day for attrition purposes of 5e.14. IMO it has a lot more in common with 4e here, with the idea that you should have exciting and narratively appropriate combats that work in the Environments to be dynamic.

There's a whole article's worth of how much DH takes from 4e in a good way.
 

I dont get any intent from DH for the sort of 5-6 minor combats a day for attrition purposes of 5e.14. IMO it has a lot more in common with 4e here, with the idea that you should have exciting and narratively appropriate combats that work in the Environments to be dynamic.
Yeah, I see a lot of 4e roots in DH. And because it's not D&D, the game can experiment in ways that D&D couldn't/cant.

The brilliant fix to 4e that DH has made is how the hope/fear mechanic plays into "encounter/daily" powers as a self balancing resource throughout the 'adventuring day'.
 

Yeah, I see a lot of 4e roots in DH. And because it's not D&D, the game can experiment in ways that D&D couldn't/cant.

Yeah, I mean the inspiration credits page points to 4e and the 4e “reworked for simplicity” design of Flee, Mortals! / MCDM for its monster design and typing. I think it’s an excellent reduction of 4e for an overall more streamlined system (while offloading some of the narrative/general effects into Motives & Tactics).
 

Has anyone discovered any really good DH focused YT channels, actual plays, podcasts or other media. It has been out long enough, especially if you include the playtest period, that I expect that there must be at least a few quality DH content creators.
 


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