Yeah, I woke up to the email this morning...My box shipped!
If I'm remembering correctly there were 2 versions of the monsters released... a standard Daggerheart version and an AoU version that was souped up specifically for Matt's game. Which again i find interesting that he used more powerful versions vs. standard.I guess we'd also need the encounters themselves to see if they were overbudgeted or under.
On paper none of those guys seem particularly unusually dangerous (not that it was claimed they were AFAIK), just looking through without double-checking the numbers. There are some which maybe have pretty good synergy, others which seem a bit ineffectual, but that's to be expected. I would say his Tier 1 solo is less dangerous than the two-stage Tier 1 solo I used.
I think the main thing is there's really a lot of "marking a Stress" from monster attacks (and similar) so any PC whose class/Domain cards rely on marking Stress to do stuff will be significantly disadvantaged compared to any PC where that isn't the case - and that is something that's not evenly distributed. It's quite possible to largely avoid "spend a Stress" stuff and have an effective character.
Yeah I'm running with 6 players... does the game comment on adjustments for larger group sizes?I would add that Age of Umbra has 7 player characters, so that definitely impacts balance concerns in a meaningful way compared to tables with 3 or 4 PCs.
Yeah we shall see.The other caveat I want to advance is that I’ve only run level 1 combats. D&D combats slow down at higher levels and I am unwilling to generalize my experience of Tier 1 DH combats to higher tiers.
Yes I suspect so. However I do wonder if the typical GM of DH will be from that background. I wouldn't expect someone new to RPGs to do that, because the book explicitly says not to do that lol. I also wouldn't expect someone with varied RPG experience to do that. Definitely some people will though. But even with them, I think it'll be a phase that they go through and eventually get past as they get better at DH specifically. There's always a learning curve with a new system.That being said, I think my son’s usage of Fear was more typical of a less-experienced GM porting over from 5e.
You got any evidence for that? I mean, again, I don't have the exact figures but I do remember when someone wrote Velk up from the game he appeared in he did 1d12+3 just like he does in the PDF on the site. And I don't remember Matt saying that or anyone previously claiming he did, rather than he juiced the fights by using a higher encounter budget. I'm not saying it's definitely not true, but it seems like it might be misremembering of the encounter budget thing.If I'm remembering correctly there were 2 versions of the monsters released... a standard Daggerheart version and an AoU version that was souped up specifically for Matt's game. Which again i find interesting that he used more powerful versions vs. standard.
Yeah I'm running with 6 players... does the game comment on adjustments for larger group sizes?
You got any evidence for that? I mean, again, I don't have the exact figures but I do remember when someone wrote Velk up from the game he appeared in he did 1d12+3 just like he does in the PDF on the site. And I don't remember Matt saying that or anyone previously claiming he did, rather than he juiced the fights by using a higher encounter budget. I'm not saying it's definitely not true, but it seems like it might be misremembering of the encounter budget thing.
LOL I'm illiterate, I see that now. Will have a look.It's right in the adversary document posted above on the DH site. There's two versions, one using the standard adversary guidelines and then the one Matt used (probably because of the number of players) that's dialed up a bit.
You got any evidence for that? I mean, again, I don't have the exact figures but I do remember when someone wrote Velk up from the game he appeared in he did 1d12+3 just like he does in the PDF on the site. And I don't remember Matt saying that or anyone previously claiming he did, rather than he juiced the fights by using a higher encounter budget. I'm not saying it's definitely not true, but it seems like it might be misremembering of the encounter budget thing.
Not really, the formula is (3x number of PCs)+2, so 20 pts to spend. Thing is, it's mainly spending Fear that determines the difficulty, as the GM can focus fire more easily than the players, if they spend the Fear.Yeah I'm running with 6 players... does the game comment on adjustments for larger group sizes?
Not really, the formula is (3x number of PCs)+2, so 20 pts to spend. Thing is, it's mainly spending Fear that determines the difficulty, as the GM can focus fire more easily than the players, if they spend the Fear.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.