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Daggerheart General Thread [+]
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<blockquote data-quote="dbm" data-source="post: 9695388" data-attributes="member: 8014"><p>Re: DaggerHeart and dungeon crawling, I think (based on a read, not played it yet) that this will be tricky. My experience of trying to run dungeon crawls using Savage Worlds is that dungeon crawling is a campaign theme that relies heavily on resource attrition as a driving force. Try to run that kind of adventure with a system that isn’t built for attrition and you start to get into difficulties. Either there aren’t enough ways to degrade the party, or you end up hammering them into the ground. And I don’t think core DaggerHeart is designed for attrition; the numbers aren’t big enough for that. </p><p></p><p>If I was going to run a dungeon session with DaggerHeart it would look like the exploration in session 2 of Age of Umbra - narrative and slightly zoomed out exploration until you hit a focus scene involving some kind of exploration challenge or combat. And that’s the way I run dungeon-like adventures with Savage Worlds, too. When my friends in the group have tried to run dungeons more classically in Savage Worlds we have usually run into difficulties where the party are over taxed by the experience since even ‘speed bump’ combats are potentially lethal if you use the full combat system (Savage Worlds has an answer to this - Dangerous Quick Encounters - but you need to know to use them as a GM).</p><p></p><p>I think the closest you would get to classic dungeon crawling attrition in DH is that there can only be three short rests before you need a long rest. The short rests let you top up your numbers periodically, of course, so the characters would be worn down partially, top up, then repeat until they need a long rest. You could make long resting in a dungeon difficult or impossible to strengthen that limit. The challenge would be how you apply other growing pressure on the party? Since there are no spell slots (the closes being per rest or per day abilities) you would probably need to create a new long term penalty / debuff. </p><p></p><p>Thinking about it, one possible mechanism might be to limit maximum load out of domain cards? Drop to max-4 after the second sort rest in a dungeon, then max-3 after the third? You’d need to think that through carefully but it would be significantly limiting while not insurmountable since you can switch domain abilities into your loadout by spending stress. You may need to account for cards with ‘per rest’ limits more rigorously since they would be a classic to use then swap out.</p></blockquote><p></p>
[QUOTE="dbm, post: 9695388, member: 8014"] Re: DaggerHeart and dungeon crawling, I think (based on a read, not played it yet) that this will be tricky. My experience of trying to run dungeon crawls using Savage Worlds is that dungeon crawling is a campaign theme that relies heavily on resource attrition as a driving force. Try to run that kind of adventure with a system that isn’t built for attrition and you start to get into difficulties. Either there aren’t enough ways to degrade the party, or you end up hammering them into the ground. And I don’t think core DaggerHeart is designed for attrition; the numbers aren’t big enough for that. If I was going to run a dungeon session with DaggerHeart it would look like the exploration in session 2 of Age of Umbra - narrative and slightly zoomed out exploration until you hit a focus scene involving some kind of exploration challenge or combat. And that’s the way I run dungeon-like adventures with Savage Worlds, too. When my friends in the group have tried to run dungeons more classically in Savage Worlds we have usually run into difficulties where the party are over taxed by the experience since even ‘speed bump’ combats are potentially lethal if you use the full combat system (Savage Worlds has an answer to this - Dangerous Quick Encounters - but you need to know to use them as a GM). I think the closest you would get to classic dungeon crawling attrition in DH is that there can only be three short rests before you need a long rest. The short rests let you top up your numbers periodically, of course, so the characters would be worn down partially, top up, then repeat until they need a long rest. You could make long resting in a dungeon difficult or impossible to strengthen that limit. The challenge would be how you apply other growing pressure on the party? Since there are no spell slots (the closes being per rest or per day abilities) you would probably need to create a new long term penalty / debuff. Thinking about it, one possible mechanism might be to limit maximum load out of domain cards? Drop to max-4 after the second sort rest in a dungeon, then max-3 after the third? You’d need to think that through carefully but it would be significantly limiting while not insurmountable since you can switch domain abilities into your loadout by spending stress. You may need to account for cards with ‘per rest’ limits more rigorously since they would be a classic to use then swap out. [/QUOTE]
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