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Daggerheart General Thread [+]
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<blockquote data-quote="Neonchameleon" data-source="post: 9697097" data-attributes="member: 87792"><p>Daggerheart goes with a slightly complex armour system because it's trying to solve two complex problems at once:</p><ul> <li data-xf-list-type="ul">If you use a soak/DR model of armour then armour that provides non-trivial protection from a dragon's bite is going to make you effectively invulnerable to low level foes. Most games don't need to do this; if something on a non-human scale is attacking you just need to try not to be hit so you only need to go for low and medium.</li> <li data-xf-list-type="ul">Daggerheart wants to have its cake and eat it with damage rolls that scale the way they do in D&D while having hit point totals that are low enough to be easy to track and scale slowly enough they can plausibly be considered "meat" </li> </ul><p>Which means that armour needs to do multiple things (as actual armour does; it's not one thing but a system in practice). The way I mentally picture it is armour gets damaged. When it's taken a certain amount of damage it doesn't protect as much because it's dented, torn, and out of alignment. </p><p></p><p>What I find is there are extra steps but they are very fast at least by D&D standards. You can often jump straight to "minor damage" just looking at the dice and then cross a box off rather than trying subtraction.</p><p></p><p>Explicitly so.</p><p></p><p>Remember to spend your fear! (I have problems with this). And remind them to spend hope on things like experiences, helping each other, and tag team moves. And there's no shame on "Fail with hope. You miss. Take a hope." (Actually this last I find an improvement on both Genesis (Age of Rebellion) and PbtA - in both those systems you need to be always "on"; in Age of Empire in particular I sometimes struggled to work out what to do with the Boon/Threats while just banking the Fear/Hope feels less wasteful in Daggerheart)</p><p></p><p>Even the designer says it's intended for 25 session campaigns.</p><p></p><p>Here I can not agree. What Daggerheart has going for it on combat speed is that the only time I ever have a player going into a turn unprepared is when I point at them and say "the monster swings at you. What do you do?" And that's visceral enough they don't need to. Also there's less high level slowdown due to not having huge numbers of hp to track.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9697097, member: 87792"] Daggerheart goes with a slightly complex armour system because it's trying to solve two complex problems at once: [LIST] [*]If you use a soak/DR model of armour then armour that provides non-trivial protection from a dragon's bite is going to make you effectively invulnerable to low level foes. Most games don't need to do this; if something on a non-human scale is attacking you just need to try not to be hit so you only need to go for low and medium. [*]Daggerheart wants to have its cake and eat it with damage rolls that scale the way they do in D&D while having hit point totals that are low enough to be easy to track and scale slowly enough they can plausibly be considered "meat" [/LIST] Which means that armour needs to do multiple things (as actual armour does; it's not one thing but a system in practice). The way I mentally picture it is armour gets damaged. When it's taken a certain amount of damage it doesn't protect as much because it's dented, torn, and out of alignment. What I find is there are extra steps but they are very fast at least by D&D standards. You can often jump straight to "minor damage" just looking at the dice and then cross a box off rather than trying subtraction. Explicitly so. Remember to spend your fear! (I have problems with this). And remind them to spend hope on things like experiences, helping each other, and tag team moves. And there's no shame on "Fail with hope. You miss. Take a hope." (Actually this last I find an improvement on both Genesis (Age of Rebellion) and PbtA - in both those systems you need to be always "on"; in Age of Empire in particular I sometimes struggled to work out what to do with the Boon/Threats while just banking the Fear/Hope feels less wasteful in Daggerheart) Even the designer says it's intended for 25 session campaigns. Here I can not agree. What Daggerheart has going for it on combat speed is that the only time I ever have a player going into a turn unprepared is when I point at them and say "the monster swings at you. What do you do?" And that's visceral enough they don't need to. Also there's less high level slowdown due to not having huge numbers of hp to track. [/QUOTE]
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