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Daggerheart General Thread [+]
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<blockquote data-quote="RenleyRenfield" data-source="post: 9705595" data-attributes="member: 7044197"><p>We have run into issues with this and found balance to not be true at all. </p><p></p><p>Each player has seen rolls of about half the time we roll with Fear. </p><p>With 4 players each rolling once, we saw the GM with 2 to 3 Fear, and 1 or 2 players with 1 Hope each. </p><p>After 10 rolls per player, we saw the GM nearly unable to spend all of the Fear they were getting. it was VERY unbalanced. </p><p></p><p>To make matters worse, each time we took a short rest to refresh abilities, the GM got 1d4 more Fear.</p><p>There was not a minute in a 4 hour game where the GM was not constantly spending Fear. </p><p></p><p>To make matters worse, we saw that some of our abilities cost 2 Hope. Which we saw that a <strong>player needed to roll about 4 times to get 2 Hope, of which 2 Fear </strong>was also generated. </p><p></p><p>So basically we have found <strong>Daggerheart to be a game where players became more and more adverse to rolling dice</strong> = <em>they actively avoided the system because it so often meant that the GM got Fear</em> </p><p></p><p>Now, while Fear does not TPK or utterly ruin a character's efforts = it was a tedious slog. To try and be earnest with the system and use its rules as they were intended, we saw the <strong>GM in a painfully adversarial role of constantly looking for ways to cause complications</strong> with the overflow of Fear they had.</p><p></p><p>We play a LOT of PBTA, and Daggerheart has over five times more flow of Complications into the game. </p><p></p><p>And to make matters worse, the Success results are normal D&D success results. So you roll with fear success, you get complications, you fail with fear you get complications, you Roll with Hope, and the GM spends Fear to add complications. </p><p></p><p>Like, hecken what.. this game is nothing but complications all the time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9705595, member: 7044197"] We have run into issues with this and found balance to not be true at all. Each player has seen rolls of about half the time we roll with Fear. With 4 players each rolling once, we saw the GM with 2 to 3 Fear, and 1 or 2 players with 1 Hope each. After 10 rolls per player, we saw the GM nearly unable to spend all of the Fear they were getting. it was VERY unbalanced. To make matters worse, each time we took a short rest to refresh abilities, the GM got 1d4 more Fear. There was not a minute in a 4 hour game where the GM was not constantly spending Fear. To make matters worse, we saw that some of our abilities cost 2 Hope. Which we saw that a [B]player needed to roll about 4 times to get 2 Hope, of which 2 Fear [/B]was also generated. So basically we have found [B]Daggerheart to be a game where players became more and more adverse to rolling dice[/B] = [I]they actively avoided the system because it so often meant that the GM got Fear[/I] Now, while Fear does not TPK or utterly ruin a character's efforts = it was a tedious slog. To try and be earnest with the system and use its rules as they were intended, we saw the [B]GM in a painfully adversarial role of constantly looking for ways to cause complications[/B] with the overflow of Fear they had. We play a LOT of PBTA, and Daggerheart has over five times more flow of Complications into the game. And to make matters worse, the Success results are normal D&D success results. So you roll with fear success, you get complications, you fail with fear you get complications, you Roll with Hope, and the GM spends Fear to add complications. Like, hecken what.. this game is nothing but complications all the time. :P [/QUOTE]
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