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Daggerheart General Thread [+]
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<blockquote data-quote="Imaro" data-source="post: 9706090" data-attributes="member: 48965"><p>So I've been avoiding talking about the two sessions I've run so far because of...</p><p></p><p>1. The general reaction some fans of daggerheart/CR are having at any criticism of the game... and</p><p></p><p>2. I really want to have more experience before stating anything definitive...</p><p></p><p>That said, I think there's some wonkiness in tying fear and hope to the randomness of PC rolls. I have had the opposite effect described by many here... where my group of 6 players were often on hot streaks with a combination of success w/hope, crits and even failures with hope that ended up barely generating any fear and giving them an excess of hope. Resulting in combats that felt kind of flat and unsatisfying from s narrative & challenge perspective... this also lead to a situation where they didn't need to rest as often which further exacerbated the lack of fear. </p><p></p><p>I feel like the answer to this design issue shouldn't be... GM correct it... which seems to be the prevailing answer to the criticism of the flow of the metacurrency. I imagine over time probability will even this out but in the span of a single session, variance like this can definitely lead to a session that flops for the DM, the players or both.</p></blockquote><p></p>
[QUOTE="Imaro, post: 9706090, member: 48965"] So I've been avoiding talking about the two sessions I've run so far because of... 1. The general reaction some fans of daggerheart/CR are having at any criticism of the game... and 2. I really want to have more experience before stating anything definitive... That said, I think there's some wonkiness in tying fear and hope to the randomness of PC rolls. I have had the opposite effect described by many here... where my group of 6 players were often on hot streaks with a combination of success w/hope, crits and even failures with hope that ended up barely generating any fear and giving them an excess of hope. Resulting in combats that felt kind of flat and unsatisfying from s narrative & challenge perspective... this also lead to a situation where they didn't need to rest as often which further exacerbated the lack of fear. I feel like the answer to this design issue shouldn't be... GM correct it... which seems to be the prevailing answer to the criticism of the flow of the metacurrency. I imagine over time probability will even this out but in the span of a single session, variance like this can definitely lead to a session that flops for the DM, the players or both. [/QUOTE]
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