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Daggerheart General Thread [+]
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<blockquote data-quote="Vael" data-source="post: 9723259" data-attributes="member: 57043"><p>I have to second everything [USER=86653]@overgeeked[/USER] just said and add ... cards. Cards are great. We only have two copies of the Daggerheart book for a table of 6. And one has stayed shut almost all the time. When leveling up and character generation, there was no passing around the books over and over. When we leveled up, each player checked off what they upgraded, I passed them their eligible domain cards and they all could look through them at the same time. There was even chatter between the players who shared a domain ... "well, if you take this card, I think I'll grab this one to vary party resources". Also putting domain powers on cards means their a lot faster to parse than some 5e spells, certainly less wordy.</p><p></p><p>Adding Experiences and Connections has also made character generation a fun roleplay activity, players were roleplaying as they built their characters!</p><p></p><p>I love 5e, I do view it as my favourite iteration (started with 3.5, so yeah, only between 3 editions, plus a little bit of whichever system OG Baldur's Gate videogame used) ... but Daggerheart did really steal my heart. I find it just works, I didn't have to work to grok it like FATE (though I still like that one), it's simple (sorry, not into crunchier fare like Pathfinder anymore) and the Hope/Fear dice have made every roll engaging. I love the look the players give my increasing stack of black poker chips I use to represent Fear.</p></blockquote><p></p>
[QUOTE="Vael, post: 9723259, member: 57043"] I have to second everything [USER=86653]@overgeeked[/USER] just said and add ... cards. Cards are great. We only have two copies of the Daggerheart book for a table of 6. And one has stayed shut almost all the time. When leveling up and character generation, there was no passing around the books over and over. When we leveled up, each player checked off what they upgraded, I passed them their eligible domain cards and they all could look through them at the same time. There was even chatter between the players who shared a domain ... "well, if you take this card, I think I'll grab this one to vary party resources". Also putting domain powers on cards means their a lot faster to parse than some 5e spells, certainly less wordy. Adding Experiences and Connections has also made character generation a fun roleplay activity, players were roleplaying as they built their characters! I love 5e, I do view it as my favourite iteration (started with 3.5, so yeah, only between 3 editions, plus a little bit of whichever system OG Baldur's Gate videogame used) ... but Daggerheart did really steal my heart. I find it just works, I didn't have to work to grok it like FATE (though I still like that one), it's simple (sorry, not into crunchier fare like Pathfinder anymore) and the Hope/Fear dice have made every roll engaging. I love the look the players give my increasing stack of black poker chips I use to represent Fear. [/QUOTE]
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