Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Daggerheart General Thread [+]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Willie the Duck" data-source="post: 9746909" data-attributes="member: 6799660"><p>So, my group and I have run several one-shots, and now started our first long-form campaign. I've gone through the rulebook a couple times now and am slowly but surely picking up all the different bits and bobs. </p><p></p><p>One thing that I didn't notice much the first few goes through was <strong>loadout</strong>, <strong>vault</strong>, and <strong>recall cost</strong> (since at the lowest levels, the don't come up). I finally noticed them looking over my School of Knowledge Wizard and extrapolating them over the levels. </p><p></p><p>Overall, I like the notion. One of the real issues with games having spells/'powers' (atomic blocks of rules text opening up new action options) is having a huge list of them can slow down what-to-do decision making, especially for newer players. Keeping the list of active options smaller (with a high-cost option to switch them out if needed) has clear and obvious benefits to a game (provided it is built with that assumption in mind). I did notice some things and some implications.</p><p></p><p>Firstly, I now realize that the School of Knowledge bonus ability (and option everyone has at level-up, once per tier) of getting an extra domain card is slightly less valuable than I thought, since you can have all the domain cards you want, but still will only have up to 5 readily available. I'm not a power-gamer, and I think the game works best with limitations, so I'm not upset. It does mean some more careful planning and some things being less valuable than I assumed. It will be interesting. </p><p></p><p>More notably, I realized that there were no level-up options, class features, spells, species, communities, etc. that modified your loadout limit. Given that you can get extra stress, hope, hp, domain cards, armor slots, damage thresholds, and even proficiency, it seems notable that this is left out as a number to tweak with various options. Has anyone else noticed this? Do you think it was intentional, and what the reasoning is ('we really thought limiting in-the-moment options to be super-important' being the most straight-forward)?</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9746909, member: 6799660"] So, my group and I have run several one-shots, and now started our first long-form campaign. I've gone through the rulebook a couple times now and am slowly but surely picking up all the different bits and bobs. One thing that I didn't notice much the first few goes through was [B]loadout[/B], [B]vault[/B], and [B]recall cost[/B] (since at the lowest levels, the don't come up). I finally noticed them looking over my School of Knowledge Wizard and extrapolating them over the levels. Overall, I like the notion. One of the real issues with games having spells/'powers' (atomic blocks of rules text opening up new action options) is having a huge list of them can slow down what-to-do decision making, especially for newer players. Keeping the list of active options smaller (with a high-cost option to switch them out if needed) has clear and obvious benefits to a game (provided it is built with that assumption in mind). I did notice some things and some implications. Firstly, I now realize that the School of Knowledge bonus ability (and option everyone has at level-up, once per tier) of getting an extra domain card is slightly less valuable than I thought, since you can have all the domain cards you want, but still will only have up to 5 readily available. I'm not a power-gamer, and I think the game works best with limitations, so I'm not upset. It does mean some more careful planning and some things being less valuable than I assumed. It will be interesting. More notably, I realized that there were no level-up options, class features, spells, species, communities, etc. that modified your loadout limit. Given that you can get extra stress, hope, hp, domain cards, armor slots, damage thresholds, and even proficiency, it seems notable that this is left out as a number to tweak with various options. Has anyone else noticed this? Do you think it was intentional, and what the reasoning is ('we really thought limiting in-the-moment options to be super-important' being the most straight-forward)? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Daggerheart General Thread [+]
Top