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Daggerheart has been Officially Released
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<blockquote data-quote="Ruin Explorer" data-source="post: 9665256" data-attributes="member: 18"><p>Reading through the rules it's definitely got quite a serious mix of influences rather than being a D&D clone in the way it actually plays. Impressed me more than I expected, rules-wise.</p><p></p><p>PtbA but very specifically Dungeon World is clearly a major one, maybe the most major one, to the point where it's fundamentally operating in the same way DW does re: players and the DM making moves, and some of them are even worded the same way! (For example: "Reveal an unwelcome truth or unexpected danger." is a DM move - I dunno if that's the exact same wording as DW or AW but it's very similiar!) The initiative structure - or rather complete lack thereof is also very similar to DW - whoever goes, goes and potentially the same person goes repeatedly, with the DM going only when the PCs fail rolls or succeed with Fear (again similar to when a DM would make a hard move in DW), spending Fear to keep going.</p><p></p><p>They do offer an alternative system, where the PCs have three tokens, and each "go" uses up one, and they don't get the token back until every PC has used them all up, but it's a strictly optional rule (and the way the DM acts remains the same).</p><p></p><p>The resolution system, whilst allowing 5E-like or even slightly higher levels of bonuses/penalties is also, fundamentally, in terms of the results it produces, very like PtbA/DW, in that the possible results are:</p><p></p><p>1) Critical success</p><p>2) Success with Hope</p><p>3) Success with Fear</p><p>4) Failure with Hope</p><p>5) Failure with Fear</p><p></p><p>Which kinda map fairly well to the ol' 10+, 7-9, 6 or less of PbtA, just with slightly more nuance. It's a bit more D&D-like in that you're rolling against a variable target number and potentially accruing bonuses etc. (not just your stat and maaaaaybe a bonus from a specific ability).</p><p></p><p>But on the flipside, they don't have a small fixed set of moves like DW does (it does kind of have moves, but they're less explicit).</p><p></p><p>Also like DW and a lot of PbtA games, there are no skills per se - only more nebulous "Experiences" which you can spend 1 Hope to apply to a roll.</p><p></p><p>The Hope/Fear system is unlike anything in D&D or DW though, and I'm absolutely blanking on the RPGs where you hand a token to the DM on certain roll results, despite having run them - hopefully someone can name some of these! Certainly it's another influence though!</p><p></p><p>Overall the D&D influence seems to mostly be on the basic conceptualization of the classes and to a lesser extent species that the players can be. It's slightly a pity to me class-wise as it feels like they could have gone more off-book here, but I imagine that may well happen later on, as the system they have is fundamentally easy to expand.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9665256, member: 18"] Reading through the rules it's definitely got quite a serious mix of influences rather than being a D&D clone in the way it actually plays. Impressed me more than I expected, rules-wise. PtbA but very specifically Dungeon World is clearly a major one, maybe the most major one, to the point where it's fundamentally operating in the same way DW does re: players and the DM making moves, and some of them are even worded the same way! (For example: "Reveal an unwelcome truth or unexpected danger." is a DM move - I dunno if that's the exact same wording as DW or AW but it's very similiar!) The initiative structure - or rather complete lack thereof is also very similar to DW - whoever goes, goes and potentially the same person goes repeatedly, with the DM going only when the PCs fail rolls or succeed with Fear (again similar to when a DM would make a hard move in DW), spending Fear to keep going. They do offer an alternative system, where the PCs have three tokens, and each "go" uses up one, and they don't get the token back until every PC has used them all up, but it's a strictly optional rule (and the way the DM acts remains the same). The resolution system, whilst allowing 5E-like or even slightly higher levels of bonuses/penalties is also, fundamentally, in terms of the results it produces, very like PtbA/DW, in that the possible results are: 1) Critical success 2) Success with Hope 3) Success with Fear 4) Failure with Hope 5) Failure with Fear Which kinda map fairly well to the ol' 10+, 7-9, 6 or less of PbtA, just with slightly more nuance. It's a bit more D&D-like in that you're rolling against a variable target number and potentially accruing bonuses etc. (not just your stat and maaaaaybe a bonus from a specific ability). But on the flipside, they don't have a small fixed set of moves like DW does (it does kind of have moves, but they're less explicit). Also like DW and a lot of PbtA games, there are no skills per se - only more nebulous "Experiences" which you can spend 1 Hope to apply to a roll. The Hope/Fear system is unlike anything in D&D or DW though, and I'm absolutely blanking on the RPGs where you hand a token to the DM on certain roll results, despite having run them - hopefully someone can name some of these! Certainly it's another influence though! Overall the D&D influence seems to mostly be on the basic conceptualization of the classes and to a lesser extent species that the players can be. It's slightly a pity to me class-wise as it feels like they could have gone more off-book here, but I imagine that may well happen later on, as the system they have is fundamentally easy to expand. [/QUOTE]
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