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Daggerheart has been Officially Released
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<blockquote data-quote="Ruin Explorer" data-source="post: 9672624" data-attributes="member: 18"><p>So far this is not something that has come up in any people discussing the game nor in any Actual Plays. Nor was it an issue in the beta.</p><p></p><p>That doesn't mean it won't emerge in the next few weeks, but it's looking pretty good so far on that front. I do get the worry though. Also re: "super crunchy", I mean, it is definitely significantly more crunchy than say Apocalypse World or Mothership, but it's only like, 50% more crunchy than say, Dungeon World and Spire/Heart. I'd say it was comparable to City of Mist, Grimwild, and so on (also to my perceptions of Shadowdark, but I haven't actually played it). I'm not saying that makes "super crunchy" wrong because it can be relative, and for a narrative game it is fairly crunchy, but like, but I'd say it was very much in the "medium crunch" zone if we put 5E in say the lower-middle of the "high crunch" zone.</p><p></p><p></p><p>It's pretty common advice in modern TTRPGs I note, and for some can be pretty important to making them work the way they should.</p><p></p><p>I do think it's a good idea for every DM to try it out for a few sessions and see how they feel about it after having actually tried it. I say this particularly because I've seen some DMs really cramp their own style/talent and bore players rigid with what I'd call "procedural DMing", where they basically insist on playing out every little thing as if it was thrilling, and rolling for everything it's conceivably possible to roll for. There's a time and a place for that - that time and place is in an incredibly trap-filled terror dungeon. It's not right for meeting an NPC in a tavern, or a street chase, or even a normal, almost entirely trap-free dungeon, but I've seen it deployed by certain DMs in all three (and many more). The tumbler example given above is particularly grotesque and is outright bad DMing in a binary success RPG.</p><p></p><p>Also, to be clear, even rules-savvy players are not incentivized to make extra rolls for the sake of Hope, because there's 44% chance that will give the DM a Fear to work with, and those aren't good odds, at all.</p><p></p><p></p><p>Kinda?</p><p></p><p>It's for when there's a meaningful chance of something meaningful going wrong (whether that's an error, taking too long, failing to do something, etc.). If there isn't, there shouldn't be a roll.</p><p></p><p>That said, with that specific example, literally one of the first three Midnight Domain (i.e. Rogue) cards is one that gives them Advantage (+1d6 to your roll in DH) on picking locks, disarming traps, and stealing stuff, so it is clearly expected that sometimes, Rogues will need to roll to pick locks. Just not every time. It's funny because 5E is one of the few modern games that doesn't recognise this, even though 3E absolutely did to the point of making it a clear-cut rule (4E backpedalled a bit for no reason and made it merely DM advice - 5E doesn't really do either properly, unless 2024 changed that).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9672624, member: 18"] So far this is not something that has come up in any people discussing the game nor in any Actual Plays. Nor was it an issue in the beta. That doesn't mean it won't emerge in the next few weeks, but it's looking pretty good so far on that front. I do get the worry though. Also re: "super crunchy", I mean, it is definitely significantly more crunchy than say Apocalypse World or Mothership, but it's only like, 50% more crunchy than say, Dungeon World and Spire/Heart. I'd say it was comparable to City of Mist, Grimwild, and so on (also to my perceptions of Shadowdark, but I haven't actually played it). I'm not saying that makes "super crunchy" wrong because it can be relative, and for a narrative game it is fairly crunchy, but like, but I'd say it was very much in the "medium crunch" zone if we put 5E in say the lower-middle of the "high crunch" zone. It's pretty common advice in modern TTRPGs I note, and for some can be pretty important to making them work the way they should. I do think it's a good idea for every DM to try it out for a few sessions and see how they feel about it after having actually tried it. I say this particularly because I've seen some DMs really cramp their own style/talent and bore players rigid with what I'd call "procedural DMing", where they basically insist on playing out every little thing as if it was thrilling, and rolling for everything it's conceivably possible to roll for. There's a time and a place for that - that time and place is in an incredibly trap-filled terror dungeon. It's not right for meeting an NPC in a tavern, or a street chase, or even a normal, almost entirely trap-free dungeon, but I've seen it deployed by certain DMs in all three (and many more). The tumbler example given above is particularly grotesque and is outright bad DMing in a binary success RPG. Also, to be clear, even rules-savvy players are not incentivized to make extra rolls for the sake of Hope, because there's 44% chance that will give the DM a Fear to work with, and those aren't good odds, at all. Kinda? It's for when there's a meaningful chance of something meaningful going wrong (whether that's an error, taking too long, failing to do something, etc.). If there isn't, there shouldn't be a roll. That said, with that specific example, literally one of the first three Midnight Domain (i.e. Rogue) cards is one that gives them Advantage (+1d6 to your roll in DH) on picking locks, disarming traps, and stealing stuff, so it is clearly expected that sometimes, Rogues will need to roll to pick locks. Just not every time. It's funny because 5E is one of the few modern games that doesn't recognise this, even though 3E absolutely did to the point of making it a clear-cut rule (4E backpedalled a bit for no reason and made it merely DM advice - 5E doesn't really do either properly, unless 2024 changed that). [/QUOTE]
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