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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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<blockquote data-quote="Puddles" data-source="post: 9665809" data-attributes="member: 7026093"><p>I think the game has beautiful presentation and I love the implementation of the domains. I think it captures the essence of Critical Role and will be very popular because of it.</p><p></p><p>I think I almost like the duality dice too, the only thing that turns me off is the fear tokens being a resource for the GM. Hope is fine as a resource to spend, but I would have preferred if Fear was more passive, perhaps like the (level of Doom?) from the Soulbound Age of Sigmar game. Having a resource that the GM can use calls into question for me what the GMs role is, are they there to facilitate the world or are they trying to “beat” the players? Is it going to be obvious when they are pulling punches by not spending fear and feel dissatisfying for the players?</p></blockquote><p></p>
[QUOTE="Puddles, post: 9665809, member: 7026093"] I think the game has beautiful presentation and I love the implementation of the domains. I think it captures the essence of Critical Role and will be very popular because of it. I think I almost like the duality dice too, the only thing that turns me off is the fear tokens being a resource for the GM. Hope is fine as a resource to spend, but I would have preferred if Fear was more passive, perhaps like the (level of Doom?) from the Soulbound Age of Sigmar game. Having a resource that the GM can use calls into question for me what the GMs role is, are they there to facilitate the world or are they trying to “beat” the players? Is it going to be obvious when they are pulling punches by not spending fear and feel dissatisfying for the players? [/QUOTE]
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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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