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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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<blockquote data-quote="Ruin Explorer" data-source="post: 9666231" data-attributes="member: 18"><p>In general this game seems to handle disability stuff better than most - in fact most "social justice" issues are handled with what I'd describe as considerably more confidence than other games, which also means they don't have to be as coy or kid-gloves as some representation has been. A lot of "combat wheelchair" stuff I've seen for other games has been disappointing and basically "Oh we must exactly replicate RL wheelchairs in game in the art and functionality", which always constrasted starkly with the fantasy visions virtually all games have re: prosthetic limbs, where fully-functional, no-apparent-downsides replacements exist (with full range of movement, full speed/strength, full hand/finger/palm actuation, etc.), rather than the still very limited stuff we have RL. They also suggest stuff where PCs have disabilities but optionally are compensated for by magical solutions, which some games seem to have been terrified of, like the plant-magic cochlear-implant-equivalent they show. There's also some helpful discussion of like alternative targeting schemes for the abilities of characters who are blind/deaf/etc. later on.</p><p></p><p>And like, I appreciated that they made it so you want to use the wheelchair as weapon, it actually does require you to wield it, and it's pretty effective, but if you want the heavy one, that's not without consequence (-1 Evasion IIRC). They're not afraid to make them interact with the rules, nor to offer possibilities where they're less consequential (like a magical floating or four (or more!) legged walking "wheelchair").</p><p></p><p>Basically they've done really well here.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9666231, member: 18"] In general this game seems to handle disability stuff better than most - in fact most "social justice" issues are handled with what I'd describe as considerably more confidence than other games, which also means they don't have to be as coy or kid-gloves as some representation has been. A lot of "combat wheelchair" stuff I've seen for other games has been disappointing and basically "Oh we must exactly replicate RL wheelchairs in game in the art and functionality", which always constrasted starkly with the fantasy visions virtually all games have re: prosthetic limbs, where fully-functional, no-apparent-downsides replacements exist (with full range of movement, full speed/strength, full hand/finger/palm actuation, etc.), rather than the still very limited stuff we have RL. They also suggest stuff where PCs have disabilities but optionally are compensated for by magical solutions, which some games seem to have been terrified of, like the plant-magic cochlear-implant-equivalent they show. There's also some helpful discussion of like alternative targeting schemes for the abilities of characters who are blind/deaf/etc. later on. And like, I appreciated that they made it so you want to use the wheelchair as weapon, it actually does require you to wield it, and it's pretty effective, but if you want the heavy one, that's not without consequence (-1 Evasion IIRC). They're not afraid to make them interact with the rules, nor to offer possibilities where they're less consequential (like a magical floating or four (or more!) legged walking "wheelchair"). Basically they've done really well here. [/QUOTE]
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