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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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<blockquote data-quote="dbm" data-source="post: 9668586" data-attributes="member: 8014"><p>I’m at the point of having finished the player sections, and just about to start on the GM section. So far the game is very interesting. One thing that stood out to me, when I was reading the ancestry powers pretty much every one had an ability I thought sounded amazingly powerful. The characters definitely seem to start off capable. The power curve is an interesting mix of bounded accuracy, similar to D&D 5e, while the weapon damage growing as your proficiency increases is very much reminiscent of 13th Age.</p><p></p><p>I need to get my head around the damage system in general a bit more before I can really understand the implications of this. It feels a little like Savage Worlds where you only have a small number of wounds (hits, here) so there isn’t the HP escalation of post 3.x D&D but it doesn’t seem to have a death spiral effect like Savage Worlds does.</p><p></p><p>There are some subtleties that I think will trip up my group for a while, notably that Reactions don’t generate Fear or Hope. There are also definitely some errata needed - surely <em>Ilmari’s Rifle</em> (p119) is two handed (unless everyone is supposed be Rooster Cogburn?).</p><p></p><p>I think the way equipment in general is presented is interesting. That also gives me D&D 4e vibes, where all the magic items were in the PHB and players could petition the GM for what they wanted to find.</p><p></p><p>On to the GM chapter next…</p></blockquote><p></p>
[QUOTE="dbm, post: 9668586, member: 8014"] I’m at the point of having finished the player sections, and just about to start on the GM section. So far the game is very interesting. One thing that stood out to me, when I was reading the ancestry powers pretty much every one had an ability I thought sounded amazingly powerful. The characters definitely seem to start off capable. The power curve is an interesting mix of bounded accuracy, similar to D&D 5e, while the weapon damage growing as your proficiency increases is very much reminiscent of 13th Age. I need to get my head around the damage system in general a bit more before I can really understand the implications of this. It feels a little like Savage Worlds where you only have a small number of wounds (hits, here) so there isn’t the HP escalation of post 3.x D&D but it doesn’t seem to have a death spiral effect like Savage Worlds does. There are some subtleties that I think will trip up my group for a while, notably that Reactions don’t generate Fear or Hope. There are also definitely some errata needed - surely [I]Ilmari’s Rifle[/I] (p119) is two handed (unless everyone is supposed be Rooster Cogburn?). I think the way equipment in general is presented is interesting. That also gives me D&D 4e vibes, where all the magic items were in the PHB and players could petition the GM for what they wanted to find. On to the GM chapter next… [/QUOTE]
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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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