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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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<blockquote data-quote="zakael19" data-source="post: 9668835" data-attributes="member: 7044099"><p>I think people really aren't reading the pages I noted back there about how they expect you to make GM moves via NPCs, and seeing how Motives/Traits ("tags" / moves in other games) are how you make a memo to yourself to do things. And maybe they needed to explain this a little bit clearer?</p><p></p><p>The explicit special actions are there with math and balancing, anything that's more narrative in nature that you'd expect a creature like that to do you just Spotlight & make a Move that prompts a player response. The Dire Wight is a good example: they have an experience that's Throw(+3). None of their Features or Motives&Tactics explicitly tie into this; but they have Protect as a motive. Let's say they're with a Necromancer who raised them, and a sneaky little rogue has charged up to stab them and rolls a Success with Fear. I might spotlight the Wight and say something like "as your dagger sinks into the necromancer she cries out in pain, and this massive reeking undead creature turns towards you with a roar of indignation and reaches out with a meaty hand to toss you away - tell me how you try to avoid this and then make an Reaction roll vs 18 since I'm using their experience here."</p><p></p><p>If you want to adjust the math, there's blocks that are obviously tested to stay within the tier cost to look at. Eg: the Knight gets +2 Difficulty mounted, easy enough to add that to anybody else who's skilled at fighting from mount-back. Or you say "the vampire takes to the air, batwings sprouting from his back" and now he's flying and people on the ground just can't deal with that any more. It's not quite as fiction-first as like PBTA or FITD, but it's going there - eg: the Flickerfly flies, because that's what a fly does.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9668835, member: 7044099"] I think people really aren't reading the pages I noted back there about how they expect you to make GM moves via NPCs, and seeing how Motives/Traits ("tags" / moves in other games) are how you make a memo to yourself to do things. And maybe they needed to explain this a little bit clearer? The explicit special actions are there with math and balancing, anything that's more narrative in nature that you'd expect a creature like that to do you just Spotlight & make a Move that prompts a player response. The Dire Wight is a good example: they have an experience that's Throw(+3). None of their Features or Motives&Tactics explicitly tie into this; but they have Protect as a motive. Let's say they're with a Necromancer who raised them, and a sneaky little rogue has charged up to stab them and rolls a Success with Fear. I might spotlight the Wight and say something like "as your dagger sinks into the necromancer she cries out in pain, and this massive reeking undead creature turns towards you with a roar of indignation and reaches out with a meaty hand to toss you away - tell me how you try to avoid this and then make an Reaction roll vs 18 since I'm using their experience here." If you want to adjust the math, there's blocks that are obviously tested to stay within the tier cost to look at. Eg: the Knight gets +2 Difficulty mounted, easy enough to add that to anybody else who's skilled at fighting from mount-back. Or you say "the vampire takes to the air, batwings sprouting from his back" and now he's flying and people on the ground just can't deal with that any more. It's not quite as fiction-first as like PBTA or FITD, but it's going there - eg: the Flickerfly flies, because that's what a fly does. [/QUOTE]
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