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Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place
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<blockquote data-quote="aramis erak" data-source="post: 9829269" data-attributes="member: 6779310"><p>Not Reynard... but having just finished up one 3-month (or is it 4? I'd have to check) of Daggerheart, running a second for a remote group, and about to kick off another campaign of DH for the group just ended...</p><p></p><p>Daggerheart's mechanics are, RAW, </p><ul> <li data-xf-list-type="ul">that the monsters/NPCs only get a turn when the PC's either fail or roll with Fear Results (about 43% of the time) on their action.</li> <li data-xf-list-type="ul">There's no turn structure/action economy past the above (tho' an option is present for one)</li> <li data-xf-list-type="ul">rolling with hope or rolling a critical are supposed to have a narrative side benefit, and with fear a negative side effect</li> <li data-xf-list-type="ul">Asymmetric: NPCs roll 1d20 for actions, cannot generate hope/fear. PCs roll 2d12 and generate either hope, fear, or a critical success. PC Outcome space is thus CS, S+H, S+Fe, Fa+H, Fa+Fe...</li> </ul><p>This results in a lot of side effects, both good and bad. It's optimized for improv. An Adv Path would constrain quite a bit. For shooter-on-rails type play, it could work... but that's tossing its strengths in the bin.</p><p></p><p>It can be played in traditional adventure mode, but it's fighting the rules, even the sample Quick-play shows how different a pre-written is for DH vs D&D.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9829269, member: 6779310"] Not Reynard... but having just finished up one 3-month (or is it 4? I'd have to check) of Daggerheart, running a second for a remote group, and about to kick off another campaign of DH for the group just ended... Daggerheart's mechanics are, RAW, [LIST] [*]that the monsters/NPCs only get a turn when the PC's either fail or roll with Fear Results (about 43% of the time) on their action. [*]There's no turn structure/action economy past the above (tho' an option is present for one) [*]rolling with hope or rolling a critical are supposed to have a narrative side benefit, and with fear a negative side effect [*]Asymmetric: NPCs roll 1d20 for actions, cannot generate hope/fear. PCs roll 2d12 and generate either hope, fear, or a critical success. PC Outcome space is thus CS, S+H, S+Fe, Fa+H, Fa+Fe... [/LIST] This results in a lot of side effects, both good and bad. It's optimized for improv. An Adv Path would constrain quite a bit. For shooter-on-rails type play, it could work... but that's tossing its strengths in the bin. It can be played in traditional adventure mode, but it's fighting the rules, even the sample Quick-play shows how different a pre-written is for DH vs D&D. [/QUOTE]
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Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place
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