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Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place
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<blockquote data-quote="djotaku" data-source="post: 9834674" data-attributes="member: 7054471"><p>I'm somewhat in the same boat. I think it requires too much improv compared to what my table is prepared to do. But it has beautiful art. The hope/fear are neat meta-currency if done right. Reminds me of success/complications in Cosmere (and they both released close enough in time that it seems to be co-evolution). It's less similar, but somewhat like Luck/Doom in Tales of the Valiant in the sense that hope/success/luck give the player some kind of currency they can redeem for a future bonus and fear/complications/doom give the GM a currency they can use to rock the players a bit harder. I've heard anecdotally that for some tables it can be very fun for the GM to have a visible representation of their Fear points to build up the tension if they keep earning them, but aren't using them. You know there's a big whallop coming!</p><p></p><p>Another thing it shares with Cosmere is lack of an initiative order. I've heard this works well in person. Playing Cosmere virtually, it means turns take longer than they do in 5e.</p><p></p><p>To give a positive about Daggerheart (based on what I've heard, not yet GM'd), supposedly balancing for different party sizes is automatic and infinitely easier than 5e. Because of the way turn order works, the action economy between the heroes and the enemies works itself out. I don't know how much you know this - I learned it a few years into GMing - but action economy is way more important than number of foes. This is why the big baddies have multi-attack, layer actions, and legendary actions. They're making more attacks per turn than the little baddies. So one less elegant way to adjust for group size in 5e is to have the baddie not use their multi-attacks or skip a legendary action every few turns or whatever. (This is also why the fighter eventually can do 3-5 (or more) actions per turn when they're high level)</p></blockquote><p></p>
[QUOTE="djotaku, post: 9834674, member: 7054471"] I'm somewhat in the same boat. I think it requires too much improv compared to what my table is prepared to do. But it has beautiful art. The hope/fear are neat meta-currency if done right. Reminds me of success/complications in Cosmere (and they both released close enough in time that it seems to be co-evolution). It's less similar, but somewhat like Luck/Doom in Tales of the Valiant in the sense that hope/success/luck give the player some kind of currency they can redeem for a future bonus and fear/complications/doom give the GM a currency they can use to rock the players a bit harder. I've heard anecdotally that for some tables it can be very fun for the GM to have a visible representation of their Fear points to build up the tension if they keep earning them, but aren't using them. You know there's a big whallop coming! Another thing it shares with Cosmere is lack of an initiative order. I've heard this works well in person. Playing Cosmere virtually, it means turns take longer than they do in 5e. To give a positive about Daggerheart (based on what I've heard, not yet GM'd), supposedly balancing for different party sizes is automatic and infinitely easier than 5e. Because of the way turn order works, the action economy between the heroes and the enemies works itself out. I don't know how much you know this - I learned it a few years into GMing - but action economy is way more important than number of foes. This is why the big baddies have multi-attack, layer actions, and legendary actions. They're making more attacks per turn than the little baddies. So one less elegant way to adjust for group size in 5e is to have the baddie not use their multi-attacks or skip a legendary action every few turns or whatever. (This is also why the fighter eventually can do 3-5 (or more) actions per turn when they're high level) [/QUOTE]
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Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place
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