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Daggerheart to Release Spring 2025, Pre-Orders Available Now
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<blockquote data-quote="Manbearcat" data-source="post: 9460571" data-attributes="member: 6696971"><p>Yeah, I'd been meaning to put together a post on this (as we discussed), but just haven't had the time. You already know my thoughts on the game (which obviously mirror yours), but here are some abridged, off-the-cuff ones:</p><p></p><p>* Obviously Forged in the Dark-inspired and it shows throughout.</p><p></p><p>* However, its got lots of other indie tech influences in it like (i) Stressing a character out of a scene for social conflict Win Con and (ii) Minion/Mook Threshold/Splash damage rules.</p><p></p><p>* The various Countdown (Clocks in Blades' parlance) archetypes allow for embedding gamestate/situation-state impacting events, clocks (small c), and Win Cons in a functional, middling overhead kind-of-way.</p><p></p><p>* The Wizard (as you mentioned) doesn't come online early enough. I mean...it seems more like the Torchbearer Magician in that way, but the Magician works well with Torchbearer's classes. The lack of potency and breadth of facility of the Daggerheart Wizard sticks out like a sore thumb when contrasted with the other mythic fantasy PC classes/archetypes.</p><p></p><p>No one has ever heard me ask for a Wizard buff (breadth) in a game until now!</p><p></p><p>* The lack of gear/inventory-based dynamism + attendant decision-points/complications and the lack of consequential movement and forced movement -based tactical engagement in the combat engine are both issues for me (as you know).</p><p></p><p>[HR][/HR]</p><p></p><p>I've got plenty of other thoughts, but I think that is good enough. The game does what it sets out to do well enough (though the early Wizard situation is a bit weird...hard to imagine that is intended). But given that its a mash-up of various stuff (like 4e meets Blades meets Cortex+ meets a few others), there is some "this kinda feels a bit dilute across those influences" sense when running the game (and probably playing it would be my guess). </p><p></p><p>Its a cool game with a lot of parts that seem to mostly come together when you wrap your head around the handles and concepts. Nonetheless, we'll see where I ultimately land once we're done with our campaign. But presently, I'm landing on "while nifty and I can absolutely see a space for this game, I probably wouldn't run this again."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9460571, member: 6696971"] Yeah, I'd been meaning to put together a post on this (as we discussed), but just haven't had the time. You already know my thoughts on the game (which obviously mirror yours), but here are some abridged, off-the-cuff ones: * Obviously Forged in the Dark-inspired and it shows throughout. * However, its got lots of other indie tech influences in it like (i) Stressing a character out of a scene for social conflict Win Con and (ii) Minion/Mook Threshold/Splash damage rules. * The various Countdown (Clocks in Blades' parlance) archetypes allow for embedding gamestate/situation-state impacting events, clocks (small c), and Win Cons in a functional, middling overhead kind-of-way. * The Wizard (as you mentioned) doesn't come online early enough. I mean...it seems more like the Torchbearer Magician in that way, but the Magician works well with Torchbearer's classes. The lack of potency and breadth of facility of the Daggerheart Wizard sticks out like a sore thumb when contrasted with the other mythic fantasy PC classes/archetypes. No one has ever heard me ask for a Wizard buff (breadth) in a game until now! * The lack of gear/inventory-based dynamism + attendant decision-points/complications and the lack of consequential movement and forced movement -based tactical engagement in the combat engine are both issues for me (as you know). [HR][/HR] I've got plenty of other thoughts, but I think that is good enough. The game does what it sets out to do well enough (though the early Wizard situation is a bit weird...hard to imagine that is intended). But given that its a mash-up of various stuff (like 4e meets Blades meets Cortex+ meets a few others), there is some "this kinda feels a bit dilute across those influences" sense when running the game (and probably playing it would be my guess). Its a cool game with a lot of parts that seem to mostly come together when you wrap your head around the handles and concepts. Nonetheless, we'll see where I ultimately land once we're done with our campaign. But presently, I'm landing on "while nifty and I can absolutely see a space for this game, I probably wouldn't run this again." [/QUOTE]
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