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Does Anyone Care? (Cosmere RPG)
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<blockquote data-quote="Neonchameleon" data-source="post: 9731659" data-attributes="member: 87792"><p>It's laughably wrong to say Daggerheart didn't click with you? Because that was one of the choices I gave.</p><p></p><p>But seriously most of your list of tastes are reasons I wouldn't consider you to be in the right headspace for Daggerheart. Fundamentally it's designed to be the game that streamers like Critical Role and Dimension 20 have been trying to force 5e to be for the past decade. </p><p></p><p>Compared to 5e it's, faster playing, (with group character creation that is an utter joy), more character driven, more cinematic, more chaotic, easier to hack, and far far easier to run from the DM's chair while still allowing the familiarity to cross over easily, even using the same DCs. It even manages to be more tactical despite not needing a grid. But basically it's a game I'd recommend to pretty much every DnD 5e group for their next 5e campaign unless either they were planning to go level 13+ or there was an obvious different recommendation (like Shadowdark, PF2e, or Draw Steel or even getting out of the D&D adjacent realm entirely).</p><p></p><p>And coming back to Cosmere, Cosmere has a lot of the same 5e-adjacent energy, with a d20 based stat and skill system and 5e difficulty levels. Like Daggerheart it adds a FFG Star Wars style "with consequences" mechanic; Daggerheart does it through its 2d12 "duality dice" replacing the d20 for players while Cosmere uses its add on optional plot dice (basically just a Fate/Fudge die).</p><p></p><p>The player side mechanics are also in both cases "let's fix 5e". Like Daggerheart you have six stats but Con isn't one of them and you only get the modifier not the raw number or the saving throws. And like Daggerheart it claims to be class and level based but in reality is much more open (Daggerheart uses a PbtA style "ticks" system with the only forced combat choice being that you get a free extra damage dice at levels 2, 5, and 8, while Cosmere uses an FFG Star Wars style talent tree with no necessary combat choices at all). And both have added a significant element of choice and deciding when you go to the initiative system.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9731659, member: 87792"] It's laughably wrong to say Daggerheart didn't click with you? Because that was one of the choices I gave. But seriously most of your list of tastes are reasons I wouldn't consider you to be in the right headspace for Daggerheart. Fundamentally it's designed to be the game that streamers like Critical Role and Dimension 20 have been trying to force 5e to be for the past decade. Compared to 5e it's, faster playing, (with group character creation that is an utter joy), more character driven, more cinematic, more chaotic, easier to hack, and far far easier to run from the DM's chair while still allowing the familiarity to cross over easily, even using the same DCs. It even manages to be more tactical despite not needing a grid. But basically it's a game I'd recommend to pretty much every DnD 5e group for their next 5e campaign unless either they were planning to go level 13+ or there was an obvious different recommendation (like Shadowdark, PF2e, or Draw Steel or even getting out of the D&D adjacent realm entirely). And coming back to Cosmere, Cosmere has a lot of the same 5e-adjacent energy, with a d20 based stat and skill system and 5e difficulty levels. Like Daggerheart it adds a FFG Star Wars style "with consequences" mechanic; Daggerheart does it through its 2d12 "duality dice" replacing the d20 for players while Cosmere uses its add on optional plot dice (basically just a Fate/Fudge die). The player side mechanics are also in both cases "let's fix 5e". Like Daggerheart you have six stats but Con isn't one of them and you only get the modifier not the raw number or the saving throws. And like Daggerheart it claims to be class and level based but in reality is much more open (Daggerheart uses a PbtA style "ticks" system with the only forced combat choice being that you get a free extra damage dice at levels 2, 5, and 8, while Cosmere uses an FFG Star Wars style talent tree with no necessary combat choices at all). And both have added a significant element of choice and deciding when you go to the initiative system. [/QUOTE]
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