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<blockquote data-quote="Enrahim" data-source="post: 9726288" data-attributes="member: 7025577"><p>Don't be deceived about "movement and grid". That might sound like boring spreadsheet stuff, but it actually is essential for the <em>cinematography</em>. There are lots of abilities that moves people around, but this is not (only) for tactical placement.</p><p></p><p>The forced movement rules turns your foes into weapons you can weird against their allies, and even walls become dangerous terrain due to the damage you get when slamming into it. There are also abilities manipulating height of the terrain, giving platforms that can be climed for higher ground edge, or pits that foes can be pushed into even if the GM hasn't done the work of making a strongly featured battlemap in advance. The grid and movement is there to <em>create</em> cinematic moments.</p><p></p><p>Daggerheart has tactics, fantasy and heroics. The cinematography seem different though. While Draw Steel seem to be aiming for a high octane action blockbuster, Daggerheart seem to be going for more for a suspensfull triller feel. </p><p></p><p>The games have very clearly very many of the same fundamental design building blocks. Both have lots of character options, a handfull of abilities that is fueled by meta currency you gain regularly, has some mechanisms to limit character death, and the single encounter adventuring day, alongside a rich beastery with interesting abilities, and large loot tables. But I get the impression that these surface similarities might be deceiving, and that these two games are strongly tuned toward two very different kinds of game experiences.</p><p></p><p>For one thing I think Draw Steel will feel more like an optimalisation puzzle where you try to get as many victories as possible before resting. Meanwhile Daggerheart seem to be more tuned toward creating situations where the player need to prioritise what to do with limited resources. Draw Steel is also more heavy handed with abstractions (wealth, equipment and only 3 difficulty classes for instance) which seem to make for a somewhat more fast paced game.</p></blockquote><p></p>
[QUOTE="Enrahim, post: 9726288, member: 7025577"] Don't be deceived about "movement and grid". That might sound like boring spreadsheet stuff, but it actually is essential for the [I]cinematography[/I]. There are lots of abilities that moves people around, but this is not (only) for tactical placement. The forced movement rules turns your foes into weapons you can weird against their allies, and even walls become dangerous terrain due to the damage you get when slamming into it. There are also abilities manipulating height of the terrain, giving platforms that can be climed for higher ground edge, or pits that foes can be pushed into even if the GM hasn't done the work of making a strongly featured battlemap in advance. The grid and movement is there to [I]create[/I] cinematic moments. Daggerheart has tactics, fantasy and heroics. The cinematography seem different though. While Draw Steel seem to be aiming for a high octane action blockbuster, Daggerheart seem to be going for more for a suspensfull triller feel. The games have very clearly very many of the same fundamental design building blocks. Both have lots of character options, a handfull of abilities that is fueled by meta currency you gain regularly, has some mechanisms to limit character death, and the single encounter adventuring day, alongside a rich beastery with interesting abilities, and large loot tables. But I get the impression that these surface similarities might be deceiving, and that these two games are strongly tuned toward two very different kinds of game experiences. For one thing I think Draw Steel will feel more like an optimalisation puzzle where you try to get as many victories as possible before resting. Meanwhile Daggerheart seem to be more tuned toward creating situations where the player need to prioritise what to do with limited resources. Draw Steel is also more heavy handed with abstractions (wealth, equipment and only 3 difficulty classes for instance) which seem to make for a somewhat more fast paced game. [/QUOTE]
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