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New Daggerheart Campaign
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<blockquote data-quote="Retreater" data-source="post: 9867189" data-attributes="member: 42040"><p>Five month check-in. Running my Motherboard campaign biweekly (Tier 2, but we they chose to restart with new characters) and a weekly Witherwild game (end of Tier 3). </p><p>We like the epic feel of battles. The initiative system feels very organic. The powers are great. Some of the monsters are just amazing to run. </p><p>What's not awesome: </p><p>1) My Tier 3 group never, ever swaps their cards in their load it. The mechanic never crosses their mind. When I bring it up, it's like an unnecessary hassle, like changing your cellphone company. </p><p>2) No one cares about magic items, consumables, etc. </p><p>3) I don't use environments. They don't work well for my group. </p><p>4) Social enemies are worthless and better ignored.</p><p>5) Minions, also worthless. They are so ineffective they shouldn't require Fear to spotlight. Low damage. Pitiful accuracy. </p><p>6) "Solo" monsters aren't - like, you still need 3-4 other enemies (and I have small groups) </p><p>7) I've "run out" of enemies for the different tiers. I've exhausted everything in the book and encounters are starting to feel samey. On the same coin, there's a lot of duplication in the hero powers too, across both groups. (This is sort of showing me that Daggerheart is good for maybe 2 campaigns - just not enough material.)</p><p>8) I miss the 50 year history of D&D with classes, spells, magic items, monsters, campaign worlds, etc. Daggerheart just feels shallow compared to most other fantasy TRRPGs.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9867189, member: 42040"] Five month check-in. Running my Motherboard campaign biweekly (Tier 2, but we they chose to restart with new characters) and a weekly Witherwild game (end of Tier 3). We like the epic feel of battles. The initiative system feels very organic. The powers are great. Some of the monsters are just amazing to run. What's not awesome: 1) My Tier 3 group never, ever swaps their cards in their load it. The mechanic never crosses their mind. When I bring it up, it's like an unnecessary hassle, like changing your cellphone company. 2) No one cares about magic items, consumables, etc. 3) I don't use environments. They don't work well for my group. 4) Social enemies are worthless and better ignored. 5) Minions, also worthless. They are so ineffective they shouldn't require Fear to spotlight. Low damage. Pitiful accuracy. 6) "Solo" monsters aren't - like, you still need 3-4 other enemies (and I have small groups) 7) I've "run out" of enemies for the different tiers. I've exhausted everything in the book and encounters are starting to feel samey. On the same coin, there's a lot of duplication in the hero powers too, across both groups. (This is sort of showing me that Daggerheart is good for maybe 2 campaigns - just not enough material.) 8) I miss the 50 year history of D&D with classes, spells, magic items, monsters, campaign worlds, etc. Daggerheart just feels shallow compared to most other fantasy TRRPGs. [/QUOTE]
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