RenleyRenfield
Adventurer
You answered a decent part of "why" alreadyI'd like to hear more about how you feel they are sloppy - they're the basic force driving the GM's action economy, and while it takes a new GM some time to learn to work with the pacing they provide, other systems have similar learning issues and don't get called sloppy for it.
|
v
This is why its sloppy, and as the OP questioned, "trips over its self". In our games, and in 100% of other DH games we have watched - every single time - the economy (how much hope or fear is in current play) = is never well done.Hope and Fear in Daggerheart are not generally clear results of mechanical and physical in-game events.
lite example = 4 players... 1 person rolls with Fear twice in a row, cannot activate many of their abilities, have no Hope to spend on anything... each round is about 20~30 min or so, so for nearly an hour 1 player isn't able to interact with the rules or activate many parts of their own character. Not because they made bad choice, not because they overspent - simply because the system is sloppy with how it handles Hope and Fear. It limited player action arbitrarily, randomly.
In defense of DH.... Why DH is bad design but likely why it 'works' for people = because its no-effort economy. You don't have to try roleplay to earn Hope, you can't roleplay to scrub Fear, there are no dice tricks or special combos that alter the pools of either, and so on. They have made a metacurrency that flows outside of roleplay, which takes the mental strain off managing currency.
For us, Draw Steel and L5R 5e do right all the things DH does wrong. (as examples of non-sloppy mechanics that don't trip over themselves or limit player action arbitrarily.)


