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If you feel you have to give DH that much support to make it a good experience for you and your players, what are you getting out of the core system that potentially makes it worth it? Why not use another system that suits your needs better?
My group likes the system and doesn't enjoy "system hopping." This way, all the work is on me as the GM rather than both player and GM to identify and learn a working system.
Additionally, I really like the DH chassis. It fits my style nicely. I've tried D&D (every edition), Pathfinder, Shadowdark, Alien, Mothership, Powered by the Apocalypse, and other systems I'm forgetting.
There's not a "perfect" system. I might as well stick with DH.
 

And no, I don't see mechanics that deal with intangibles like hope and fear as associated with the physical setting.

I find that to be a major flaw in an approach to gaming that claims to be "simulation" of anything other than the planet Vulcan.

Emotions are real, and they make the world of mortals move. If your simulation doesn't include them, it ain't much of a simulation, in my book.
 


I find that to be a major flaw in an approach to gaming that claims to be "simulation" of anything other than the planet Vulcan.

Emotions are real, and they make the world of mortals move. If your simulation doesn't include them, it ain't much of a simulation, in my book.
You roleplay emotions if you want to keep it simulative.
 



If you feel you have to give DH that much support to make it a good experience for you and your players, what are you getting out of the core system that potentially makes it worth it? Why not use another system that suits your needs better?
based on other posts by them, a game they enjoy DMing and their group does not clash with, which is basically a first for both of these to be true at the same time as far as I can tell
 

You roleplay emotions if you want to keep it simulative.
In D&D, would you strip the mechanics from the various Fear causing spells and monster effects? Remove all mechanical effects fromt he Frightened condition? Because it's just emotions and therefore shouldn't be part of mechanics, just roleplay? Does False Life grant tHPs, but Heroism which grants the target bravery not do so?

The idea that states that affect your character or others can only have mechanical effects if they are physical seems incorrectly narrow.
 

If the target has armor, they can choose to spend a point of it to not take that damage. And there are any number of powers/abilities that may allow them to not take damage.

Adversaries explicitly do not have the Armor mechanic, and the "Homebrew Kit" calls this out as a factor when doing ability design. In its core presentation, there's not really any allowance for a successful attack to deal 0 damage/no HP.
 

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