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What do YOU plan on doing with Daggerheart?
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<blockquote data-quote="Neonchameleon" data-source="post: 9670627" data-attributes="member: 87792"><p>I mean we can all be disingenuous and cherry pick to pretend that moving parts don't exist or that single dimensional moving parts don't move at all. And we can assume good faith and that people can have different opinions they can back up with facts! </p><p></p><p>As for fewer moving parts? Each part moves more and in more complex ways thanks to a more complex success-with-consequences core mechanic. And Daggerheart characters never in play get to the point of simplistic fights where you walk up to the enemy and play patty-cake, just hititng and missing until one side runs out of hit points and spend twenty minutes between turns. Instead they do mechanically more engaging things, all having hope and stress to spend.</p><p></p><p>To use an analogy you are saying that D&D has more moving parts because it has three simple pendulums while Daggerheart has a double pendulum. I'm saying the double pendulum has more complex movement.</p><p></p><p>One of us is being misleading by pretending that because they have the same name hit points are the same thing in both games. And it's not me misleading here by cherry picking one part of the damage-taking mechanics and pretending that it is equivalent to almost the whole of the damage-taking mechanics in the other game. Please stop first misrepresenting by pretending things are equivalent when they aren't and then ironically accusing me of misrepresenting things because I put what I mean that includes the context of the mechanics.</p><p></p><p>In order to do that we would have to get into the subject of ribbon abilities which Daggerheart is fairly free of.</p><p></p><p>In terms of cruft on the character sheet D&D 5e <em>easily</em> has more than Daggerheart. You don't have 17 skills in Daggerheart for starters or even stats on a 1-20 range in addition to modifiers. In terms of <em>meaningful</em> choices both in terms of character creation and in play I'd consider Daggerheart characters more equivalent to half-casters in 5e.</p><p></p><p>And you must be aware that unless you multiclass D&D 5e characters are on rails. Your subclass is, other than feats (you get every four levels) and spells (which many casters can switch with just a rest, making their spells their equipment rather than part of who they are) for most characters the last mechanical choice you make. Whereas in Daggerheart you make multiple choices every single time you level up. You must also be aware that in addition to hit points it is common for D&D classes (especially among the non-casters) to get one ability per level (again on rails) after level 1 - whereas Daggerheart gives one extra domain ability and wherever you spent your two ticks, which can vary. You actually get multiple choices every level rather than a choice every four levels and a given ability every level.</p><p></p><p>No I don't consider Daggerheart inherently more front loaded than D&D</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9670627, member: 87792"] I mean we can all be disingenuous and cherry pick to pretend that moving parts don't exist or that single dimensional moving parts don't move at all. And we can assume good faith and that people can have different opinions they can back up with facts! As for fewer moving parts? Each part moves more and in more complex ways thanks to a more complex success-with-consequences core mechanic. And Daggerheart characters never in play get to the point of simplistic fights where you walk up to the enemy and play patty-cake, just hititng and missing until one side runs out of hit points and spend twenty minutes between turns. Instead they do mechanically more engaging things, all having hope and stress to spend. To use an analogy you are saying that D&D has more moving parts because it has three simple pendulums while Daggerheart has a double pendulum. I'm saying the double pendulum has more complex movement. One of us is being misleading by pretending that because they have the same name hit points are the same thing in both games. And it's not me misleading here by cherry picking one part of the damage-taking mechanics and pretending that it is equivalent to almost the whole of the damage-taking mechanics in the other game. Please stop first misrepresenting by pretending things are equivalent when they aren't and then ironically accusing me of misrepresenting things because I put what I mean that includes the context of the mechanics. In order to do that we would have to get into the subject of ribbon abilities which Daggerheart is fairly free of. In terms of cruft on the character sheet D&D 5e [I]easily[/I] has more than Daggerheart. You don't have 17 skills in Daggerheart for starters or even stats on a 1-20 range in addition to modifiers. In terms of [I]meaningful[/I] choices both in terms of character creation and in play I'd consider Daggerheart characters more equivalent to half-casters in 5e. And you must be aware that unless you multiclass D&D 5e characters are on rails. Your subclass is, other than feats (you get every four levels) and spells (which many casters can switch with just a rest, making their spells their equipment rather than part of who they are) for most characters the last mechanical choice you make. Whereas in Daggerheart you make multiple choices every single time you level up. You must also be aware that in addition to hit points it is common for D&D classes (especially among the non-casters) to get one ability per level (again on rails) after level 1 - whereas Daggerheart gives one extra domain ability and wherever you spent your two ticks, which can vary. You actually get multiple choices every level rather than a choice every four levels and a given ability every level. No I don't consider Daggerheart inherently more front loaded than D&D [/QUOTE]
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