Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What do YOU plan on doing with Daggerheart?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 9691600" data-attributes="member: 87792"><p>Meanwhile if you go by actual play in vaguely skilled hands 4e had in many ways the strongest non-combat game of any D&D edition unless you were into gritty dungeon crawling. "I cast a spell to solve the problem" just uses a button to take you closer to the combat.</p><p></p><p>And 4e has the only set of core mechanics for a task that takes longer than a single skill check that doesn't involve beating someone up. Were skill challenges broken to the point of being barely functional out of the gate? Yes. Did they get fixed in errata? Also yes. Are 4e Skill Challenges as good as Daggerheart clocks? No - but Daggerheart took them from Blades in the Dark (2016) which iterated on Apocalypse World (2010). 4e had to completely adapt it from of all things a primarily complex lock picking thing in one of 3.5's splat books.</p><p></p><p>The biggest problem with 4e is that it was given 2 years from project start to out of the door - already too little time. Then 10 months in they scrapped what they had, making the Bo9S and the 4e Condition Tracks out of the good parts and went right back to the drawing board. And they still released to the corporate timescale set by the suits. It took about a year's worth of patches/errata before it reached where it ought to have been at launch and you never get a second chance to make a first impression.</p><p></p><p>4e right at launch had a fully formed skill system and a class with a strong social element (Warlord). Meanwhile due to the numbers involved the social skills could be taken by anyone; the skill spread was far less extreme and rogues didn't have all their skill points eaten by there being far too many skills. Which meant everyone could contribute much better rather than having one "social monopolist". </p><p></p><p>(Bards showed up after a year as the best version there has ever been, coming strong out of the gate by introducing the world to Vicious Mockery which, partly because it wasn't an explicit spell, IME always got roleplayed when it only sometimes is in the much less liminal 5e).</p><p></p><p>The main thing it was missing was mind control magic - which I suppose can be considered a "social element" although I'd have said it was more antisocial.</p><p></p><p>Now that's fair. 4e is IMO the best out of combat D&D for anything other than dungeon crawling and things better done in solo games like crafting - but the differences are incremental while it deservedly sold itself on the near revolutionary tactical combat.</p><p></p><p>And it was built to encourage roleplaying by building on what 4e had done before with powers like the Warlord's powers Powerful Warning or Rub Some Dirt On It to pick the first two that come to mind. Both of which did encourage roleplaying. </p><p></p><p>Does Soldier's Bond do it more obviously and better? Yes. But it does it because it iterates on the path 4e opened up and that other editions of D&D barely touch.</p><p></p><p>Same way you do in 5e. You decide what they should be able to do and write that down and if they need combat stats make them a minion. (It's only 3.X that's an outlier here where you need high level commoners).</p><p></p><p>Or you give them no stats at all and use skill challenge rules. And with skill challenges 4e was the only version of D&D to emphasise anything but combat or robbery (or behaving as a class stereotype for 2e) enough to give it strong explicit XP benchmarks</p><p></p><p>More accurately (assuming you don't hate all versions of D&D) Daggerheart has vastly better polish and presentation and was allowed enough time in development.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9691600, member: 87792"] Meanwhile if you go by actual play in vaguely skilled hands 4e had in many ways the strongest non-combat game of any D&D edition unless you were into gritty dungeon crawling. "I cast a spell to solve the problem" just uses a button to take you closer to the combat. And 4e has the only set of core mechanics for a task that takes longer than a single skill check that doesn't involve beating someone up. Were skill challenges broken to the point of being barely functional out of the gate? Yes. Did they get fixed in errata? Also yes. Are 4e Skill Challenges as good as Daggerheart clocks? No - but Daggerheart took them from Blades in the Dark (2016) which iterated on Apocalypse World (2010). 4e had to completely adapt it from of all things a primarily complex lock picking thing in one of 3.5's splat books. The biggest problem with 4e is that it was given 2 years from project start to out of the door - already too little time. Then 10 months in they scrapped what they had, making the Bo9S and the 4e Condition Tracks out of the good parts and went right back to the drawing board. And they still released to the corporate timescale set by the suits. It took about a year's worth of patches/errata before it reached where it ought to have been at launch and you never get a second chance to make a first impression. 4e right at launch had a fully formed skill system and a class with a strong social element (Warlord). Meanwhile due to the numbers involved the social skills could be taken by anyone; the skill spread was far less extreme and rogues didn't have all their skill points eaten by there being far too many skills. Which meant everyone could contribute much better rather than having one "social monopolist". (Bards showed up after a year as the best version there has ever been, coming strong out of the gate by introducing the world to Vicious Mockery which, partly because it wasn't an explicit spell, IME always got roleplayed when it only sometimes is in the much less liminal 5e). The main thing it was missing was mind control magic - which I suppose can be considered a "social element" although I'd have said it was more antisocial. Now that's fair. 4e is IMO the best out of combat D&D for anything other than dungeon crawling and things better done in solo games like crafting - but the differences are incremental while it deservedly sold itself on the near revolutionary tactical combat. And it was built to encourage roleplaying by building on what 4e had done before with powers like the Warlord's powers Powerful Warning or Rub Some Dirt On It to pick the first two that come to mind. Both of which did encourage roleplaying. Does Soldier's Bond do it more obviously and better? Yes. But it does it because it iterates on the path 4e opened up and that other editions of D&D barely touch. Same way you do in 5e. You decide what they should be able to do and write that down and if they need combat stats make them a minion. (It's only 3.X that's an outlier here where you need high level commoners). Or you give them no stats at all and use skill challenge rules. And with skill challenges 4e was the only version of D&D to emphasise anything but combat or robbery (or behaving as a class stereotype for 2e) enough to give it strong explicit XP benchmarks More accurately (assuming you don't hate all versions of D&D) Daggerheart has vastly better polish and presentation and was allowed enough time in development. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What do YOU plan on doing with Daggerheart?
Top