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What do YOU plan on doing with Daggerheart?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9702580" data-attributes="member: 18"><p>I am very confident it is "because they didn't think it through", because it's completely inconsistent with the unarmoured opponents in a way that the rest of the game isn't - it's not just asymmetrical in the way the game generally is. Guarantee that whenever DH2E comes out, if they still use the Threshold system, either the unarmoured Thresholds of PCs will go up, or the same will come down for unarmoured NPCs (more likely the former).</p><p></p><p>It's definitely not the middle one, we can hard-exclude that because of the inconsistency.</p><p></p><p></p><p>I mean, some of them clearly are, I would suggest, and I think it's a bit weird and D&D-ish that those have combat stats at all given their combat performance is truly abysmal.</p><p></p><p></p><p>Absolutely! It's a first edition of a game put together in a slightly Frankenstein-ian way and which underwent repeated significant changes in playtesting (for the better). There are tons of weird and unexplained inconsistencies particularly around the stats of the NPCs/enemies! Even when they're explaining how they're building various types of NPC/monster they're being inconsistent in some really weird ways, it's actually been discussed a fair bit on the subreddit and other places, so it's certainly not just me who thinks this.</p><p></p><p></p><p>Yeah I am confident that he is not intended to be wearing a gambeson, nor the courtier, who has the same stats, unless that's normal clothing in the setting. I don't think having a club means he's "prepared for trouble" either - to me that's just part of the slightly weird decision to give <em>all </em>social NPCs weapons (no exceptions, not even the Courtesan or Village Elder, despite the latter being basically a pacifist!). There are simply no unarmed social NPCs, statblock-wise.</p><p></p><p></p><p>I mean, maybe I can be forgiven for thinking that when you <em>appeared</em> earlier to be suggesting you were going to <em>repeatedly </em>force the PCs to not wear armour <em>in combat</em> (because otherwise why does it even matter?) in a game balanced entirely around them wearing armour.</p><p></p><p></p><p>So you'd also lower the relevant NPC Thresholds to the same or lower values than the PCs given you believe they're intended to imply armour? That would make more sense. That's not really a horror scenario to me but I don't see a problem with it.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9702580, member: 18"] I am very confident it is "because they didn't think it through", because it's completely inconsistent with the unarmoured opponents in a way that the rest of the game isn't - it's not just asymmetrical in the way the game generally is. Guarantee that whenever DH2E comes out, if they still use the Threshold system, either the unarmoured Thresholds of PCs will go up, or the same will come down for unarmoured NPCs (more likely the former). It's definitely not the middle one, we can hard-exclude that because of the inconsistency. I mean, some of them clearly are, I would suggest, and I think it's a bit weird and D&D-ish that those have combat stats at all given their combat performance is truly abysmal. Absolutely! It's a first edition of a game put together in a slightly Frankenstein-ian way and which underwent repeated significant changes in playtesting (for the better). There are tons of weird and unexplained inconsistencies particularly around the stats of the NPCs/enemies! Even when they're explaining how they're building various types of NPC/monster they're being inconsistent in some really weird ways, it's actually been discussed a fair bit on the subreddit and other places, so it's certainly not just me who thinks this. Yeah I am confident that he is not intended to be wearing a gambeson, nor the courtier, who has the same stats, unless that's normal clothing in the setting. I don't think having a club means he's "prepared for trouble" either - to me that's just part of the slightly weird decision to give [I]all [/I]social NPCs weapons (no exceptions, not even the Courtesan or Village Elder, despite the latter being basically a pacifist!). There are simply no unarmed social NPCs, statblock-wise. I mean, maybe I can be forgiven for thinking that when you [I]appeared[/I] earlier to be suggesting you were going to [I]repeatedly [/I]force the PCs to not wear armour [I]in combat[/I] (because otherwise why does it even matter?) in a game balanced entirely around them wearing armour. So you'd also lower the relevant NPC Thresholds to the same or lower values than the PCs given you believe they're intended to imply armour? That would make more sense. That's not really a horror scenario to me but I don't see a problem with it. [/QUOTE]
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