Right. I'm already seeing characters repeating the same powers. But for me, it's having outlines of campaign frames, sketches of characters, only a handful of unique monsters at each tier, limited items - all of which limits the length of a campaign. Also, it has skill challenges in place of...
I really enjoy Daggerheart. I'm running two campaigns currently (Witherwild and Motherboard). I'm finding that I like it more than I've liked D&D in 20+ years.
But I don't think it has enough content or interest for me to fuel years of gaming. It's sort of like Dungeon World or something - good...
My players often resort to tag teams when they're facing adversaries that are generating clocks. For example, I think the Medusa will turn someone to stone after X# Actions. So it makes sense to combine turns.
I record on a TTRPG podcast that focuses on one-shots. Are there any systems that you think would make a good one-shot for us to cover?
We've covered...
Archives of the Sky
Wildsea
Daggerheart
Vaesen
Crash the System
TMNT and Other Strangeness
I like the way minions are handled in "Flee Mortals!" (Any successful hit will kill one; if you go over the damage threshold, you can kill another one.)
The damage threshold of a minion at 11th level is 18.
I can slow it down now that they're experiencing higher levels. The problem is that they're chomping at the bit to go to the "end game."
Them: "We've got to go to the Imperial Capital and take out the evil emperor."
Me: "Well, that's the end of the campaign. Are you ready to stop playing?"...
I've sometimes wondered what an RPG would look like that was a solo experience - but for a GM. Like you design your campaign world, get to invest points into certain player archetypes, have a specific amount of plot complications that you can add, etc. Maybe it could even double as a journaling...
Nah. The rights went with it. Which is okay. I was paid, so it's their call. I just hate that it wasn't shared with other players.
And it kinda took the wind out of my designer sails again.