DAGGERHEART FOR DUMMIES: Main Mechanics Breakdown | How is it different from Dungeons and Dragons?

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  • เผยแพร่เมื่อ 9 ก.พ. 2025
  • Daggerheart is here! Well, open Beta that is. How does the new game from the minds of Critical Role work? Can it stand up to DnD? Here's my "Daggerheart for Dummies" breakdown guide of the main differences that I found important, explained for people that are more familiar with Dungeons and Dragons.
    00:43 Duality Dice
    1:16 Acquiring Hope and Fear
    2:23 Critical Success
    2:37 Advantage and Disadvantage
    2:51 Using Hope and Fear
    4:10 Positioning
    4:24 Distance and Range
    4:51 HP and Armor
    6:46 Hit Points and Damage Thresholds
    8:06 Death
    9:02 Stress
    9:53 Replenishing HP + Armor Slots and Reducing Stress
    10:02 Flow of Combat and Turn Order
    10:23 Action Tokens
    10:43 Player Turn and Phase Swap
    11:40 GM Combat Actions and Fear
    12:54 Character Customization
    13:24 Races & Ancestry
    13:41 Community & Background
    14:04 Experiences
    14:38 Classes
    15:08 Domains
    15:58 Domain Cards
    16:21 Loadouts and Vault
    17:49 Gold
    17:57 Damage Types
    18:02 Stats/Traits
    18:09 Countdowns
    Happy playing!
    #dungeonsanddragons #dnd #criticalrole #tabletopgaming

ความคิดเห็น • 11

  • @Chris_Cringle
    @Chris_Cringle  11 หลายเดือนก่อน +2

    Open Beta v1.2. Very early in the game, so everything definitely still subject to change!
    Check out all the playtest materials for FREE on the official website: daggerheart.com

  • @perrysim5212
    @perrysim5212 10 หลายเดือนก่อน +2

    Hey Chris, still early on the video and am very impressed by your pacing, scripting and editing and am sure it will be the same as i finish. This is definitely high quality stuff :). Keep it up!

    • @Chris_Cringle
      @Chris_Cringle  10 หลายเดือนก่อน

      Thank you so much! I'm glad you enjoyed it. Kind comments like this make it all worth it 🥹

  • @marcos2492
    @marcos2492 8 หลายเดือนก่อน +1

    Amazing explanation. If you can explain more systems like this, you'll be pretty popular in the TTRPG community

  • @amerryfellow
    @amerryfellow 10 หลายเดือนก่อน

    Excellent content

  • @SkittleBombs
    @SkittleBombs 10 หลายเดือนก่อน

    Great visuals

  • @CoL_Drake
    @CoL_Drake 11 หลายเดือนก่อน +2

    the one thing i dislike as a GM is that when you roll when your dying and you roll doubles your back to 100% health with no damage done, that feels very hard to balance around :/

  • @Dovahkiin-mf5fp
    @Dovahkiin-mf5fp 10 หลายเดือนก่อน +1

    i cant seem to find the stat blocks in any of the files i downloaded. where did you get them?

    • @Chris_Cringle
      @Chris_Cringle  10 หลายเดือนก่อน

      They're a bit buried! In the giant 377 page "Playtest Manuscript" around page 320 is when they introduce the adversaries. From that page on are a whole bunch of enemy stat blocks for reference

  • @kandihustty5610
    @kandihustty5610 2 หลายเดือนก่อน

    Personally I feel like having non-numerical ranges followed by "equivalent" numerical ranges is counter-productive. Cause it's either 100% DMs judgement on whether the range of the thing works or not, unless you just use a numerical system.
    Also the Health/Armor "minigame" seems redundant. I just got hit and now you have me over here wondering how much armor I should sacrifice to lower the damage threshold of an attack to a more reasonable number. There's no guarantee that using an armor slot lowers the resulting damage. It's better to just have the enemies deal "base" damage (1,2,3,4,5, etc.) and have your armor act as a second healthbar you can play around with. Beefier armor has extra health in that health bar and lesser armor has less than average extra health.
    Evasion is damn near pointless cause instead of DND where it's usually a high chance of you dodging it's the polar opposite for the players... BUT the enemies do have normal ass AC numbers. So the enemy will almost always hit you with every swing, and dodge yours. I don't see how the system can handle a dungeon, or multiple "encounters" a day unless you hand out short rests like candy.

  • @artistpoet5253
    @artistpoet5253 10 หลายเดือนก่อน

    Man, when a channel has to make a "For Dummies" to grok a game, you know you're heading for a steep curve. This game basically kitchen-sinks stand out mechanics from a lot of different games and it might actually be fun for the book keepers of our game but I'll pass.