Behind the Dice - The Mechanics and Magic of Daggerheart: Is it the Next Big Thing?

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  • เผยแพร่เมื่อ 2 ม.ค. 2025

ความคิดเห็น • 11

  • @greghorvay
    @greghorvay 3 หลายเดือนก่อน +3

    One additional thing that is a bit awkward about Daggerheart that I forgot to mention is the fact that your armor becomes ineffective after using all the armor slots. It becomes a bit frustrating narratively as the paladin's armor keeps falling off each battle :D

    • @insane8ra1n50
      @insane8ra1n50 3 หลายเดือนก่อน +3

      Looks like this got addressed! As armor will effect your damage thresholds instead of classes

    • @greghorvay
      @greghorvay 3 หลายเดือนก่อน +3

      @@insane8ra1n50 yep. It looks like almost everything I commented on got addressed! Lol

    • @TherronKeen
      @TherronKeen 3 หลายเดือนก่อน +3

      ​@@greghorvayevery update I've seen from this game has addressed basically every complaint I've had. This is the best damn development cycle I've ever seen in a physical game product lol. It's impressive as hell

    • @greghorvay
      @greghorvay 3 หลายเดือนก่อน +1

      @@TherronKeen I agree. Never seen a group iterate on feedback so nicely.
      We tried playing with their new updates. We had to homebrew it a bit since they haven't released it and only talked about it on the live stream.
      It worked out WAY better. Dealing with Armor Slots now takes about 1 second and doesn't slow down the game at all.

  • @kayosiiii
    @kayosiiii 3 หลายเดือนก่อน +3

    As far as I am aware, damage works the way it does because they want to maintain the feeling of power that rolling lots of dice for damage provides at the same time as not doing the escalating hit-point thing that D&D does.

    • @greghorvay
      @greghorvay 3 หลายเดือนก่อน +1

      Totally. That's why at 10th level, you only get slightly more HP but your thresholds increase instead. Even then, you are at most only doing 3 HP per a hit (4 if you use the optional rule).
      Not sure what I think about that. Will have to test it at higher level. Have you tried it?

    • @TherronKeen
      @TherronKeen 3 หลายเดือนก่อน +2

      ​@@greghorvayI've tried it, it's *smooth as hell*.
      I've played other systems that are built similar to HP thresholds, and they used the terms "hit points" and "wounds". You could eat a LOT of HP damage but if you stack too many wounds you're done - and I always preferred that more granular system over D&D's generic hit points.
      Big hits still matter, completely, because tougher enemies have higher damage thresholds, so rolling a big damage hit still feels really impactful, like you're cracking through iron-hard defenses or whatever.

    • @greghorvay
      @greghorvay 3 หลายเดือนก่อน +1

      @@TherronKeen We tried playing with their new updates. We had to homebrew it a bit since they haven't released it and only talked about it on the live stream.
      It worked out WAY better. Dealing with Armor Slots now takes about 1 second and doesn't slow down the game at all.

  • @rabb1tdotcom-ie3vk
    @rabb1tdotcom-ie3vk 3 หลายเดือนก่อน +3

    Heh, I guess you guys didn't hear about the update for the final version. It aired the day after you guys posted it, and a lot of your comments about armor are changed. Also it looks like the GM moves a lot more with the changed rules of getting rid of the action tracker.
    Also they have several campaign settings they are launching with. No, it's not Exandria, and I'd guess that's intentional to start something new with their new system. We may see a peek with the December live show.
    Also you may find it's a lot easier to track stuff with something like I did. I made a strip that has a spot for HP, Armor, Hope, and Stress. And I can just put a token on each area, or have a die with the number the area has.
    There are example monsters for all tiers in the 1.5 manuscript. You can peek and see how damage will scale. However, with the rework on armor in the final form those numbers will likely change as well. (And no doubt some of the abilities too.)
    The GM D20 isn't just for higher variability, it's because the D12 is connected to Hope / Fear, which the GM does not generate.
    You aren't forced to do the "connections" section when creating characters. That's just there because they assume the majority of players may be playing with strangers and those people are only going to play one or two sessions, but since the group should be a cohesive unit CR is providing a 'streamlined way' for the characters to have connections. Nothing is stopping you from playing from the very very start where players are strangers if you have a regular group and have the time.
    DH test isn't "level" 1-2, it's TIER 1-2, so that's lv 1-4. When comparing to D&D, effectively double the DH level.

    • @greghorvay
      @greghorvay 3 หลายเดือนก่อน +2

      Wow, great feedback.
      Yep, I heard about the final version video after we posted haha.
      Totally agree with the connections part. I don't think we'd do it for a long term campaign. However, for a long term campaign, I'd still use the collaborative world building. That part is awesome.
      I need to find some better tokens, or find a roll of pennies or something :D