I really appreciate how you convey the information as a group. I found how you explained "Experiences" not only gave me a sense of how to use them with creativity, but also how to actually craft one - so I went back to my character creation phase and really thought about a phrase that would define who the character was, and be flexible in inspiring actions during play. The explanation on armor, evasion was great too.
So glad we could help! Experiences are such fun. Of course, now that the Daggerheart Critmas Special is out we know how armor looks in its final form. (And honestly, we’re pretty excited about it!)
Nice to see update for the 1.5; not as many people have been updating with the rules! I'm so excited for the final release. Daggerheart has been so fun just make characters in: a perfect in between of narrative power and rewarding mechanics
Experiences are definitely the biggest shift from many other TTRPGs. Most of the games I've played (and I've played MANY from as far back as 1983) focus a character's expertise in explicitly-defined skills. Experiences, on the other hand, are *thematic* things a Daggerheart character is good at. To use AK's example, "I got your back" can apply to any roll where the character is attempting a tagteam attack, defending an ally, acting as a wingman in a social situation, or even offering emotional support - literally ANY action that fits the theme of having someone's back. Also: Your Daggerheart actual play streams really piqued my interest in Daggerheart and - honestly - I'm in love with the system.
I'm really excited by how this game's developing, and I hope to pre-order it soon. And I'll definitely watch your playthrus too (soon hopefully). Good video btw!
@@MemphiStig Thanks so much! And good reminder that we need to do s’more playing (on camera) soon with the 1.5 rules, to tide us over till full release!
thank you so much for this! Was wondering how the latest daggerheart looked like (before the official one comes out). I appreciate how clear you guys explained the mechanics of the game and would love to watch you guys play!
We are definitely working on s'more Actual Play content for early 2025 to tide us ALL over until full release! Glad to hear you're into Daggerheart, too!
A minor correction, and a bit of additional info, using the pre-made character sheet in your video: MINOR DMG = 1-8 (1 HP) MAJOR DMG = 9-16 (2 HP) [You mentioned "9-17" by mistake... 17 kicks to the next level] SEVERE DMG = 17+ (3 HP) MASSIVE DMG = 34+ (4 HP) [Double (x2) your severe threshold. This is an optional mechanic per your GM, but I find it an added layer of consequence and fun!] HP management is a super fun aspect of the game for "mathy" people like myself. Do I spend two armor slots in order to drop to the next threshold? ...or do I take Major DMG instead? Will I need those armor slots later in the fight? Strategy and complexity! All this said, the 2.0 (official release) version is supposed to change the armor system and thresholds, making it much simpler to use, but I don't want to give confusing info here for those playing in the 1.5 Closed Beta system. Great video! Y'all are entertaining and gave a great presentation!
We will ALWAYS take corrections on this channel, especially those related to math! Thanks so much for sharing the wisdom and checking out the video! And yes, the MASSIVE damage packs a punch. We cannot wait until the official release and to find out the fate of armor and damage thresholds!
Need more than 2d12 so you can put the bad ones in dice jail. Clarification since you went by it super quick and people may have missed; Base physical game will have a rule book and cards for all the things (domains, ancestry, community, etc.). Digital places like Demiplane also have that digitally. (Since digitally was emphasized in the quick overview I didn't want people to think there weren't physical cards too.) (Also I guess important to note so when people like me break things with supplements, that would be physical only stuff.) Note for people who are feeling like noping out due to the armor math; at release you will just mark one armor slot, and it reduces the damage threshold by 1, so no complex math involved. One way I recommend people figure out Experiences is to consider a past job the character may have had, or a specific skill like. "Head Chef" or "Skilled Hunter". I think for a lot of people one of the tougher parts is narrowing things down. For me thinking along those lines pretty rapidly focuses thoughts. It's maybe not as flexible as something like "Former Pirate Captain", or "My reputation precedes me", but it's a pretty quick way to get something down.
Experiences were really easy for me, I GM among other things Fate Core, and there characters have aspects that are phrases they can invoke to help themselves in a a roll. So I can see where experiences come from and were easy for me to get into my head. The dice Asymmetry of attack between players and GM was more of a surprise.
Experiences were pretty easy for me since they're kinda like Fate Aspects and Fabula Ultima Traits. HOWEVER, I think Experiences was just a bad name since that word is a little preloaded in the medium. Vibes, Canons, Stories, Backstories, I dunno. Something else
Thanks so much! I (AK) just made the deck in Keynote! I'll have to check with the Community Gaming License and see what/how we can distribute physical things such as a deck before doing so, but it sure is cool to know there's some interest!
Ok but hear me out I think you could make a kings ranger from rangers apprentice perfectly your experience could be trust the cloak you animal companion could be your pony your melee weapons could be your sax knife and throwing knife and your ranged weapon could be the bow
Best warrior? Now I'm curious how it compares to Dungeon Crawl Classics' Mighty Deeds of Arms it's warriors have, which has been peak martial class design for a while.
Ahhhh!!! Thank you for checking out Daggerheart, it means the world to me!!
Well, you're welcome Spenser Starke!
I really appreciate how you convey the information as a group. I found how you explained "Experiences" not only gave me a sense of how to use them with creativity, but also how to actually craft one - so I went back to my character creation phase and really thought about a phrase that would define who the character was, and be flexible in inspiring actions during play. The explanation on armor, evasion was great too.
So glad we could help! Experiences are such fun. Of course, now that the Daggerheart Critmas Special is out we know how armor looks in its final form. (And honestly, we’re pretty excited about it!)
Short, sweet, and to the point! Outstanding video!!!!!! Thank you for your time and effort.
And thank YOU for this sweet comment! Glad you liked this one!
Nice to see update for the 1.5; not as many people have been updating with the rules! I'm so excited for the final release. Daggerheart has been so fun just make characters in: a perfect in between of narrative power and rewarding mechanics
YES! That is the perfect way to put what we love about this game into words!
I love this game like WHOA
Me too me too! (Like that's not completely obvious!)
A good, concise, and simple overview. Thank you!
Thank YOU for checking it out!
Experiences are definitely the biggest shift from many other TTRPGs.
Most of the games I've played (and I've played MANY from as far back as 1983) focus a character's expertise in explicitly-defined skills. Experiences, on the other hand, are *thematic* things a Daggerheart character is good at. To use AK's example, "I got your back" can apply to any roll where the character is attempting a tagteam attack, defending an ally, acting as a wingman in a social situation, or even offering emotional support - literally ANY action that fits the theme of having someone's back.
Also: Your Daggerheart actual play streams really piqued my interest in Daggerheart and - honestly - I'm in love with the system.
Heck yes, we love you're in love! So are we! And, that's a great rundown of I Got Your Back, and the myriad of ways it can be applied.
I'm really excited by how this game's developing, and I hope to pre-order it soon. And I'll definitely watch your playthrus too (soon hopefully). Good video btw!
@@MemphiStig Thanks so much! And good reminder that we need to do s’more playing (on camera) soon with the 1.5 rules, to tide us over till full release!
@@EnterThePocketDimension Oh yes absolutely do that!
i like it. Seems like they are taking some of the good parts from World of Darkness
thank you so much for this! Was wondering how the latest daggerheart looked like (before the official one comes out). I appreciate how clear you guys explained the mechanics of the game and would love to watch you guys play!
We are definitely working on s'more Actual Play content for early 2025 to tide us ALL over until full release! Glad to hear you're into Daggerheart, too!
I love this and am grateful for the lesson!
Ok, so when are you going to play Daggerheart with us?
First time watching one of your videos here, and at about the 14 min mark i shouted "OMG ANOTHER SCOTSMAN!" #represent
Yes and, we’re sorry to say he’s a bit of a handful so we’re officially at our Scotsman capacity. 🙃
We're everywhere
A minor correction, and a bit of additional info, using the pre-made character sheet in your video:
MINOR DMG = 1-8 (1 HP)
MAJOR DMG = 9-16 (2 HP) [You mentioned "9-17" by mistake... 17 kicks to the next level]
SEVERE DMG = 17+ (3 HP)
MASSIVE DMG = 34+ (4 HP) [Double (x2) your severe threshold. This is an optional mechanic per your GM, but I find it an added layer of consequence and fun!]
HP management is a super fun aspect of the game for "mathy" people like myself. Do I spend two armor slots in order to drop to the next threshold? ...or do I take Major DMG instead? Will I need those armor slots later in the fight? Strategy and complexity!
All this said, the 2.0 (official release) version is supposed to change the armor system and thresholds, making it much simpler to use, but I don't want to give confusing info here for those playing in the 1.5 Closed Beta system.
Great video! Y'all are entertaining and gave a great presentation!
We will ALWAYS take corrections on this channel, especially those related to math! Thanks so much for sharing the wisdom and checking out the video!
And yes, the MASSIVE damage packs a punch.
We cannot wait until the official release and to find out the fate of armor and damage thresholds!
Need more than 2d12 so you can put the bad ones in dice jail.
Clarification since you went by it super quick and people may have missed; Base physical game will have a rule book and cards for all the things (domains, ancestry, community, etc.). Digital places like Demiplane also have that digitally. (Since digitally was emphasized in the quick overview I didn't want people to think there weren't physical cards too.)
(Also I guess important to note so when people like me break things with supplements, that would be physical only stuff.)
Note for people who are feeling like noping out due to the armor math; at release you will just mark one armor slot, and it reduces the damage threshold by 1, so no complex math involved.
One way I recommend people figure out Experiences is to consider a past job the character may have had, or a specific skill like. "Head Chef" or "Skilled Hunter". I think for a lot of people one of the tougher parts is narrowing things down. For me thinking along those lines pretty rapidly focuses thoughts. It's maybe not as flexible as something like "Former Pirate Captain", or "My reputation precedes me", but it's a pretty quick way to get something down.
You are so right, on ALL fronts but especially the Dice Jail one
Experiences were really easy for me, I GM among other things Fate Core, and there characters have aspects that are phrases they can invoke to help themselves in a a roll. So I can see where experiences come from and were easy for me to get into my head. The dice Asymmetry of attack between players and GM was more of a surprise.
Heard, on that dice asymmetry point! That definitely still messes with me and bit, too! (AK)
Experiences were pretty easy for me since they're kinda like Fate Aspects and Fabula Ultima Traits. HOWEVER, I think Experiences was just a bad name since that word is a little preloaded in the medium.
Vibes, Canons, Stories, Backstories, I dunno. Something else
Ooooo, I could get down with Vibes and Canon, especially! (AK)
Also, Fitz’s head on the Basic Rogue HAHAHAHAH
All credit to Matt for that!
This is such a fun and engaging presentation! Where did you make it?
Can you make it available for us to download?
Thanks so much! I (AK) just made the deck in Keynote! I'll have to check with the Community Gaming License and see what/how we can distribute physical things such as a deck before doing so, but it sure is cool to know there's some interest!
@ Oh no worries! I’d hate for you to get in trouble!
Keep up the amazing work!
You know what’s about to happen…
DAGGERHEEEEEART!!!!!
We were waiting! DAGGERHEEEEEART!!!!!
DAGGERHEART!!!!!!! ™Seth
Ok but hear me out I think you could make a kings ranger from rangers apprentice perfectly your experience could be trust the cloak you animal companion could be your pony your melee weapons could be your sax knife and throwing knife and your ranged weapon could be the bow
Best warrior? Now I'm curious how it compares to Dungeon Crawl Classics' Mighty Deeds of Arms it's warriors have, which has been peak martial class design for a while.
Looks like we need to play s'more DCC! As a collective, we've only played once at a con (and loved it!).
👀