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Cabbit Crossing Publishing
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Добавлен 22 окт 2022
At Cabbit Crossing Publishing, storytelling is at the heart of everything we do. From the authors, filmmakers, and game designers we interview, to the cooperative storytelling of our TTRPG actual plays, we celebrate the art of creating and sharing stories. On this channel, you’ll discover our original fiction, get insights from creators through our GenreTainment podcast, explore new worlds in GenrePlay TTRPG sessions, review movies and TV shows on GenreTalk, and discuss the craft of storytelling in tabletop RPGs on Behind the Dice. Join us as we celebrate storytelling in all its forms-across books, games, and more
Choice and Importance of Free Will in TTRPGs | GM Tips - Art of the Game
In this episode of Art of the Game, the Game Masters explore the vital role of player choices and free will in tabletop RPGs, whether it's D&D, DC20, Daggerheart, Powered by the Apocalypse, BRP, Mythras, or anything else. Learn techniques for crafting meaningful decisions, balancing player autonomy with narrative direction, and avoiding decision paralysis with well-designed binary choices. Packed with anecdotes and actionable tips, this episode covers how to read the room, keep your story dynamic, and ensure every choice feels impactful.
Join the conversation by leaving a comment and share your thoughts on player choices and free will!
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Join the conversation by leaving a comment and share your thoughts on player choices and free will!
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Просмотров: 23
Видео
DC20 RPG - The Hunted - Ep3 - After Party | GenrePlay Actual Play
Просмотров 9616 часов назад
Join us for another action-packed episode of GenrePlay as our adventurers dive back into DC20 RPG actual play! In this episode, our champions-Thom the Spellblade, Khrysopos the Cleric, Giaccomo the Wizard, and Cassandra the Psion-face off against monstrous foes in their quest to slay the fearsome Tinticulous. Expect epic showdowns and plenty of comedic mishaps as we continue this exciting playt...
Embrace the Chaos - Game Master Tips for Unforgettable RPG Sessions | Art of the Game
Просмотров 11321 час назад
In this episode of Art of the Game, our GMs explore the art of "embracing the chaos" in tabletop RPGs, whether it's D&D, DC20, Daggerheart, Powered by the Apocalypse, BRP, Mythras, or anything else. From mastering improvisation to fostering player-driven storytelling, they offer practical advice for Game Masters of all experience levels. Discover how to turn unexpected events into unforgettable...
How to Introduce New Players to Your TTRPG Campaign | GM Tips - Art of the Game
Просмотров 10414 дней назад
In this episode of Art of the Game, the GMs discuss effective strategies for introducing new players to tabletop role-playing games (TTRPGs), whether it's D&D, DC20, Daggerheart, Powered by the Apocalypse, BRP, Mythras, or anything else. They explore the importance of recruitment, starter campaigns, pre-generated characters, and integrating new players into ongoing campaigns. The episode offers...
Down the Witches' Road with Agatha All Along | TV Review - GenreTalk
Просмотров 4314 дней назад
Join the hosts of GenreTalk as they review the Disney MCU series Agatha All Along. The episode kicks off with a spoiler-free overview before diving into in-depth spoilers and personal ratings. Marx and Julie discuss the show’s plot, memorable characters, viewership stats, and how it stacks up against other MCU TV series. They also explore the writing, budget considerations, and standout perform...
How to Run Your First RPG Campaign Session | GM Tips - Art of the Game
Просмотров 10821 день назад
Art of the Game brings experienced TTRPG Game Masters together to share invaluable tips for tabletop role-playing games, whether it's D&D, DC20, Daggerheart, Powered by the Apocalypse, BRP, or anything else. In this episode, the Dungeon Masters focus on running your first session of an RPG campaign, diving into strategies for building cohesive party dynamics, keeping players engaged, and tailor...
DC20 RPG - The Hunted - Ep2 - Deadly Ambush | GenrePlay Actual Play
Просмотров 22328 дней назад
In this action-packed DC20: The Hunted TTRPG actual play episode, our adventurers undertake a monster hunt that escalates into a high-stakes showdown! Watch as Thom wields his lightning-infused greatmaul with raw power, Cassandra unleashes her formidable psychic abilities, Giaccomo casts powerful spells, and Khrysopos provides crucial healing and divine insight. Surrounded by enemies, the party...
Art of the Game - Tips for New Game Masters
Просмотров 153Месяц назад
In this debut episode of Art of the Game, we share essential tips for new TTRPG Game Masters. We discuss the importance of keeping participants engaged, the benefits of starting with pre-made modules, and the value of mystery and balance in RPGs. With insights on preparation, integrating character backstories, and useful tools like minis and maps, we aim to equip fledgling GMs with the knowledg...
Behind the Dice - Cybersymbiosis: Like 5e? Like Cyberpunk? This RPG is What You've Been Waiting For!
Просмотров 110Месяц назад
Join us as Behind The Dice takes a closer look at tabletop RPGs, with Cybersymbiosis in the spotlight! This episode offers an in-depth look at the game's unique cyberpunk/urban fantasy setting, innovative mechanics, and the development journey, with insights straight from the creator. We also explore the challenges and rewards of RPG creation, discuss the comic book source material, and reveal ...
Call of Cthulhu - Down Darker Trails - Ep6 - Grave Encounters in Stillwater
Просмотров 63Месяц назад
The mystery continues with episode 6 of our Call of Cthulhu TTRPG actual play series. SUBSCRIBE to Cabbit Crossing for more episodes! www.youtube.com/@cabbitcrossing?sub_confirmation=1 Step into the eerie Old West with episode 6 of our Call of Cthulhu: Down Darker Trails actual play series. In this action-packed episode, our unlikely heroes are joined by special guests Christian from DMs After ...
D&D’s BIGGEST Challengers: Which RPG Will Take the Crown? | Behind the Dice
Просмотров 481Месяц назад
Join us as we delve into the world of tabletop RPGs and explore the biggest challengers to Dungeons and Dragons. From Tales of the Valiant to DC20 to Pathfinder, we'll discuss which RPG has what it takes to take the crown in the world of TTRPGs! Following some controversial moves by Wizards of the Coast, multiple systems are stepping up to challenge the D&D legacy. We break down the evolving la...
Monster of the Week Creator Michael Sands on Game Design & TTRPG Insights
Просмотров 382 месяца назад
Join the hunt as we track down the origins of Monster of the Week with its creator, Michael Sands! In this in-depth interview, Michael shares the story behind the game's development, from its supernatural roots inspired by cult classics like Buffy the Vampire Slayer and Supernatural to its rise as one of the most beloved urban fantasy-horror TTRPGs today. We explore how Monster of the Week offe...
GenrePlay - DC20 - The Hunted - Ep1 - A New Mission | DC20 Actual Play
Просмотров 3272 месяца назад
Join us for an exciting new episode of GenrePlay as we dive into the world of role-playing games! This time, our adventurers take on DC20-a fresh new game hot off its successful Kickstarter. With Greg as our Game Master, the team accepts a mission to face off against a monstrous tentacled beast. Armed with their wits, spells, and a hint of mischief, they embark on a quest full of challenges, tr...
Behind the Dice - Daggerheart FIXED With These New Rules?
Просмотров 1,6 тыс.2 месяца назад
Join us as the Behind The Dice takes another stab at Daggerheart after our latest session, discussing newly implemented rules and the impact they've had on gameplay. From armor slot mechanics to initiative, we share our insights and experiences. Plus, explore the potential of higher-level gameplay and what we might see as Daggerheart evolves. Don't miss out on our thoughts about the pros and co...
GenreTalk - The Twist and Turns of M. Night Shyamalan's Trap
Просмотров 482 месяца назад
In this episode of GenreTalk, hosts Marx and Julie review M. Night Shyamalan's latest movie, Trap. The duo kicks off with a spoiler-free analysis, exploring the film's eerie atmosphere, suspenseful twists, and performances by Josh Hartnett, Ariel Donoghue, Saleka Shyamalan, and Alison Pill. Later, they jump into spoilers, offering deeper insights, ratings, and thoughts on the film's narrative c...
Behind the Dice - The Mechanics and Magic of Daggerheart: Is it the Next Big Thing?
Просмотров 6912 месяца назад
Behind the Dice - The Mechanics and Magic of Daggerheart: Is it the Next Big Thing?
GenrePlay - Call of Cthulhu - Down Darker Trails - Session 5 - Shadows over Stillwater
Просмотров 622 месяца назад
GenrePlay - Call of Cthulhu - Down Darker Trails - Session 5 - Shadows over Stillwater
GenreTalk - Twisters Movie Review | Episode 2
Просмотров 683 месяца назад
GenreTalk - Twisters Movie Review | Episode 2
GenrePlay - Tales of the Valiant - Caverns of the Spore Lord - Session 4
Просмотров 753 месяца назад
GenrePlay - Tales of the Valiant - Caverns of the Spore Lord - Session 4
Behind the Dice - The Next D&D? DC20: What We Loved, What We Didn’t
Просмотров 2 тыс.3 месяца назад
Behind the Dice - The Next D&D? DC20: What We Loved, What We Didn’t
GenrePlay - Call of Cthulhu - Down Darker Trails - Session 4 - Shadows over Stillwater
Просмотров 663 месяца назад
GenrePlay - Call of Cthulhu - Down Darker Trails - Session 4 - Shadows over Stillwater
GenreTalk - Deadpool & Wolverine - Claws, Guns, and Puns
Просмотров 723 месяца назад
GenreTalk - Deadpool & Wolverine - Claws, Guns, and Puns
TTRPG Game Design and Writing Novels with Alexander Thomas | G146
Просмотров 463 месяца назад
TTRPG Game Design and Writing Novels with Alexander Thomas | G146
GenrePlay - Tales of the Valiant - Caverns of the Spore Lord - Session 3
Просмотров 743 месяца назад
GenrePlay - Tales of the Valiant - Caverns of the Spore Lord - Session 3
Interview with Michael J. T. Roby - Fairy Tales, Folklore, and Fables Reimagined
Просмотров 793 месяца назад
Interview with Michael J. T. Roby - Fairy Tales, Folklore, and Fables Reimagined
Interview with Madison McKeever - Fairy Tales, Folklore, and Fables Reimagined
Просмотров 833 месяца назад
Interview with Madison McKeever - Fairy Tales, Folklore, and Fables Reimagined
Interview with Colten Fisher - Fairy Tales, Folklore, and Fables Reimagined
Просмотров 413 месяца назад
Interview with Colten Fisher - Fairy Tales, Folklore, and Fables Reimagined
Interview with Michael La Ronn - Fairy Tales, Folklore, and Fables Reimagined
Просмотров 204 месяца назад
Interview with Michael La Ronn - Fairy Tales, Folklore, and Fables Reimagined
Interview with Demi Michelle Schwartz - Fairy Tales, Folklore, and Fables Reimagined
Просмотров 314 месяца назад
Interview with Demi Michelle Schwartz - Fairy Tales, Folklore, and Fables Reimagined
GenrePlay - Call of Cthulhu - Down Darker Trails - Session 3 - Shadows over Stillwater
Просмотров 2544 месяца назад
GenrePlay - Call of Cthulhu - Down Darker Trails - Session 3 - Shadows over Stillwater
quantum dungeon
the maturity part... i feel called out
TNMT and Robotech was my first games, my first GM attempt was Marvel
@@TipsyFlipper Love the Marvel game!
in this forum, you can't see my ego... how dare you show me your tec-ni-quas
🙂👍🏻 DC20🎉
I'm so mad at myself, that I'm so late to discovering Dr. Christine Schreyer 😤 She's awesome - of course her knowledge, experience work etc., but when I'm listening to her she sound like someone with so positive and cute personality... I can only imagine how cool it would be, if she could sit with Snyder and do a "geeky talk" about languages end other stuff 🥰
great tips guys! Nice seeing this collab
Thanks for watching!!!
1. Don't try to teach new players the whole game - give them an easier class too (no 5e wizards) 2. Sometimes do solo or introduction session with a new player 3. Try to start new campaigns with new players or one-shots though obviously not always possible 4. Make sure they know that the games not about rolling well - play up the fumbles 5. Ensure they have a character concept they will enjoy 6. Sometimes making the character for them can be useful (they can make their own later)
Sounds like what we chatted about last night for the podcast 🙄🙄😏😏
We recorded this a few weeks ago, so I didn't even make that connection. LOL. Looking forward to hearing the podcast episode and sharing it!
Keep it small and confined If the party doesn't know about each other, engage in something intense quickly Play to the strengths (if someone is more RP, give them more RP) Set the mood how you want it Spend more time setting the scene and engage with the party early
Oki doki, it's plagiarism time I see
eh?
Bruh, AI art? Why not just use art from Kobold Press across their books?
Hey yall! Email me so I can get yall on the DC20 Influencer List! I was hooked by the beat boxing intro and stayed for the great energy LOL
Thanks for watching! (And enjoying our beat boxing intro.) We appreciate the kind words and will email you asap about the List.
Beat boxer here! Glad you liked it. I've made a Star Wars adaptation of DC20 that I believe we will be doing soon. I was extremely surprised how easily DC20 can be extended... basically just had to add trades like "engineer", "pilot", etc. No new skills needed. Weapon system made making the sabers and blasters very easy. Making a Force User class was really fun (between Psy and Spellblade). Ancestries were the only thing that took a bit of work.
I rolled SO many natural ones.....
As a player, I'm okay when that happens to the GM. lol
Before I watch this I’m gonna guess the winner will be a system that hasn’t hit the stage yet. A system that we’ve got a head start on if y’all are interested.
Hi! We’re always excited to discover and try out new systems! Feel free to let us know about any games you have in mind. We love exploring fresh options and might add them to our must-play list. Thanks for tuning in!
@ link sent
You guys must have missed the part of the character sheet where you write in Heavy and Brutal thresholds. AoE calculations are a breeze when you know the base damage and everyone knows their Normal/Heavy/Brutal threshold, they just say what kind of hit it was and you know how much extra damage they take.
I agree the calculations are not hard on a character by character basis. I still think AoE can get a bit awkward. If you are running a game and there are 4 different enemies that get hit by a fireball, you are having to do 4 different calculations or lookups on the fly. I'm not a fan of anything that takes me more than a couple seconds to record damage.
(sad face) 😢 no Level Up Advanced 5e (A5E)? Bad timing and I was a contributing writer on it too!
Congratulations on contributing to the game! Sorry we didn't have enough experience with the game to discuss it. But, I bought the A5E Bundle so I'm excited to learn more about A5E. What do you feel are some reasons that players should check out A5E? Hopefully we can cover it in the future.
None of them are dnd killers. I think they will be nitch games. Daggerheart might be an exception if the critters move to it. It still won't match dnd though.
Yes, that was our conclusion as well - none will "kill" D&D. I also agree about Daggerheart. I think something about the system just isn't going to make mainstream. If it were, I think it would have spread more than it has already.
To tell the truth, the bigger D&D killers are the ones at Hasbro . I don't know which game would replace it, We as a group are getting out of D&D, and I got PF2, Daggerheart Beta, DC20 Beta, several PBTA and Fate based games, Shadowdark, DCC, and several others. I'm thinking it will be a group kill than a single product.
That sounds a bit like our channel! haha. I've done a LOT of PF1 but not 2. I've also heard very good things about Shadowdark, so we'll have to try that for sure. Another possibility is that we'll see in-person games completely switch to different system, as Hasbro explicitly stated they are moving to a completely digital experience.
That's a nice collection of alternate games you have! I'm a big fan of PbtA (especially Monster of the Week) and Fate. I have a bunch of the DCC books and love how wild their adventure concepts are, but haven't actually GM'ed or played it yet. We have been hearing so many good things about Shadowdark, so that one is on the list for a future GenrePlay for sure. It's exciting to see so many new games in the last decade.
How does this compare to DC20? I like the idea of hope/stress and the 2d12, does it achieve something better than DC20? Thanks
It's hard to compare. If you like 5e, but wish it was a bit more narrative forward with some rules light stuff, then Daggerheart is better. On the otherhand, if you like 5e but want something different, that is better made and feels like it should have been what D&D 6e SHOULD have been? Then DC20 is a better bet. Personally, I like DC20 the best of all the new games coming out. Many of my friends like Daggerheart better, but they are also rules-light narrative-forward fans more than I am.
@greghorvay thanks, yea I like it so far the best too, even if I would have done some things differently. Gonna wait for both releases though and give both a shot (again)
They both kind of try to streamline a DnD-style of game. My impression is that DC20 is more successful in doing that. Daggerheart, while most of the new mechanics (hope and fear, damage threshholds, etc.) are interesting and arguably cool by themselves, it just feels like there are a lot of moving parts to manage and maybe isn't much simpler than DnD. It's just more _different_ than DnD. DC20 really feels like it simplifies DnD mechanics while (perhaps paradoxically) still giving players more options for using their action economy. The only thing I find a bit odd in DC20 is the prime stat mechanic, where you can use whatever is your highest stat as your spell and attack modifier. I think it's actually good mechanically, but I feel like using e.g. strength for arcane casting is hard to justify in RP terms.
@@ninjaaron I think even better would be in DC20 just using your prime as the max possible bonus at any level. that would make spreading your stats also a viable strategy. No need to base it on your highest stat then and you can RP in any way you like
@@Chris3s I think there is an optional rule in the play test material to do exactly that, if I recall correctly.
What's up, Greg? Great discussion, fellas. So happy to hear the hype for DC20 is still going strong. You made a good point when you asked "What does somebody get out of another game that they can't get from 5E". For me, and a lot of other players, the answer is almost everything. From DC20. Game balance; So many choices for what do on your turn, especially for martials now; No power creep; No dead levels; And it's so amazingly customizable!!! Keep up the good work.
Completely agree. Now granted, DC20 only has levels 1 and 2, so we'll have to see. I think I saw on your channel you all have home-brewed higher levels, though? I tell people, if you like 5e but want something more rules-light and narrative forward, then maybe give Daggerheart a chance. But if you are like me and think 5e has the right balance of strategy, skills, rules, narrative, but want a system that is basically better in every way and frankly what 6e SHOULD have been? Then DC20 is king.
Can’t wait to continue the story after some others we are doing
I know this is a discussion about D&D's possible successors and therefore kinda D&D-alikes but I have to say that I intensely dislike classes and levels. I feel like they're such huge limitations and prescriptions for players in a game that could allow so much more freedom.. it also makes it much more work to adapt the game to a different setting. I know people also like classes and levels but sometimes I wonder how much it's just familiarity and what people are used to.. Anyway, I'm glad I finally found my "crunchy narrative" RPG in Ahris :D
Thanks for sharing your thoughts! You’re definitely not alone in feeling that way about classes and levels. I suspect we’ll have a future episode talking more about that. It sounds like you've really found your sweet spot with Ahris as a 'crunchy narrative' RPG. I’m not very familiar with that game. Is that 2d20 from Modiphius? What are some mechanics or aspects in Ahris that you think really make it shine? Thanks again for watching and adding to the conversation!
@@cabbitcrossing Thanks for the reply! Ahris is indeed built on 2d20 SRD. It leans toward narrative but it's not rules-light. Few standout features that I like: - it uses traits pretty heavily which are a bit like fate's aspects but implemented better for my taste (you don't need to use points to "activate" them, only narrative justification) - it has good point buy toolkits for creating your own talents(akin to feats) and spells so creating very customized characters and settings is very feasible - skills aren't locked to one attribute but you can use attribute + skill -combinations quite freely if it makes sense (like brawn + interact to intimidate if you're using your size&strength to do so) - it has rules for social conflicts too - on top of all that narrative handwavy stuff there's still enough mechanics, gear, etc. to differentiate between characters and employ all kinds of tactics It's not a well known system but well written and designed and IMHO deserves more attention :)
One thing about Daggerheart is that they want to introduce Campaign Frames that can keep the base rules but help shift the setting, tone and genre of your game. The two examples they have in the open beta manuscript showed suggestions on how certain heritages shifted for the specific Campaign Frame. The manuscript has a cursed forest for exploration and a political intrigue-type scenario akin to Campaign 2's Dwendalian-Xhorhasian war. For example, Matt mentioned (I think in the pre-order announcement video) how he was working on a gritty, Dark Souls-esque Campaign Frame to be included in the final game, and they will have more than those three afaik. One thing I've mentioned (funnily enough, in the Darrington Press discord, though I do concede some Daggerheart creators' discords are much more active) is how you can keep the animal-like ancestries but reduce the "whimsy" by making them experiments gone wrong or cursed humanoids, or you can have a zombie-survival style Campaign Frame that says anyone with a Fungril ancestry is a zombie.
Thanks for sharing these insights! The concept of Campaign Frames in Daggerheart is an intriguing way to shift tone and setting. A Dark Souls-esque Campaign Frame sounds exciting! Once the game is out, we’ll definitely have to try one of the Campaign Frames and see how it plays. Your idea of reworking animal-like ancestries to fit more serious settings is really cool. Have you come across any other creative Campaign Frame ideas in the Darrington Press discord?
@@cabbitcrossing i don't think i've seen others' campaign frames in the discord or otherwise, i know there's one person there in particular working on a decent expansion already but i think most homebrewers are waiting for the final rules since we don't know what exactly will change and what will stay the same.
@@thoth7858 I'm very impressed with the creativeness of Daggerheart. So much in that game is innovative. It's both their greatest asset and also the thing holding it back - since it's so different from 5e.
Dc20! Would love to see an actual campaign on this (one suggestion, you guys should work on your thumbnail, it was entertaining to watch you guys, but realistically people do judge the book by its cover)
Thanks for watching! We have more DC20 actual plays coming soon. And thanks for the feedback! We'll see if we can increase the Charisma score on those in the near future.
You guys just replicated a monster from Cybersymbiosis. This should properly traumatize Chaz.
hope you'll do more DC20 content in the future!
We sure do! We’ve got more DC20 actual plays coming soon, plus new Behind the Dice episodes where we dive deeper into the system. Stay tuned!
“5e is a much better game than 4e” gah, it hurts to hear :( - Its inarguably a more successful game, but I personally think it has very little to do with its actual game mechanics. Ttrpg’s are just very fun inherently. The biggest barrier isnt getting players to have fun while playing. The biggest barrier is getting them to the table in the first place. - The dnd 5e community is HUGE with so much short and long form content on social media that is constantly being created by the community. All the big youtubers who were so vocal about complaining about wotc and hasbro are back to producing dnd content for the 2024 rules update. Thats the thing that has to change for something to be a dnd killer. Its got nothing to do with mechanics. Its all business
Then why do you think Pathfinder 1e killed D&D 4e?
@@greghorvay you gotta keep in perspective the scale difference. If everyone who played dnd 3.5e quit dnd 5e today, no one would even notice the loss of players. Dnd 5e is orders of magnitude greater in popularity. - So yeah, dnd 4e’s mechanical changes absolutely resulted in the birth of a major competitor in pathfinder 1e, but vast majority of current dnd 5e players know nothing of dnd 4e or pathfinder 1e. They were brought in by stranger things and critical roll and social media. These new players who make up like 90% of current players, arent here because dnd 5e is mechanically different from dnd 4e. They’re here cuz dnd 5e was the current version of the game when they were drawn in.
@@bonzwah1 Yeah, I agree with all that. So why do you think Daggerheart hasn't gotten much attention given one of the major sources of 5e popularity (Critical Role) is promoting it? Is it becaues CR has fallen off the radar compared to back then?
Had the opportunity to introduce some people to ttrpg’s last month. We played some dnd 5e and they enjoyed it enough to want to play again, so then i let them join in on a session of daggerheart i was planning to run, and they loved daggerheart so much more. - I think a good part of that is the demiplane character builder being much better than dnd beyond (whether thats credit to the digital tool layout or to the system’s character creation rules is unclear to me). - I think they appreciated the much faster pace of daggerheart. I think combat was just smoother for them.
Daggerheart isn't getting the praise I think it deserves, and I'm not sure why.
You guys should try Mörk Borg, it's a doom metal album of a ttrpg with more style than you can handle! There are books for the classic fantasy, space sci-fi, cyberpunk, and a pirate setting!
Interesting
Thanks for the recommendation! I've heard good things about that game. We'll add that to the list for a future GenrePlay session.
In terms of character mortality, 5E is like a padded-feather-down-quilt compared to a pallet of bricks dropped from a great height of original AD&D which is what I grew up with. Found that comment quite funny.
I think for aoe damage. I would just announce the hit and base damage and have everyone figure out their own hit/heavy/brutal. (as well as any reactions) For enemies, I typically group types anyways, so i can figure out group damage easy enough
Michael is one of the most interesting people you've interviewed!
🙂👍🏻
Thanks for watching!
A problem I have with 5e, even more with 2024e, is the superhero feel. Each class just gets more and more, and it becomes more problematic for a DM to build encounters. In your opinion, does DC20 overpower players? Yes, this is subjective.
Excellent question! If 5e feels too superhero-like for you, DC20 will likely have a similar vibe, especially at higher levels. While Dungeon Coach has recently added a Novice and Level 0 character options to help balance power early on, later levels will likely feel just as epic or superhero-like as 5e. If you're looking for something different for your fantasy game, you might enjoy systems like RuneQuest (BRP d100 rules), Mythras Classic Fantasy (Mytras d100 rules), Realms of Peril (d20, rules-lite PbtA meets OSR game), or Dungeon World (2d6 PbtA rules). These games don’t have the same escalating hit points, which is a big factor in that superhero feel. We will have upcoming episodes talking about (or playing) more DC20 and many of the games I just mentioned. Thanks for sharing your thoughts!
The biggest change I'd like to see is getting rid of "consequences" rolls with Fear/Hope/critical success. It feels like if you have a game where a lot is supposed to happen, you'll run out of good/bad things for Fear/Hope, and I've never been a fan of critical success rolls (just for attack rolls in combat). I'd just say that Fear/Hope rolls give the GM/player resources to do things, and a crit roll (doubles) should just count as a 24 on the dice (like, you make a +3 finesse roll to pick a lock and get 2 4s, it's a 27 and you get a Hope). Sometimes you just want to break down a door, entertain a crowd, or sneak out an open window. Ya do or ya don't.
I completely agree. To get around this, I often just take a fear and don't give consequences like you say. Sometimes I make the result bad enough when rolling fear that I don't take a fear token too.
Hahaha ive been playing this way since the playtest started. Its just too difficult for me as a GM to routinely adjudicate 5 distinct and satisfying outcomes for every roll. Everyone still feels the looming threat when i get a fear token and the consolation of getting a hope token. The system totally works with every roll being binary success/failure
The problem with making a 24 the only way to crit is that it happens less than 1% of the time. It's only a little more common than getting a double 20 on 2d20, which if you've played a lot of 5e you'll know feels like you've seen a unicorn when it happens.
@@Winnarly No, I mean make doubles (current RAW: critical success) count as 24 on the dice. So whether you get 2 1s or 2 12s, it's 24 for checks and a critical strike on attacks (1 in 12 vice 1 in 144). I personally don't like critical success/failures for checks (though I like D&D's 1 always misses and 20 always crits on attack rolls since it means anyone can land or avoid a hit against anything).
@@Kylora2112 In 5e I usually have a homebrew where a nat 20 on a skill check adds an additional +5, and a -5 on a nat 1
Oh my god finally someone talking about DH again
Happy to hear that! We will try to keep revisiting Daggerheart over time for discussions and actual plays.
Can't wait for the full rules!
I simply loove the fact that the 4 action points are refrshed when your END your turn. So they are available through the turns of everybody else. But every point you expend on somebody else turn is deducted from the 4 you get to expend on your turn. So it means that players can be more awake through the whole round and with less points in their turn suffer less analysis paralysis.
Yes, it's a nice improvement on how Pathfinder handles action points.
Honestly, I like the "by 5" rule a lot, but I think the action system is probably what I like most about it. DC really figured out how to allow the most choice without giving choice overload each round.
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.
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
This system combines the skill of the opponent to determine whether you hit or not. No other dnd system had this. You just need to bypass their armor class then damage them. Their combat skill had no bearing on whether you hit them or not. A 20th level fighter with a loincloth should smoke a 1st level fighter with full plate armor.
This is as great observation that I missed when discussing it (probably because only level 1-2 are released.) Indeed combat mastery is included in the defense calculation... interesting.
I'll point out that this mechanic is taken from Pathfinder 2e. DC20 just turned the scaling down, adding half your level instead of your full level like PF2E does. I'm glad DC20 uses it too, since it's a great system, but it isn't something "no other dnd system had".
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.
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?
@@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.
@@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.
Love the group dynamic and what each person brings! Chaz is an awesome player!
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
Looks like this got addressed! As armor will effect your damage thresholds instead of classes
@@insane8ra1n50 yep. It looks like almost everything I commented on got addressed! Lol
@@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
@@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.
Great video! Re: Overwhelming options, the latest DC20 Magazine introduced Novice and Level 0 characters to help introduce the game and get people used to the mechanics Re: Scaling, it’ll mostly be done through the SP/MP players get as they level, and each feature makes PCs’ AP expenditure more efficient and effective (as AP is the true bottleneck in terms of what a character is capable of)
I got that Novice/Level 0 magazine, but I haven't read it yet. Great feedback!
I'm just curious what 'conversion' we're talking about for rolling a d20 to hit? I mean from what I read it's literally just adding a point of damage for every 5 over that you rolled. Need a 13 to hit. Rolled an 18? Get +1. No offense but that doesn't seem too hard.
I like the "by 5" rule as well, which I said on the video. I guess some people really do like the all-or-nothing aspect of 5e. When I go back to playing 5e, rolling an 19 feels so lame now :D
Did no one write down on their character sheet their PD & MD with heavy/brutal? There is a place for it! It's written just like this on the Monster Stat Blocks. eg. PD 12 (17/22); MD 8 (13/18) The only math you have to do is your Attack/Spell-Check Roll, look and your PD/MD and then if heavy/brutal add +1/2 to damage. That is a lot faster then having to add up damage dice, especial with crits, backstabs/ect. and spells adding more dice to dmg. I have a player that every attack has to add up 3 dmg die, and its 6 on a crit, now thats a lot of math. I will take adding a +1/2 over that any day.
I really like DC20, so I'm nitpicking here, but... I agree with you about the the heavy/brutal hits. My only problem is AOEs. I can only image a player throwing a fireball and hitting like 4 types of creatures. Now I have to look between 4 different normal/heavy/brutal numbers and it does slow down the game. Whenever I'm DMing and I have to take more than a second to write down damage, it bothers me; especially for a system that I think simplified damage everywhere else in the system.
@@greghorvay I see your point, but I think to a large degree it just comes with anything heavier than a rules-light system. As soon as you have separate mechanics for armor, weapons, accuracy and modifiers to those systems, there's always going to be a little bit of clunk to it in terms of AoE abilities. I tried this (loosely) when I was running 5e, but you could try and take the initiative system and modify that to a general save for groups. I forget the phrasing, but the initiative test is supposed to roughly represent the overall difficulty of the encounter, so for the purposes of AoE abilities, you could just use that number as the save. Example: Initiative roll is for 16, so when the Boblin the Goblin and his crew get fireball'd, just reference the initiative and if it passes, it passes. A bit of development would go a long way toward this solution, but I'm just loosely spit-balling ATM
I went to see Twisters a few months back with my sister. Thought it was okay.
What would you rate it? How did it compare for you to the original movie?
@@cabbitcrossing As said by you guys in the show. It's not as good as the original and feels like more of a spin - off than a sequel. I quite enjoyed it so out of ten I'd probably give it a solid 8. The OG version was a solid 9 or 10.
Why do you believe you need ANYTHING to scale? What would increasing numbers add to the game at all? You assume scaling as an absolute necessity without explaining its value other than “What are you doing, man?” Is it just number bigger is better?
By scaling, I meant progress. How do you show a level 10 is more powerful than a level 1. 5e is mostly just about extra attacks/dice/HP. I'm curious what DC20 will do since there aren't extra attacks and the HP isn't crazy high like 5e gets.
@@greghorvay Ok. Aren’t more options and skill success probability enough to demonstrate a Character’s progression. That would show they are picking up a variety of trick from their experience. Additional talents also would suffice.
@@TheGladGolem I think there has to be some more survivability too. Otherwise high level combat would be 1 turn long, and extremely dangerous
@@greghorvay I like the sound of that!
@@greghorvay In terms of survivability, that can easily come from Talents, class features, magic items and other things as well. That said I personally like that combat at high level is dangerous. Obviously that should depend on what the combat actually is (basic goblins should not be TPKing a 10+ level party), but assuming you're facing a thematically appropriate enemy, combat SHOULD be dangerous. One of my biggest pet peeves with 5e (and part of why I stopped running it) was past like 5th or 6th level it's basically impossible to die outside of actively TRYING to kill the players which is generally looked down upon.
Great to hear feedback on this exciting system! I cannot say for certain, but regarding scaling, what I see so far is that the mastery increases at certain milestones will also add to damage (higher attack rolls). I'd also expect masterwork or magic weapons/items that add an increase to attack rolls, which add to overall damage as well. Flat damage increases on weapons would be very powerful magic items (say a fire sword that adds +1 fire damage to each attack). Besides that, I think class features will play a big role with scaling. I'm about to start a campaign for some friends and I share some of the observations you shared about the action economy. I'm hoping there isn't any analysis paralysis when it comes to "what should I do". I'm really hoping to master all of the 'maneuvers' (via cheatsheet GM screen) and just let the players describe what they want to do in natural language. I think once they catch on, it'll be fantastic and won't slow the game down much. As a player, I can tell you now that I would have that cheatsheet of maneuvers ready and available when planning my turns out. in 5E I would even write rules for how far my character could jump, or lift, or how many rounds I could breath underwater...all directly on my character sheet so I wouldn't have to look that stuff up when it came down to it...even if it wasn't likely to happen. It's a big hurdle to learn a new system, but it seems very intuitive so far. I'm looking forward to see where it goes.
That's my favorite thing about the system as well: It's very intuitive. The discord has a lot of cheat sheets as well. People even turned the maneuvers into cards and such there.