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

Поделиться
HTML-код
  • Опубликовано: 10 янв 2025

Комментарии •

  • @Chris_Cringle
    @Chris_Cringle  10 месяцев назад +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 9 месяцев назад +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  9 месяцев назад

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

  • @marcos2492
    @marcos2492 7 месяцев назад +1

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

  • @CoL_Drake
    @CoL_Drake 10 месяцев назад +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 :/

  • @amerryfellow
    @amerryfellow 9 месяцев назад

    Excellent content

  • @kandihustty5610
    @kandihustty5610 Месяц назад

    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.

  • @SkittleBombs
    @SkittleBombs 9 месяцев назад

    Great visuals

  • @Dovahkiin-mf5fp
    @Dovahkiin-mf5fp 9 месяцев назад +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  9 месяцев назад

      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

  • @artistpoet5253
    @artistpoet5253 9 месяцев назад

    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.