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
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!
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 :/
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.
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
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.
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
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!
Thank you so much! I'm glad you enjoyed it. Kind comments like this make it all worth it 🥹
Amazing explanation. If you can explain more systems like this, you'll be pretty popular in the TTRPG community
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 :/
Excellent content
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.
Great visuals
i cant seem to find the stat blocks in any of the files i downloaded. where did you get them?
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
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.