@@gunner22484I have a whole list of DMPCs that I can play with and my friends are perfectly fine with it. All that matters is that everyone is having equal fun.
I don't know what you people are on but I always feel I'm playing a game when I DM 5e? It's different and I wish I had more opportunities to play a PC but that doesn't mean I'm not a player
I like the hope/fear dual d12. Feels like a way to do: Yes, and Yes, but No, but No, and Sounded like matching hope and fear die is always a crit succes.
And more than a refresher, this is an update on where the rules stand in the release version of the game. For instance, the bit about the armor slots is new. Before, they subtracted incoming damage by the amount in the Armor score. But now each armor slot reduces the damage by an entire Threshold. I like that; it’s a more elegant way to go about it.
So excited!! Can’t wait till the game officially comes out. We have been playing our Daggerheart campaign on the channel with 1.5 rules and really want to get our hands on the official rules! Please be early spring
I think it is supercool that they took a modern approach on mechanics. There should be many many cons on developing a system that is not merely a clone from D&D, I respect the risk and will support the effort. Cheers!
@@Dzunei I think there are more cons from holding D&D on such a high pedestal without innovations coming to the scene. I am happy to see so many new systems coming to the market, truly a golden age for the ttrpg community.
@Yv_Seel indeed, i can't wrap my head around what makes dnd so popular besides tradition. They don't have neither the best set and setting, nor the better mechanics. I think that many of the systems that emerged in the last 20 years are far superior. Fate, pbta, savage worlds, blades, etc etc
Amazing introduction!! Loved how they handled Armor slot compared to the beta!! Just minoring a threshold is so much straightforward! Can't wait to see how that affects the armors.
Could you guys do more of these breaking down other facets of the game like classes an so on? Really like these awesome bitesize informative videos, it makes it easier to onboard other players quick so we can get straight to the fun.
thnx for this short video it was very informative because I did not feel like digging into the whole process of creation of Daggerheart this was short, sweet and what I need(ed)
Thank you, Matt Mercer! I’m working on DM-ing my own Daggerheart campaign to play with friends, and this was a nice simple synopsis of the more practical aspects of the system. Easier to remember, for me at least. I/we appreciate it, and Merry Critmas!
So awesome, can't wait for Daggerheart to officially release! If it comes with a major tome as a rulebook, the world would greatly benefit from an rulebook audiobook released by a voice as soothing as Matt's XD
@@subman23 I feel ya, Might buy it just to have, maybe DM for the first time ever for my youngest siblings whoa re super into story telling and taking an interest in ttrpgs :') haha
if i run a game online ill let you know! wrapping up my 2.5 year homebrew campaign next month, starting dungeons of drakkenheim and just finished Out of the Abyss as well. I’m very interested in running Daggerheart as i miss the Star Wars success with penalty and fail with success mechanics.
Well that sounds fun. I’ll have to listen to this again I was a bit distracted. I was given the alert that Critical Role had something new up. Now within 4 minutes actually less than the the number of people looking at this went from 37 to over 200. We are definitely Critters.
1:45 The probability of rolling any doubles with 2d12 is 12/(12*12) ≈ 8.3%, which is more than your standard 5% (so you'll get those critical successes a bit more often!).
This is an incredibly cool and diverse system, with features I honestly never would have expected. I would be more than willing to try a system like this. Though tbh, the Fear mechanic worries me some. Imagine you're having fun with the party, deciding to be sneaky and add spices to another tavern patron's food for laughs, succeeding but with the Fear die... and now knowing that the DM might use it to empower a fight with a big monster later. It could potentially dissuade party shenanigans revolving around making a check because it may very well mean a more dangerous encounter later.
@@SharkyShocker I personally have never played myself only watched, but I feel as this is where good communication in a session 0 would come in! As a DM it is your job to tell a story while also engaging your group in a healthy way that suits everyone. As a DM you can of course always make battles more challenging but I feel a good DM, with a good relationship with their group would be able to up the anti without making their group feel bullied.
It’s a double edged sword, if they don’t want to roll they won’t gain hope meaning they can’t activate their own abilities. Plus with there being a max limit to how much fear the dm can have it limits a huge power swing in their favor
the GM has all the power in the world to make any encounter as hard as he wants it to be. it's not a single point of Fear that will change how difficult the next encounter's gonna be. also they can instead use Fear right away instead of banking it (you succeed in tampering with their food, but bump on a waiter and spill a drink on a nearby noble) or even call for a Reaction Roll which doesn't give either hope nor fear on resolution, so that a pure flavor/roleplay roll don't impact the parties/gm resources. and remember! Hope is always more likely than Fear!
@@pluviaaeternum A good GM will do that. Ultimately, the GM has all the power in the world and they often make or break whether a game will be good or bad. However, I don't believe in expecting the GM to know not to use an intended mechanic a certain way is a good thing. Just one of those quirky systems is all, but honestly whether it's Hope or Fear I think that having a roll much earlier in the day store a point in either camp to potentially be used later isn't great UNLESS it's a larger roll.
This is a really interesting system! I love how the major game mechanic (hope and fear) really play into the story more, as opposed to a system where a failure can derail or disappoint the player. Looking forward to getting my hands on it!
I accidentally watched the critmas oneshot without understanding the daggerheart dice rules. This makes so much more sense now! At first I thought it was going to be confusing but it's actually pretty straight forward! Excited to see more of this game style!
I do love/hate that everyone on there has such clear 'presentation' voices/demeanors. It's always high energy and quality, we just see them talking 'normally' for hundreds of hours and it feels so weird lol.
The system reminds me of Genesys a bit, where you can succeed on a task, but something bad could happen or vice versa, but this is far quicker to read than their role play dice.
Its basically a rules lite version of Genesys. Which is nice when I have new players but we have found for long formed campaigns that the Genesys system has more to offer. But for none serious/quick campaigns that Daggerheart is perfect.
@@carlotacosta9193 for me DH is good for shorter games thanks to its simplicity and quick rolls, while narrative dice offer more 'depth' in a sense to the gameplay so things always stay fresh and they also give players more ways and power to take part in telling the story alongside the GM once they feel comfortable to do so. This usually plays out better in longer campaigns, while the simplicity of DH shines in simplere settings and especially with newer player, who might be less confident with keeping track of many complicated rules at the same time. With all that said, in the end most of that still comes down to simple preference and your prefered style of game- and roleplay
I love that new systems are coming out and evolving, this is a great way to describe to system and looks good, im really concerend about the concept of fear dice, I dont want to be competing with my players, so I dont need to be balanced by having a resource to spend, im going to try and make a fun challenge for my friends and it feels like them randomly giving me boosts to my side of the challenge just encourages DM's to act like adversaries to the game. If my players are in a combat and I want extra enemies, im going to add them, not because a dice told me I was allowed, because im not trying to win.
Um... Did Matt Mercer just remake the FATE system but with 2d12 instead of 4d6 Fudge Dice? Because this seems almost identical, including the "Hope" points functioning exactly like "FATE Points", and the Stress Meters for Mental and Physical "damage".
If I understood correctly HP is a set value that is depleted on severity of attack instead of the actual damage that attack did. It looked like 7 damage would deal 1 HP which seems like a good way to streamline the resource. The entire system sounds minimalist and dynamic.
Complicated on the outside, but simple enough once you understand the concepts. Has a bit of depth to it and it forces a certain balance on the DM by awarding them opportunities to use against the player. That's interesting. It literally makes it a DM vs the Players situation, but it's baked into the game so I guess it could work.
Based on how this was explained it seems like it is kind of a simplified version of D&D which is nice because my son really wants to learn how to play and I wasn't entirely sure how to go about introducing him to it.
This is an infinitely easier version of the Genesys system (started in FFG Edge of the Empire) to add up and resolve. I've always loved the binary nature of check resolution (pass with benefit, pass with consequence, fail with benefit, fail with consequence) of the system but hated having to do all the "math" on checks to see what the final result was. This is awesome.
This introduces some of my favourite things that the World of Darkness system does (with dice rolls almost always bringing a negative or positive consequence, both of which the players get to enjoy and revel in!) with a more dnd-like gameplay structure and a Pathfinder-esq armour system! I am so excited to see where this system goes, and I hope dearly that its success and fun help players of all kinds branch out from their comfort TTRPGs and support a ton of smaller creators and businesses!
I tried the beta and was a little confused about what is considered reactions. Are reactions an action? And if not, what limits a player from reacting at all times?
there's simply no "reaction", reactions are actions. what limits players from reacting at all times is that it is not their turn. very straight forward.
@@pluviaaeternumActually there are "reaction rolls" which dont produce hope or fear but i cannot find specific rules on how often should they trigger. Because if you trigger it everytime the conditions are met you´ll find that some of them are brokenly powerfull, and this can get really confusing because there are no "rounds"
I love systems that add narrative value to the dice rolls. The one I enjoyed the most was the Fantasy Flight Games Star Wars system (Edge of Empire, Age of Rebellion and the Force one) in which you could succeed, fail, and have advantages, disadvantages and Triumphs and Despair. I also love the take on damage on this game.
Excited to see this system used. (With the CR and/or Dropout casts) I, personally, think it has a good basis. But I think I need to see a DM use it to truely get my head around a "success with fear" or "fail with hope" in a narrative way.
@@Vitalabyss Critical Role have put out three sessions of actual play so far (as well as explanations of the rules as they were in the open beta test. And if you search for “Daggerheart actual play”, you can see how other GMs handle the system as well. :)
The Thief walks up to the door to the treasure room. It is locked, and has a magical ward on it to alert the guard, should it be unlocked. Fortunately for this Thief, he has special thieves tools that he could use bypass this alarm. Will the Thief be able to open the lock without triggering the alarm? Success with Hope: Yes! The lock opens perfectly with a click, and the door opens. No alarm is set off, and no one knows he is here. Failure with Fear: No! He accidentally trips the alarm, and furthermore, his tools are stuck! He could abandon his precious tools and escape unseen, or he could risk being spotted while he attempts to free the pick. Success with Fear: Yes! The lock opens and the door opens, but a wrong movement led to a loud thud. The Thief could carry out the mission, hoping that no one heard, or close the door and leave, to try again later. (Or whatever else you decide) Failure with Hope: No, the alarm has been set off, but you see how the alarm works. Should you try this again later, you will have an easier time not setting it off.
@@celesymmetry8629 the lock could also be seen as the objetive and the alarm the complication. so Fear/Hope -> trigger alarm or not. Pass/Fail -> unlocks or not. Success with Hope: Unlocks without triggering the alarm. Success with Fear: Unlocks but triggers the alarm. Failure with Hope: Doesn't unlock/break the tool, but doesn't trigger the alarm. Failure with Fear: Doesn't unlock and trigger the alarm.
My homebrew game uses 2d12's but for more straight rolls. Got to be honest, adding mixtures of these together became a real math chose for my players, so we reduced it to 2d10s as it became surprisingly easier to add those together with a modifier. Evasion always makes more sense than "armour class" in my opinion, with then armour actually being a helpful in reducing said damage, or light armour actually helping with speed or evasion in combat.
You could have mentioned the Action Tracker and how it replaces classic initiative systems. Or will that (and other innovations) be the focus of more videos like this before launch?
Wow! Here I thought this was just another dnd ripoff. But seeing as you legends have actually made another game mechanic to a dnd lookalike, makes me so proud of what you guys do and stand for! DaggerHeart will for sure be among my armory of awesome games!
Maybe I am not understanding this. But does this method not tie the GM's hands in only being able to up the stakes if he has the "fear resources" to do so? I like the idea but would it not limit what the GM can do with the storyline if you follow the rules fully?
not exactly, but depending on how you do it it's a possibility. anyways there's ways to generate Fear if you really need to, and you get Fear during Downtime, so every short/long rest gives you Fear.
Please "collab" with Alchemy VTT, for me is one of the best VTTs in the market, its so immersive, and i think it will work really well with this type of modern system
Any infos about a "friendly local stores" list? Living in EU I'm pretty sure that will be impossible to find any of both edition at my loacal stores :/
I wouldn't be so sure, I have definitely seen Darrington Press stuff at physical gaming shops in Norway (and their books in regular, at least larger, book stores). If it were me I'd check the website of whatever chain(s) of gaming/fantasy/boardgame/comics etc. supplies stores you have and then go down the list of locations and email/call them to check.
Did I hear a "ding" from Handbooker Helper?
Yes, yes you did =)
Yes, you did!
You did!
Did!
!
Mat made a Ruleset where the DM is basically a player. He finally defeated the forever GM xD
The GM is always a player. Just don't play 5e
@@gunner22484I have a whole list of DMPCs that I can play with and my friends are perfectly fine with it. All that matters is that everyone is having equal fun.
Legit just a 5e problem. Even 4e D&D is better for the GM. So is Pathfinder 2e, Lancer, Blades in the Dark, etc
I don't know what you people are on but I always feel I'm playing a game when I DM 5e? It's different and I wish I had more opportunities to play a PC but that doesn't mean I'm not a player
Given. Matts past rolls. This whole system makes sense.
Heck yeah.
PS: I'm loving the visibility of the numbers on those dice.
Yess they're so good!
Hey, it's a Bob in the wild! Keep building!
Hi Bob, welcome to the thread where we learn to have more fun commenting on Daggerheart together!
They ain't no Ashley dice, that's for sure.
Looking forward to your video on Daggerheart Bob.
My favorite thing from Daggerheat is that a double gets you a critical sucess, it emulates well the excitment of a nat 20 and its visually compelling!
Also happens far more often. 5% vs 8.33%.
And it's a bell curve instead of something linear, just like Monopoly OH WAIT.
I like the hope/fear dual d12. Feels like a way to do:
Yes, and
Yes, but
No, but
No, and
Sounded like matching hope and fear die is always a crit succes.
That is a good point about the "yes, and", etc!
matching hope and fear die IS always a crit success, even if it wouldn't normally pass the DC
@louisst-amand9207 ahh I thought matching and not passing the DC would be crit fail. Cheers for the explanation. :)
1/6 = 16,67% chance of critical succes seems high compared to D&D 5%.
@@Robbedem is it not a 1/12 chance? since its a d12? still higher than dnd but not 16%
This could not have come at more of a perfect time. I'm running a one-shot using Daggerheart rules tonight and I needed a refresher haha.
And more than a refresher, this is an update on where the rules stand in the release version of the game. For instance, the bit about the armor slots is new. Before, they subtracted incoming damage by the amount in the Armor score. But now each armor slot reduces the damage by an entire Threshold. I like that; it’s a more elegant way to go about it.
@@ffreed I noticed that too! I'm honestly very impressed with how quickly they've integrated feedback into this system.
You are running a one-shot and don't remember the rules??
@@HardCR0W What’s wrong with a refresher, exactly?
@@HardCR0W Are we required to have complete encyclopedic knowledge of what amounts to a hobby?
I am a simple man. I see Matthew Mercer, I click.
BUT, I always enjoy it more when Matt makes my life easier as a DM.
Cheers to you Matt.
AGREED
Matt Im LOCKED IN
More of these please! Like how you guys did for handbooker helper
@@TheLight10269 Agreed! And who says Handbooker Helper has to just be about the D&D handbook? :)
@ffreed exactly
I've been waiting for this video, short and simple. Now that I understand Dagger Heart, I look forward to see it on the live show.
So excited!! Can’t wait till the game officially comes out. We have been playing our Daggerheart campaign on the channel with 1.5 rules and really want to get our hands on the official rules! Please be early spring
Love the campaign. Bold move starting out at level 0
@@Notjustahealer Glad you enjoy it. I know the lads and I have had a great time using the DH system.
I think it is supercool that they took a modern approach on mechanics. There should be many many cons on developing a system that is not merely a clone from D&D, I respect the risk and will support the effort.
Cheers!
@@Dzunei I think there are more cons from holding D&D on such a high pedestal without innovations coming to the scene. I am happy to see so many new systems coming to the market, truly a golden age for the ttrpg community.
@Yv_Seel indeed, i can't wrap my head around what makes dnd so popular besides tradition. They don't have neither the best set and setting, nor the better mechanics.
I think that many of the systems that emerged in the last 20 years are far superior. Fate, pbta, savage worlds, blades, etc etc
3:32 Jesus Christ, that's Jesus Christ
The laugh I laffed... -
Amazing introduction!!
Loved how they handled Armor slot compared to the beta!! Just minoring a threshold is so much straightforward!
Can't wait to see how that affects the armors.
This is a super clean comp, barely any fuzziness with the hair, nice work editor!
Nice seeing appreciation for a good green screen key
Could you guys do more of these breaking down other facets of the game like classes an so on? Really like these awesome bitesize informative videos, it makes it easier to onboard other players quick so we can get straight to the fun.
thnx for this short video it was very informative because I did not feel like digging into the whole process of creation of Daggerheart this was short, sweet and what I need(ed)
I need Matt to do this for all the games I want to play, he explains it so well.
Thank you, Matt Mercer! I’m working on DM-ing my own Daggerheart campaign to play with friends, and this was a nice simple synopsis of the more practical aspects of the system. Easier to remember, for me at least. I/we appreciate it, and Merry Critmas!
0:45 Matt in that hoodie looks like he fits some poorly made police description of a suspicious male and is about to be stopped for questions.
This is SO helpful! I’ve watched all the Daggerhart games so far and they’ve been fun but this helps me feel like I really get what’s happening
I've had so much fun each time I get to play a Daggerheart game!!
This was very necessary and will make this coming Saturday SO much easier to understand!
Sam's "Ding!" - Now there's a classic!
So awesome, can't wait for Daggerheart to officially release! If it comes with a major tome as a rulebook, the world would greatly benefit from an rulebook audiobook released by a voice as soothing as Matt's XD
Wish I had people to play Daggerheart with, Cant wait to see more from the game from you guys, I love Daggerheart already
With you there. I don't have many friends, and none of them would do this, but I still might buy to support their transition from D&D to their baby
Aren't there online tools to run it with strangers from around the world?
@@Rathkryn Its finding a group that you meld well with is the tough part haha
@@subman23 I feel ya, Might buy it just to have, maybe DM for the first time ever for my youngest siblings whoa re super into story telling and taking an interest in ttrpgs :') haha
if i run a game online ill let you know! wrapping up my 2.5 year homebrew campaign next month, starting dungeons of drakkenheim and just finished Out of the Abyss as well. I’m very interested in running Daggerheart as i miss the Star Wars success with penalty and fail with success mechanics.
I really need to see this in action.
It sounds rad as hell and i might wanna pick this up for my next campaign.
Dude I am so excited for this game, got my very first session of my brand new campaign using this system tomorrow!
Well that sounds fun. I’ll have to listen to this again I was a bit distracted. I was given the alert that Critical Role had something new up. Now within 4 minutes actually less than the the number of people looking at this went from 37 to over 200. We are definitely Critters.
1:45 The probability of rolling any doubles with 2d12 is 12/(12*12) ≈ 8.3%, which is more than your standard 5% (so you'll get those critical successes a bit more often!).
Love CR. In the middle of going through C2 for the 1st time and I'm hooked. Glad to see there's more after C2 and beyond.
working my way through the first time as well at my pace it'll be about a full year before I catch up...
This is an incredibly cool and diverse system, with features I honestly never would have expected. I would be more than willing to try a system like this. Though tbh, the Fear mechanic worries me some. Imagine you're having fun with the party, deciding to be sneaky and add spices to another tavern patron's food for laughs, succeeding but with the Fear die... and now knowing that the DM might use it to empower a fight with a big monster later.
It could potentially dissuade party shenanigans revolving around making a check because it may very well mean a more dangerous encounter later.
@@SharkyShocker I personally have never played myself only watched, but I feel as this is where good communication in a session 0 would come in! As a DM it is your job to tell a story while also engaging your group in a healthy way that suits everyone. As a DM you can of course always make battles more challenging but I feel a good DM, with a good relationship with their group would be able to up the anti without making their group feel bullied.
It’s a double edged sword, if they don’t want to roll they won’t gain hope meaning they can’t activate their own abilities. Plus with there being a max limit to how much fear the dm can have it limits a huge power swing in their favor
the GM has all the power in the world to make any encounter as hard as he wants it to be. it's not a single point of Fear that will change how difficult the next encounter's gonna be. also they can instead use Fear right away instead of banking it (you succeed in tampering with their food, but bump on a waiter and spill a drink on a nearby noble) or even call for a Reaction Roll which doesn't give either hope nor fear on resolution, so that a pure flavor/roleplay roll don't impact the parties/gm resources. and remember! Hope is always more likely than Fear!
@@pluviaaeternum A good GM will do that. Ultimately, the GM has all the power in the world and they often make or break whether a game will be good or bad. However, I don't believe in expecting the GM to know not to use an intended mechanic a certain way is a good thing.
Just one of those quirky systems is all, but honestly whether it's Hope or Fear I think that having a roll much earlier in the day store a point in either camp to potentially be used later isn't great UNLESS it's a larger roll.
This is a really interesting system! I love how the major game mechanic (hope and fear) really play into the story more, as opposed to a system where a failure can derail or disappoint the player. Looking forward to getting my hands on it!
I accidentally watched the critmas oneshot without understanding the daggerheart dice rules. This makes so much more sense now! At first I thought it was going to be confusing but it's actually pretty straight forward! Excited to see more of this game style!
Matt in full goblin mode, explaining this game
I do love/hate that everyone on there has such clear 'presentation' voices/demeanors. It's always high energy and quality, we just see them talking 'normally' for hundreds of hours and it feels so weird lol.
The system reminds me of Genesys a bit, where you can succeed on a task, but something bad could happen or vice versa, but this is far quicker to read than their role play dice.
Its basically a rules lite version of Genesys. Which is nice when I have new players but we have found for long formed campaigns that the Genesys system has more to offer. But for none serious/quick campaigns that Daggerheart is perfect.
The narrative dice system is very good for long campaigns, but for shorter ones I think Daggerheart has the edge.
@@MagnusKlein-y2i can i ask why Daggerheart is better for shorter/less serious campaigns as opposed to long/more serious ones? I haven't played it yet
@@carlotacosta9193 this is an opinion. I for one still prefer daggerheart for long campaigns.
@@carlotacosta9193 for me DH is good for shorter games thanks to its simplicity and quick rolls, while narrative dice offer more 'depth' in a sense to the gameplay so things always stay fresh and they also give players more ways and power to take part in telling the story alongside the GM once they feel comfortable to do so. This usually plays out better in longer campaigns, while the simplicity of DH shines in simplere settings and especially with newer player, who might be less confident with keeping track of many complicated rules at the same time.
With all that said, in the end most of that still comes down to simple preference and your prefered style of game- and roleplay
I love that new systems are coming out and evolving, this is a great way to describe to system and looks good, im really concerend about the concept of fear dice, I dont want to be competing with my players, so I dont need to be balanced by having a resource to spend, im going to try and make a fun challenge for my friends and it feels like them randomly giving me boosts to my side of the challenge just encourages DM's to act like adversaries to the game. If my players are in a combat and I want extra enemies, im going to add them, not because a dice told me I was allowed, because im not trying to win.
"or BLOW your mind!"
*LAURA HOLDING BACK LAUGHTER IN BACKROUND*
I am very thankful for this video, I never really understood all that "hope and fear"-stuff when they've played their Daggerheart-campaign ^^
Currently in college and oh boy do I wish I could clear a stress or two :')
Um... Did Matt Mercer just remake the FATE system but with 2d12 instead of 4d6 Fudge Dice?
Because this seems almost identical, including the "Hope" points functioning exactly like "FATE Points", and the Stress Meters for Mental and Physical "damage".
The little bit of grey in Matt's beard makes him look very dignified.
Thanks this was a much needed quick explain!
The more I read into daggerheart the more I love about it. The "deckbuilding" aspect of it speaks to me as an avid TCG player too!
looking forward to seeing you all play this
I love the inspirations from Blades in the Dark! Looking forward to trying this. So cool.
If I understood correctly HP is a set value that is depleted on severity of attack instead of the actual damage that attack did. It looked like 7 damage would deal 1 HP which seems like a good way to streamline the resource. The entire system sounds minimalist and dynamic.
Complicated on the outside, but simple enough once you understand the concepts. Has a bit of depth to it and it forces a certain balance on the DM by awarding them opportunities to use against the player. That's interesting. It literally makes it a DM vs the Players situation, but it's baked into the game so I guess it could work.
Based on how this was explained it seems like it is kind of a simplified version of D&D which is nice because my son really wants to learn how to play and I wasn't entirely sure how to go about introducing him to it.
Seems more complicated actually.
It's a little bit of both. But I think once learned, Daggerheart is the easier to keep playing.
@@avengemybreath3084 ACKSHUALLY...
@@avengemybreath3084 yeah, it's more complicated where it makes sense, and less where it doesn't. it's also easier to keep playing after you learn.
Handbooker Helper, Daggerheart edition?!?! I’m thrilled!
This is an infinitely easier version of the Genesys system (started in FFG Edge of the Empire) to add up and resolve. I've always loved the binary nature of check resolution (pass with benefit, pass with consequence, fail with benefit, fail with consequence) of the system but hated having to do all the "math" on checks to see what the final result was. This is awesome.
This introduces some of my favourite things that the World of Darkness system does (with dice rolls almost always bringing a negative or positive consequence, both of which the players get to enjoy and revel in!) with a more dnd-like gameplay structure and a Pathfinder-esq armour system! I am so excited to see where this system goes, and I hope dearly that its success and fun help players of all kinds branch out from their comfort TTRPGs and support a ton of smaller creators and businesses!
Cool system, looking forward to seeing it in action!
My gut tells me that the GM would like to get a Fear with each critical as well.
I tried the beta and was a little confused about what is considered reactions. Are reactions an action? And if not, what limits a player from reacting at all times?
there's simply no "reaction", reactions are actions. what limits players from reacting at all times is that it is not their turn. very straight forward.
@@pluviaaeternumActually there are "reaction rolls" which dont produce hope or fear but i cannot find specific rules on how often should they trigger. Because if you trigger it everytime the conditions are met you´ll find that some of them are brokenly powerfull, and this can get really confusing because there are no "rounds"
I’m happy to get more handbooker helper
I'm incredibly excited to play Daggerheart myself soon
I love systems that add narrative value to the dice rolls. The one I enjoyed the most was the Fantasy Flight Games Star Wars system (Edge of Empire, Age of Rebellion and the Force one) in which you could succeed, fail, and have advantages, disadvantages and Triumphs and Despair. I also love the take on damage on this game.
SO HYPE TO SEE YALL THIS SATURDAY!!!!!!!!!!
This is so exciting!! Well done guys
IM SO INSANELY EXCITED FOR THIS GAME!
That opening screen openly evokes S1 Arcane, I love that
So tragic. I was at PAXU when Matt was presenting Daggerheart, but the theater for the event filled up. I never got to see his beautiful face. 😢
NGL, I love the system... It feels more "interactive" (for lack of a better term) _👌😄_
Excited to see this system used. (With the CR and/or Dropout casts)
I, personally, think it has a good basis. But I think I need to see a DM use it to truely get my head around a "success with fear" or "fail with hope" in a narrative way.
@@Vitalabyss Critical Role have put out three sessions of actual play so far (as well as explanations of the rules as they were in the open beta test. And if you search for “Daggerheart actual play”, you can see how other GMs handle the system as well. :)
The Thief walks up to the door to the treasure room. It is locked, and has a magical ward on it to alert the guard, should it be unlocked. Fortunately for this Thief, he has special thieves tools that he could use bypass this alarm.
Will the Thief be able to open the lock without triggering the alarm?
Success with Hope: Yes! The lock opens perfectly with a click, and the door opens. No alarm is set off, and no one knows he is here.
Failure with Fear: No! He accidentally trips the alarm, and furthermore, his tools are stuck! He could abandon his precious tools and escape unseen, or he could risk being spotted while he attempts to free the pick.
Success with Fear: Yes! The lock opens and the door opens, but a wrong movement led to a loud thud. The Thief could carry out the mission, hoping that no one heard, or close the door and leave, to try again later. (Or whatever else you decide)
Failure with Hope: No, the alarm has been set off, but you see how the alarm works. Should you try this again later, you will have an easier time not setting it off.
@@celesymmetry8629 the lock could also be seen as the objetive and the alarm the complication. so Fear/Hope -> trigger alarm or not. Pass/Fail -> unlocks or not.
Success with Hope: Unlocks without triggering the alarm.
Success with Fear: Unlocks but triggers the alarm.
Failure with Hope: Doesn't unlock/break the tool, but doesn't trigger the alarm.
Failure with Fear: Doesn't unlock and trigger the alarm.
Oh wait, damn, 1:49 That's actually so cool. It's gonna be so Rare but also so Cool!
@@aro_ger_ A double on 2d12 is more likely than a Nat 20.
The taking damage part is a little confusing, but don't they also use cards in general?
My homebrew game uses 2d12's but for more straight rolls. Got to be honest, adding mixtures of these together became a real math chose for my players, so we reduced it to 2d10s as it became surprisingly easier to add those together with a modifier.
Evasion always makes more sense than "armour class" in my opinion, with then armour actually being a helpful in reducing said damage, or light armour actually helping with speed or evasion in combat.
So excited to try this system out for myself sometime, I love the card system for character stats.
You could have mentioned the Action Tracker and how it replaces classic initiative systems. Or will that (and other innovations) be the focus of more videos like this before launch?
In the last version of the playtest, they actually moved the Action Tracker into the game's optional rules section.
@craigedwards1831 Oh, I see. I can't wait to get the finished product.
Roll playing isnt for me, but im sold on the combat. cant wait for a Dagger heart game board,.
Love the game and I will follow it. As a DM, I have problems to figure out 2 options of narration, imagine 4.
Wow! Here I thought this was just another dnd ripoff. But seeing as you legends have actually made another game mechanic to a dnd lookalike, makes me so proud of what you guys do and stand for! DaggerHeart will for sure be among my armory of awesome games!
the "Sam:Ding" THREW me 🤣😂🤣
Thank you for using my favorite die for a main mechanic.
mustache is worthy of the Daggerheart name
What a fantastic ruleset. Daggerheart has certainly go my attention.
I’m so hyped to play with this system.
Just ordered the limited edition as a Christmas gift to myself i will get next spring!
Maybe I am not understanding this. But does this method not tie the GM's hands in only being able to up the stakes if he has the "fear resources" to do so? I like the idea but would it not limit what the GM can do with the storyline if you follow the rules fully?
not exactly, but depending on how you do it it's a possibility. anyways there's ways to generate Fear if you really need to, and you get Fear during Downtime, so every short/long rest gives you Fear.
We need another handbooker helper for daggerheart.
How else would I know that my little fungirl rogue can shift from shadow to shadow.
The same way you found out about it in the first place?
Ah. Dice works like narrative dice in Star Wars RPG. I like it.
Please "collab" with Alchemy VTT, for me is one of the best VTTs in the market, its so immersive, and i think it will work really well with this type of modern system
Wow the fear and hope dice system is genius
Finally. A solid use for D12s besides rolling barbarian hit points per level up.
Finally, my shit luck can be used as a resource
I’m hoping they are also planning to release an Adversary Archive or the like for us DMs.
Well done, Mr. Mercer, well done!
I didn't understand what this man said but darn is he a beautiful man
Any infos about a "friendly local stores" list? Living in EU I'm pretty sure that will be impossible to find any of both edition at my loacal stores :/
I wouldn't be so sure, I have definitely seen Darrington Press stuff at physical gaming shops in Norway (and their books in regular, at least larger, book stores). If it were me I'd check the website of whatever chain(s) of gaming/fantasy/boardgame/comics etc. supplies stores you have and then go down the list of locations and email/call them to check.
Where does Matt get those vests??? Is it, like, an old seamstress living in a yurt on the northern plains of Mongolia? Where?
So happy for you
Finally i use for my favorite die! I love my D12s!
So excited for this
Keep up the good work guys this is amazing.
I need that ding sound when you talk about crits :D
The dual dice mechanic reminds me mothership. looks pretty nice.
I needed this! Thanks
This looks like it would be good for solo play, if you add some oracles
Well, congratulations Matt, you'll sold me.
Is the rolling doubles rule new? That's a really fun and easy way to make the dice favour player success.