D&D Combat Problems and How Daggerheart Fixes Them
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- Опубликовано: 1 июн 2024
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In this video, we dive deep into why combat in Dungeons & Dragons (D&D) falls short compared to Daggerheart. We’ll explore:
🔸 Combat Mechanics: Faster, more dynamic turns.
🔸 Player Engagement: Continuous involvement for all players.
Watch as we compare real combat scenarios and see why Daggerheart offers a superior experience. Have you tried both systems? Share your thoughts in the comments!
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Another great video! I feel like combat in DnD5e is almost its own game, while in Daggerheart, it's just a continuation of the story, admittedly, with the addition of an Action Tracker.
Absolutely! It's a wonderful concept.
I am running my own session 0 for a heist themed campaign in 2 weeks.
Sick! Good luck! 🎉
In Daggerheart do you find that you are using the already provided monster/enemies? or do you prefer to homebrew and if so is homebrewing simpler or better than dnd?
Homebrew is so much simpler then dnd by a long shot!
I think you are overestimating D&D's options and customization. Sure you do have a lot of races, classes and subclasses. But once you've chosen those for a character there are really not that many choices left. Most levels simply give you predetermined stuff.
Comparatively to Daggerheart the options are alot more, even if the level up is alot more streamlined after you picked everything, there is the option of multiclassing at any level up and that changes the dynamic if the character. "Mechanical" builds are alot more revelant than the single card option you get at level up from daggerheart. Though you are correct after you build the character everything else is just there. But building another character at higher levels the options are much more vast than you remember just leveling up.
Multiclassing is OPTIONAL, if you can't hack it as a player or DM, ban it.
@sebbonxxsebbon6824 😂 still an option but your right. Most games allow it so it's almost a cannon rule. I didn't realize it is optional until you mentioned it. And I have sunken over 6500 hours into it 😅
@@dicegoblinnz4769 The problem is there are some really broken combinations, and some are 1 or 2 level dips....kinda tough to disallow it but those 1 and 2 level dips are a problem.
The hate for DnD initiative comes from haters who just play way too much TT and are bored. It's not bad at all
I don't know. If playing too much leads to boredom, I'd deem that a problem. Especially with a ttrpg, that should be possible to play endlessly.
I for one have not a big problem with DnD Initiative. I think its unnecessarily swingy, but thats true for the whole system imo.
@@felixheitzer2262 if DnD has DH's current system people would be saying the same thing if fixed initiative we introduced today.
Just admit you want something new because you play too much DnD
The "mechanic" in and of it self that is inititve is a good mechanic that's why it is widely used in digital games. But when you translate it to the time it takes for players to act and narrate what they do, it becomes a slow and monotonous process and thus the boredom after playing it for so long. It is not streamlined. While in digital games the computer auto randomized the rolls and animates the scene causing thr process to be seemless.
When you get a chance to play other systems that don't have initiative and combat ends in 4 die rolls you will see the power of narrative storytelling in a tabletop setting. Masks is a perfect example of this.
@felixheitzer2262 you are right theoretically you can play forever but that's where mechanical problems come in, and becomes bigger problems the more you play and that's where the boredom comes from it's from doing the same thing 1000 times and you must now do it one more time 😅
@@dicegoblinnz4769I know. That's what I meant too. Ttrpg rules need to be adepted to suit the needs of the table. And sometimes shaken up to prevent predictability.