We Need To Talk About Daggerheart: Critical Role's New RPG Review

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  • Опубліковано 15 чер 2024
  • We need to talk about Daggerheart!
    ONLY 48 hours left to grab your Game Theory Table on Kickstarter! www.kickstarter.com/projects/...
    Daggerheart is the new RPG from Darrington Press and Critical Role! Here's an overview of the core mechanical differences between it and Dungeons & Dragons 5e, and my initial thoughts on the system.
    Support this channel and get awesome D&D stuff here! / dndshorts
    Check out the Daggerheart rules breakdowns + live playtest on the Critical Role youtube channel! ‪@criticalrole‬
    Grab the Daggerheart playtest here! www.daggerheart.com/
    0:00 - Intro
    0:20 - What Is Daggerheart?
    1:59 - The Core Daggerheart System
    5:18 - Daggerheart Vs. D&D
    7:49 - Daggerheart Combat!
    10:29 - Daggerheart's Cards
    11:29 - Reviewing Daggerheart
    I've been told to use keywords in video descriptions, but I don't know what I'm doing. I stole these tags from MonkeyDM who seems on top of this type of thing when we chat.
    TIER LIST How to play Dungeons and Dragons Beginners Guide What class to play in dungeons and dragons best class in D&D best subclass most powerful optimised monk build DandD Warlock Bard Dungeon Master, Fighter, Ranger, Artificer, Cleric, Barbarian, Wizard, Sorcerer, Monk, Paladin, Rogue, DnD Shorts D&D Shorts TikTok Dungeons and Dragons potentially a bit a with dungeoneering tabletop community next to tabletop RPG dungeons and dragons tt 5th edition dragons 3.5e DM GM dungeon master game master tips dnd shorts OGL OGL 2.0a 2.0 1.1 1.1a 1.0a Critical Role, Matt Mercer
  • Ігри

КОМЕНТАРІ • 2,4 тис.

  • @DnDShorts
    @DnDShorts  3 місяці тому +175

    Shout out to Game Theory Tables for sponsoring this video! There are ONLY 48 hours left to grab your Game Theory Table on Kickstarter!! www.kickstarter.com/projects/gametheorytables/the-arena-game-table-digital-ttrpg-table?ref=2irz9h

    • @agilemonk6305
      @agilemonk6305 3 місяці тому

      Aye that made more sense.

    • @shealupkes
      @shealupkes 3 місяці тому +3

      can I get it without being afraid of communism?

    • @gking198
      @gking198 3 місяці тому +2

      Not the game theory mention after Matpat leaving last Sunday!!!
      [A joke for the people who will inevitably try to say something]

    • @seanleafgreen135
      @seanleafgreen135 3 місяці тому

      But really ...do we really 'need' to talk about a bunch of actors that simulate playing a TTRPG ?

    • @YaboiZephyr
      @YaboiZephyr 3 місяці тому

      I have a proposition. I'm presently working on a d20 ttrpg with a small group of friends and feel like you would be interested in it.

  • @DnDShorts
    @DnDShorts  3 місяці тому +2229

    Correction: only the GM rolls the d20 to attack, not the players! That makes a more sense!

    • @Catalyst375
      @Catalyst375 3 місяці тому +22

      I thought one of Oppy's abilities had her roll a d20.

    • @TaerTech
      @TaerTech 3 місяці тому +42

      @@Catalyst375it’s only that specific ability though

    • @blocklandia1770
      @blocklandia1770 3 місяці тому +21

      The d20 was for damage.

    • @agilemonk6305
      @agilemonk6305 3 місяці тому +6

      Yes. That makes more sense from what I have seen.

    • @Damakos
      @Damakos 3 місяці тому +6

      The main thing I am worried about is the fact that there are cards which presumably we will have to buy and also the lack of homebrew. My next campaign is going to be in the yokai realms so I can't switch to it for at least a campaign.

  • @timothyburbage
    @timothyburbage 3 місяці тому +1085

    Quick comment. Attack rolls for the DM are d20, not the players.

    • @theunderback
      @theunderback 3 місяці тому +4

      Yeah, I was gonna say that.

    • @Mitcheltron
      @Mitcheltron 3 місяці тому +13

      He has corrected himself in the comments, good call 😊

    • @bladehoth
      @bladehoth 3 місяці тому +3

      Thanks so much for this, I was struggling with the rolling a d20 to attack and how to gain hope/fear when never rolling the d12's in combat for attacks lol.

    • @OverlordAuzzy
      @OverlordAuzzy 3 місяці тому +4

      yeah players do use the 2 d12's. the fear and hope dice directly influence combat

    • @Chief_Chimp
      @Chief_Chimp 2 місяці тому +5

      Another addition: You can only have 5 Abilities Card active in your "deck" at the same time. On a rest (dont remember if its short or long) you can trade out your cards for free, or in the middle of combat you can mark stress designated on the card to pull it into your deck. He said there was no justification but there IS a mechanic for them being cards.

  • @linus4d1
    @linus4d1 2 місяці тому +26

    Daggerheart isn't a D&D killer. Hasbro is a D&D killer

  • @LeanneGover
    @LeanneGover 3 місяці тому +196

    My regular group ran the playtest adventure and we were all really impressed by this system. We all usually play Pathfinder 2e, having stopped playing 5e for quite a while now. We were all blown away by how smoothly it ran, how fun the pre generated characters were, and how well written the intro adventure was. We haven't seen very many games take the opportunity of the intro adventure to actually teach folks the mechanics as they went through box text. I'm excited to see what else they come up with for the actual release.

    • @odesseus
      @odesseus 3 місяці тому +5

      Good to hear. I haven't done more than skim the beta stuff (it's a lot) so I don't have a comprehensive understanding of how it works.

    • @bobbyellis5006
      @bobbyellis5006 3 місяці тому +5

      You should definitely give the One Ring starter set a try. It's the best starter set I've ever experienced. Teaches you mechanics as you advance along the included adventures, the pre-made characters are fantastic, and the adventures make you feel like you are living in the Shire.

    • @Shadowkunakari
      @Shadowkunakari 2 місяці тому +2

      Great to hear, plan to run the pregen soon as well! The only other system I can think that teaches the system in the starter set is Fabula Ultima, and it is a refreshingly great idea and I hope more games embrace it!

    • @LeanneGover
      @LeanneGover 2 місяці тому +1

      @@Shadowkunakari Oh neat we're planning on Trying Fabula Ultima soon as well, excited to see how that rolls.

    • @bobbyellis5006
      @bobbyellis5006 2 місяці тому +1

      @@Shadowkunakari as I said in another comment, The One Ring 2e from Free League.

  • @ScripturientMuse
    @ScripturientMuse 3 місяці тому +364

    A note on card art, there’s a note in the beta details that says right now card art is limited, but individual pieces will be added to the cards throughout development :) So eventually they’ll all be unique.

    • @meghan3306
      @meghan3306 3 місяці тому +3

      What a relief!! Thank you for letting us know! ❤

    • @Runsten_
      @Runsten_ 3 місяці тому +1

      Came to comment the same thing. 👍✨

    • @rparavicini
      @rparavicini 3 місяці тому +8

      And not to forget, art is expensive. Needing 10 pieces of art or 50 (or how many cards there are) is a massive difference

    • @zaphodbond
      @zaphodbond 29 днів тому

      Make sense, the system is still changing fast, so there is no point in spending resources and time in creating specific art that could become obsolete in just a couple of weeks.

  • @evancampbell7048
    @evancampbell7048 3 місяці тому +675

    A note on the cards. The fact that you can only have 5 prepared at a time makes it pertinent that they are cards. I think it's really clean to have your active abilities laid out in front of you. The idea of doing it via pen and paper seems really cumbersome.

    • @declanryan7285
      @declanryan7285 3 місяці тому +80

      Also you can swap in cards too while not in downtime. The higher level cards have stress point costs that you can spend to swap a card(s) into your prepared cards at any time. High risk, high reward.

    • @MrFinnyous
      @MrFinnyous 3 місяці тому +22

      I mean, not really. Not anymore then preparing spells as a cleric or something.
      TBH I want to playtest Daggerheart but I can't imagine using the cards when I do at all

    • @LevTheLurker
      @LevTheLurker 3 місяці тому +73

      @@MrFinnyousAnd a lot of people use cards to track spells/magic items for that same reason. I don't think they /need/ to be cards but it's helpful and not pointless.

    • @cruciblegaminggroup5471
      @cruciblegaminggroup5471 3 місяці тому +77

      Cards also make low cost expansions very easy. Instead of a new book you can make "booster" packs with domains or subclasses etc.
      Personally the old school gamer in me hopes cards means a cool box set :)

    • @MrFinnyous
      @MrFinnyous 3 місяці тому +8

      @@LevTheLurker I'm well aware that people do use cards but I don't so far think it's necessary for this game or something that I think the majority would prefer.
      And I didn't write "pointless"

  • @LadyLocket
    @LadyLocket 3 місяці тому +135

    As a dyslexic and as someone on pain meds that affect my memory the cards would really help me remember what I have more than notes on a page FULL of other information I have to try to remember to check. They would be a physically present object in front of me that's next to but separate from my notes. It would help me be in more control of my character and honestly, I like collecting things so if the art work is beautiful (and a base essentials pack is free) then I would happily spend money on custom art packs that match my character in the future.

    • @TheBoardGamer
      @TheBoardGamer 3 місяці тому +5

      Sure, but you can just write down your abilites from D&D or any other system on a card and hold it in your hand if you'd like. The critique was that there was no unique mechanic that utilizes the cards. I got no issue with them being cards, but it really is just stuff to sell people

    • @kitnal4143
      @kitnal4143 3 місяці тому +4

      I mean... tbh there isn't anything stopping you from doing the exact same thing with your other TTRPGs. If you have an ability write it on a flash card with the number of uses in a corner with boxes etc. it is pretty easy.

    • @hmfoden
      @hmfoden 3 місяці тому +3

      I think it helps a lot of neuro divergent players as well, it’s so annoying when you’ve missed something on your character sheet or your frantically scanning through your characters notes mid game because you’re pretty sure you’ve got something but can’t find where you’ve written it down.

    • @platypusbuk
      @platypusbuk 3 місяці тому +2

      The cards are definitely helpful. It reminds me of Hordes and War Machine. It would be easy enough to put a laminate over a sheet to use a marker to keep track of resources and HP.

    • @chromeego7903
      @chromeego7903 3 місяці тому

      If you want cards in your game then try Warhammer Fantasy 3rd edition by Fantasy Flight. It made the game too board gamey for most, but the good part was you only needed your hand of cards and character sheet to play and the rules were there right in your hand. FF came up with lots of mechanisms that simulated effects and it was a beautiful production.

  • @Three_Tiny_Robots
    @Three_Tiny_Robots 3 місяці тому +64

    A trick I've used for keeping track of losing/ gaining resources in games is to make a sheet of paper with a labelled box for each of the resources I have to track- spell slots, for example- and then place a different colouered D12 in each of those boxes, set to the amount I have of that resource. As I use or regain them, I rotate the D12 to the new total. I use D12s because I rarely have more than 12 of any single resource, and I don't otherwise use my D12s much! 😄

    • @acelilumelody4445
      @acelilumelody4445 2 місяці тому +5

      I do similar with d10, because it 0 on it

    • @MrJusskippy
      @MrJusskippy 2 місяці тому +3

      I like using a tray with different labeled compartments, with beads for the "points". So in Daggerheart, you would have compartments labeled "Stress", "Hope", etc, and you could put beads in each and add or remove as abilities use or create points.

    • @aprilewing1786
      @aprilewing1786 2 місяці тому +1

      @@MrJusskippyThis is exactly what I was thinking in terms of different colored chits, but I love the idea of a labeled box too

    • @DugHeitz
      @DugHeitz 2 місяці тому +1

      Paperclips on a sliding chart. Just put it on the edge of the character sheet. the clip can circle the number you are on. Trick I picked up from Deadlands RPG.

  • @ScripturientMuse
    @ScripturientMuse 3 місяці тому +326

    A point on the idea of “they sure did make a lot of stuff for you to buy”. Matt specifically says in the instructional video that you can use anything you want as your trackers, like beads, colourful plastic gems from the dollar store, or even just some coloured paper. They also state this is built for a theatre of the mind and mini play style, so character tokens also are not necessary. I think that what will happen is a purchasable official game set will be offered, but DIY will not be discouraged. They seem interested in making the game more accessible than DND has become.

    • @kmaguire7161
      @kmaguire7161 3 місяці тому +56

      Yeah I am sure they will have stuff in the shop because why wouldn't they want to monetize the game and make shiny things that people are excited to buy? And at the same time it is clearly not the sort of game where it is required to play. I understand why people are cynical about capitalism in general but I feel like this is a case of being overly jaded.

    • @BobOfBarons
      @BobOfBarons 3 місяці тому +13

      @@kmaguire7161 I believe the fellows point was theres more stuff to have on the table, it sounds like it could get a little cluttered, with a lot of taff floating about. More than the cynicism we're all absorbing more and more lately (though there was a slight mention of that at the start of the bit)

    • @FelicitousFerret
      @FelicitousFerret 3 місяці тому +5

      ​@@kmaguire7161also to add to this he mentions that you "have to have tokens" for modifiers and that they all must be unique which isn't true. Tokens for modifiers are purely suggested so you have a physical thing to remind you to add something. Also unique tokens aren't needed so of them can be the same as long as they are distributed appropriately

    • @kdonv
      @kdonv 3 місяці тому +9

      I agree. Matt called this out specifically. I think the box set they'll eventually release will include all this, and be as expensive as all get out, but DIY will always be an option.
      I'm more concerned for how MUCH of these external bits and bobs there are to track. For me, it's overwhelming enough to follow in the "how to" videos. I can't imagine trying to get a newbie player to keep track of all this...

    • @ScripturientMuse
      @ScripturientMuse 3 місяці тому +5

      @@kdonv Good point, though I think for some it may actually be easier. For me, I find having the physical items MUCH easier to play with than just the contents of my character sheet. It gives my brain the clarity of what resources I have to strategize with, which is something I have always struggled with in DND. So I’m excited for this new element!

  • @Gafizal1
    @Gafizal1 3 місяці тому +262

    Not only would I like a class break-down. I'd like breakdowns of the feat-like cards, and all Spells... and magic items... and a discussion of class balance please!

    • @charless2450
      @charless2450 3 місяці тому +1

      Ditto!

    • @davidbeppler3032
      @davidbeppler3032 3 місяці тому +6

      No problem. Come back in 2 years.

    • @logancox9003
      @logancox9003 3 місяці тому

      Yes

    • @Protectourbioshpere
      @Protectourbioshpere 3 місяці тому +4

      I mean, he did mention there is over 300 pages in the free download playtest. Maybe check there?

    • @Gjorten
      @Gjorten 3 місяці тому

      I'd like to upvote this comment ten times pls.

  • @GrsViTy
    @GrsViTy 3 місяці тому +10

    Hey I'm absolutely loving this video and your presenting style is great for my attention!
    Quick comment about damage and HP: There is an additional optional rule regarding damage: Any damage done above severe that double the severe threshold counta as an additional damage to HP (if your severe threshold is 16, but you take over 32 damage, it's 4hp and not 3. If it's 48 (3×16), it's 5 hp.
    I personally wanna run it this way as a GM and wouldn't be surprised if this became the base way to play

  • @gamemasteranthony2756
    @gamemasteranthony2756 3 місяці тому +3

    RE - Cards being cards: I actually have an idea for a homebrew Wild Mage Sorcerer variant called Cardmage. The class basically uses a deck of cards to represent spells, where you need a certain number of cards to cast a specific level of spell. What you have available to cast is randomized at the beginning following a long rest. As you level, improvements such as increased hand size, taking a "mulligan" at the beginning to change your starting hand, additions of "jokers" to your deck, and allowing you to reshuffle discarded cards into your deck as a version of "font of magic" for this class will be added.
    Thoughts?

  • @Roshiyu
    @Roshiyu 3 місяці тому +433

    I would love to see more Daggerheart content.
    Also, I think the major reason they have cards instead of feats is the limitation imposed after level 5. When you have to decide which cards you'll keep active, which cards you'll keep in your vault, and if you'll switch them out in a time of need.

    • @RecklessFables
      @RecklessFables 3 місяці тому +37

      It is also a good design style for programmers to translate into code. Keep the rules short and swappable with minimal rooms for exceptions

    • @theomegazed213
      @theomegazed213 3 місяці тому +14

      I see your point with the card thing, but if you think of them as spells rather than feats, as many of them are just actions you can take, then the swapping of active cards is quite similar to swapping prepared spells, which can be referenced from a book

    • @emerynoel567
      @emerynoel567 3 місяці тому +7

      @@theomegazed213 I keep seeing all these "new innovations", like having to swap out old stuff for new, that are coming back from 4e, the game everyone hated. I'm stoked, I loved 4e!

    • @Xyphyri
      @Xyphyri 3 місяці тому

      Sorcerer can also discard a card from their "hand" into their vault in order to gain add hope or extra magic damage to a spell

    • @tdzbacon3640
      @tdzbacon3640 3 місяці тому +9

      @@emerynoel567Critical Role makes a game that takes stuff people liked from 4e and makes it in a style that suits a casual 5e roleplay play style.

  • @tovekauppi1616
    @tovekauppi1616 3 місяці тому +154

    A note on different tokens: I feel like it is very easy to scavenge tokens from basically any board game you have at home or just use scraps of paper at the start. Once you get more into the game and know you’ll continue, you can invest more by making or buying more specialised tokens.

    • @ryanjamesloyd6733
      @ryanjamesloyd6733 3 місяці тому +12

      I like using the glass "dots" they have for flower vases and such- colorful and cheap.

    • @ChicCanyon
      @ChicCanyon 3 місяці тому +7

      I was thinking just get some pennies. I have hundreds

    • @RangePup
      @RangePup 2 місяці тому +2

      Heck, just go out and buy a bag of m&ms for hope and a bag of DM's choice for fear.

  • @_bats_
    @_bats_ 3 місяці тому +3

    About cards: totally agreed on the suggested art changes and I think we can expect that to come. I also would love to see more in the game taking advantage of them being cards as you suggested (e.g., shuffling, discarding, card trading mechanics).
    However, I absolutely do see the value in them being cards as they already are. In my experience of running, playing, and watching a lot of D&D, one of the perennial problems is that players simply forget the things they can do, and what those things do. They write features and spells on character sheets but forget they even have them half the time, or just write the name of the thing and no further information. This leads to tons of features and spells never even getting used (I find this especially egregious when players are using D&D Beyond and have some ability buried in a menu they never look at), or slowdowns in gameplay when people have to inevitably look up some spell or feature to see how it actually functions. The cards work wonders in eliminating both problems: players have a small number of tangible objects in hand to look at when deciding what to do, and the full text of the ability is right there to reference. I really like it.

  • @18andolderish
    @18andolderish 3 місяці тому +2

    More please!
    I wouldn't even spend time printing it out and testing it out until I saw other content creators doing the same. And going over their first impressions.
    In a world of content creators I can live vicariously without having to spend resources including time and a feeble amount of paper on learning things.
    You're one of the few that I trust, so I would love to get more information from you and how you've been playing and what you've been enjoying. In doing so will encourage me to actually get the beta, insert my own opinion on their feedback and even when it comes out in full swing possibly consider making content for the system since it is open license.

  • @disabalcheran7951
    @disabalcheran7951 3 місяці тому +81

    Cards being cards comes in play at lvl 5, because only 5 domain cards can be active at the same time. And if you encounter a situation where you be like "I wish I had this card active", you can swap it at a stress point cost depending on the particular card

    • @Sorestlor
      @Sorestlor 3 місяці тому +4

      Might as well make all D&D spells cards then cause they get swapped out every long rest and in some cases during the day as well. Point is, this doesn't justify the premise of cards any more than making D&D spell cards. You can do it if you want but it would just be because its easier to track. Now if this system plays fantastic I have to say it would be exiting to slowly build up a nice set of gear for it. That is restricted to those who can afford it though.

    • @tribaltalker1608
      @tribaltalker1608 3 місяці тому +8

      Some cards have zero swap cost. From the Daggerheart playtest character creation video on CR channel.

    • @TheBoardGamer
      @TheBoardGamer 3 місяці тому +1

      Still not a justification nor a unique mechanic, them being cards just makes it easier to remember, but you can do that with any system by just writing stuff down on post it notes if you wanted to

    • @nathanrhoades6504
      @nathanrhoades6504 3 місяці тому +7

      @@Sorestlorlots of people use DnD spell cards. Lots of people do not. The cards are similarly very optional here. You can just as easily write everything on your sheet and track it there.

    • @kitnal4143
      @kitnal4143 3 місяці тому

      @@nathanrhoades6504 The point is that it is the biggest selling point of the system and it just feels very optional. The most exciting thing for me is how the decks make up the classes whilst the classes often don't have many abilities. It doesn't need to be something physical though, so we are left wondering why the are adding an optional accessory to the base game. Also any addons / new classes will need new decks, which means I can see a pretty aggressive monatization strategy where the new cards power creep the old ones whilst simultaneously requiring you to buy the new deck in addition to the new rules lol

  • @LucasLopesComposer
    @LucasLopesComposer 3 місяці тому +320

    I may be wrong, but I think only the GM rolls a D20 on attacks. The PCs rolls 2d12s with hope or fear. At least they played like that live yesterday.

    • @Sol_Arkreite.mp3
      @Sol_Arkreite.mp3 3 місяці тому +15

      You're right. That's what is written in the rules. DnD Shorts definitely got that wrong.

    • @flynnoldman3542
      @flynnoldman3542 3 місяці тому

      To be a little more specific. One d12 is the fear die and the other is the hope die. The one that is higher is what the roll is with.

    • @Xyphyri
      @Xyphyri 3 місяці тому

      That being said, where in the rules does it state that? I cannot find where it talks about gm rolls at all in the playtest docs

    • @Sol_Arkreite.mp3
      @Sol_Arkreite.mp3 3 місяці тому +1

      @@Xyphyri It's in the combat section. That's the only scenario where the DM would have to roll.

  • @bobsmith7066
    @bobsmith7066 3 місяці тому +6

    I would really like to see a video going into more detail about how the level up system works!

  • @alexanderoberholzer1456
    @alexanderoberholzer1456 2 місяці тому +1

    Something I appreciated about Daggerheart (I don't know if this is actually in the game or whether CR implemented just in their one-shot), is the Unique Experience system where players can think of a word or a phrase that speaks to some significant experience that their character had. The mechanical part of this system is that you get to "invoke" that previous experience to gain a +2 or +1 to your roll (I think) if the player is able to explain why that phrase is applicable to the situation. For Example, Liam chose the phrase "Look Ma! No Hands" which basically allows him to get bonuses for doing tasks where he uses any body part except his hands.

  • @Aurathon3D
    @Aurathon3D 3 місяці тому +154

    It will be interesting to see just how well Daggerheart will do. I don't see a universe within which it becomes a 'D&D killer'.
    What I will remind everyone is that the success of Dadderheart will undoubtedly benefit EVERY TTRPG system and all who play them, including D&D players. The social power of Critical Role may very well be the kick in the arse Wizards of the Coast needs in order to continue improving and iterating on D&D. Competition is good for the consumers!

    • @tehgroog
      @tehgroog 3 місяці тому +12

      Is Dadderheart using the Daggerheart system to play in the Dadlands setting?
      But also very yes. It increasingly seems like WotC needs some sort of exterior reminder to make a game that’s competitive in the market and not keep doing goofem-ups and faux pas.

    • @jochenwenzel8878
      @jochenwenzel8878 3 місяці тому +9

      It won't be a D&D killer, but it should to very well in comparison due to their built in customer base / audience (unless they somehow screw things up catastrophically). WotC/Hasbro did piss off enough people and often enough lately to make players go look what's beyond the D&D bubble.

    • @LupineShadowOmega
      @LupineShadowOmega 3 місяці тому +2

      It feels like a Blades in the Dark/Powered by the Apocalypse hack and I'm not sure how I feel about it.

    • @misterplaugedoctor
      @misterplaugedoctor 3 місяці тому +1

      @@LupineShadowOmegathose are in fact key inspiration points when they were building out the system. The beta PDF says so. Take that as you will

    • @thorscape3879
      @thorscape3879 3 місяці тому

      D&D is being iterated upon. The new core rule book comes out this year.
      It's been in open play testing for a few years.

  • @Ravenovia
    @Ravenovia 3 місяці тому +192

    Honestly, seeing as this is a beta test, I wouldn’t be surprised if they PURPOSEFULLY put in more mechanics than needed, because they wanted the community to pick which ones they liked and which ones they didn’t like. If the community gravitates towards the combat tracker, they’ll lean into that; if the community doesn’t like it, they’ll drop the mechanic. At least, that’s what I’m guessing.

    • @Xyphyri
      @Xyphyri 3 місяці тому +6

      This is almost definitely the case. With the exception that getting it all running on demiplane feels like a more "final" product. Even though I'm sure it isn't

    • @Farstr1d3r
      @Farstr1d3r 3 місяці тому +5

      I mean….that’s generally the purpose of a beta test……

    • @GagePeterson
      @GagePeterson 3 місяці тому +2

      🤔 interesting. That's actually a great idea. Trick people into figuring out the fun for you.

    • @jokabox93
      @jokabox93 3 місяці тому +6

      @@Farstr1d3r not really tho, you want to test the system as close to being finished as possible so you get usable feedback. You dont beta test a hoard of unbalanced features to see what sticks. In video games you beta test to see if youve made any oversights, test servers and to find bugs, not to come up with a final set of features. That would be more of an alpha test.

    • @TheRealGeliel
      @TheRealGeliel 3 місяці тому +1

      I agree, it is most likely the case. That being said, there are many of the core mechanics, and base game design I don't particularly care for. I can for sure see the appeal to many tables. But my tables style of play will fit better with the MCDM rpg, as the mechanics flow well with what we've already changed about 5e at our table. I'll still end up running a few one shots to help provide feedback.

  • @ramm1535
    @ramm1535 2 місяці тому

    From what I've seen, the Cards function as Prepared Spells do in 5e, where in DH you have a "Loadout" and "Vault" (Prepared/Unprepared) certain mechanics may require you to remove a card from your Loadout and return it to your Vault akin to a discard mechanic. Example of this are the "Resurrection" Spell at 10th level Splendor Domain, "Unbreakable"(10th Valor Domain), "Encore" (10th Grace Domain), etc.

  • @snowtsukasa6662
    @snowtsukasa6662 3 місяці тому

    When I got into 22:19 I started off playing at home with a few friends. We used the character sheets printed off where we tracked things, but they were in plastic sleeves so we could use dry erase markers for resource tracking.
    For items, I made cards and used 3x3 card binders sleeves they went into. Every sword, bow, potion. Was a lot of work for me the dm, but i honestly loved how it felt at the table. I had everyone write down class abilities and festures too so we didn't constantly have to look through tbe books.
    With this said, its obvious that I am a supporter of the card system. I hope they present it in an easy and user-friendly way. Easy to print, with multiple print options. Simplisted and detailed for those willing to use up more ink.
    I also think it's a great marketing opertunity. They have plenty of oppertuity to sell different themes of the same things that get players invested more into the market. If I were them I'd be trying to sell character starter packs. A themed binder, stack of necessarily sheets, sleeves for said sheets and cards, and stack of cards for feats AND items. The binder could have built-in dials for tracking hope / stress and maybe even hp if its ment to be low. I imagine the wheels on number lock

  • @TANSamuraiSmurf
    @TANSamuraiSmurf 3 місяці тому +150

    Also FCG has been using “stress” to power his abilities in campaign 3 which may be another hint of when campaign four is based in time. Maybe using stress as a resource is common in his ancient origin time.

    • @pippastrelle
      @pippastrelle 3 місяці тому +6

      Oh that's a really clever point!

    • @akrumvatum1627
      @akrumvatum1627 3 місяці тому +1

      So you think if there is campaign 4 it's going to be the prequel? I don't like where that would go, but it might potentially have sense. As much as I love that they're introducing the new gods in the setting for Daggerheart, I wouldn't want them to leave Exandria behind, introducing unknown lands maybe, but still on the same planet. And new races could happen to either be on these unknown lands always or there could be some kind of Conjuction of Spheres/Worlds Collide type of situation. And it still could be in a present Exandrian day.

    • @pippastrelle
      @pippastrelle 3 місяці тому +8

      @@akrumvatum1627 The malleus key and all is said to be messing with magic in Exandria. That would be a good canon explanation for why it's different in campaign 4. FCG's thing meanwhile could just be an aeormaton thing (stress is broad in Daggerheart so it doesn't have to be a specific thing that comes into being)

    • @ChaosMind10531
      @ChaosMind10531 3 місяці тому

      So campaign 3 is like where they test some features of Daggerheart and make sure its compatible with 5e...

    • @TANSamuraiSmurf
      @TANSamuraiSmurf 3 місяці тому

      @akrumvatum1627 I’m not sure if it will be a prequel but it is odd that FCG is the only one that uses the “stress” mechanic. It could be that it’s just a coincidence of using the same term since during the Daggerheart live stream no one took too much stress and went into a homicidal rampage lol.

  • @madcat113
    @madcat113 3 місяці тому +107

    For massive damage there is an optional rule that if the damage is more than double your severe threshold you take an extra point of damage, so four points instead of three from "just" severe.
    E: I do agree that there is a LOT of resources and tracking involved. Any headway I may make streamlining play using the cards as a physical reminder of abilities will be lost to the tracking overhead.

    • @TheRawrnstuff
      @TheRawrnstuff 3 місяці тому +11

      I'm not sure there's actually any more than in D&D. D&D has spell slots, way more granular money system, tons of features you can use X, Y, or Z times per short or long rest depending on your Ability, Proficiency, or Level, Ki points, Sorcery points, ammunition, camping supplies, Inspiration, magic item charges, and so on.
      The big difference is that the Daggerheart sheet has a place to track them, rather than expecting you to keep tabs on those resources on a piece of scrap paper.
      But you don't actually have to track those things on your sheet, if you prefer using a scrap of paper.
      IMHO, Daggerheart eliminates a lot of bookkeeping D&D uses. Probably because Critical Role knows a lot of players and DMs are already ignoring a lot of the bookkeeping in D&D by default.

    • @andyenglish4303
      @andyenglish4303 3 місяці тому +6

      @@TheRawrnstuffFor all the bookkeeping it eliminates, it adds more. Tracking Hope and Fear sounds miserable when I already never remember to grant inspiration. The three Damage Threshholds are ridiculous in a system where armor works in the way it does. And for all they want to play up the supposed simplicity of the money system, that level of abstraction makes things more confusing at the lower end. If I know I have ten gold then I know how much buying power I have: 10 GP worth. But if I have a 'handful', it's just a handfull of handwavium.

    • @TheRawrnstuff
      @TheRawrnstuff 3 місяці тому +14

      @@andyenglish4303"But if I have a 'handful', it's just a handfull of handwavium"
      Yes, that is the point of removing bookkeeping. Things get handwaved. But good news! You don't have to remember to grant inspiration in DH, so you're golden.
      "The three Damage Threshholds are ridiculous in a system where armor works in the way it does"
      But it isn't though. It's very straightforward. I think you don't know how the system works.
      And if you think checking a box and erasing a box as needed is _more_ work than tracking every single point of damage and HP... I don't know what to tell you. You might have a special kind of brain.

    • @mixmastermind
      @mixmastermind 3 місяці тому +6

      @@andyenglish4303 The thing is unlike Inspiration, Hope and Fear are a natural consequence of the rolling, not a thing you have to remember to pass out. The GM has to know whether you rolled with Hope or Fear in order to take moves, so you will always have a reminder to gain it.

    • @myomer
      @myomer 3 місяці тому

      re: massive damage, I think it'll have to be revised or homebrewed more than the double the severe threshold; might be more crunchy but 1 damage to hp for every 10 damage past severe, or adjust lower (8) or higher (12) to taste.

  • @TopherAustin
    @TopherAustin 3 місяці тому +6

    Would love to see a video, explaining more about the classes, the abilities, and spell casting for the system.
    Thanks for all you do 👍

  • @dnicruz
    @dnicruz 2 місяці тому +1

    Simple: the parts of the game you have to scratch, mark and rub your character sheet must be the cards, the permanent features go in the character sheet. So you have 12 hit points cards, give them away to the DM until you recover them, if you are empty of hit point cards, you're dead. You don`t have to mess up you character sheet with resources (I do that with spell slots on my DnD games, the players hand to me their spell slots to cast a spell until they rest and I return their cards. Much easier to track).

  • @walkintomyfist32
    @walkintomyfist32 3 місяці тому +58

    Also Matt said if you wanted to use the initiative order instead you can in DaggerHeart

    • @yuvalgabay1023
      @yuvalgabay1023 3 місяці тому

      Tbh .. regular inishitiv sucks..the best system i found for inishitive that you role for it lfg deluxe inishitive.
      You role: if succeed you go before enemies, if fail after ,if greatly succeed you go before the boss even .

    • @h347h
      @h347h 3 місяці тому +1

      ​@yuvalgabay1023 that's literally old AD&D initiative.

    • @kitnal4143
      @kitnal4143 3 місяці тому +1

      @@yuvalgabay1023 eh I like regular initiative as it allows for players to have variation in their builds, it is no longer all or nothing.

    • @yuvalgabay1023
      @yuvalgabay1023 3 місяці тому

      @@kitnal4143 tbh. I can loss some built variations for a smoother game .
      The loss is minimal (as most game its tied to a stat)

  • @werdna9006
    @werdna9006 Місяць тому

    I have just discovered your channel. Very interesting. You have a great presenting personality and your points and discussions are well delivered. You bring up some valid points about some of "negative" queries in Daggerheart's system.
    The enormous worry (rumours) around D&D's future under new management will I am sure entice players to try Daggerheart - and it makes it an enormous financial lure for the CR team.
    I look forward to viewing your other videos.

  • @jasonlarue5694
    @jasonlarue5694 3 місяці тому +5

    The two d12 system is very interesting. D&D has done something like this before by changing Ability Score creation to 5d4 in Dark Sun. (I wish we'd get a 5th Athas.) Though the damage and AC section seem really complicated. I'd be interested in Class details. I like your idea about forcing a discard or trading cards. Reminds me of a Fastball Special team up.

  • @varthalgamekiin4931
    @varthalgamekiin4931 3 місяці тому +74

    Please do a video on the classes and subclasses. I wanna get your take on them.

  • @jimjones7980
    @jimjones7980 3 місяці тому +31

    The nice thing about cards (The Ironsworn RPG uses them in a similar way... and did it years ago) is that they can be errata-ed without the need to print another book to fix. New cards can be printed or the players can download and print them out and sleeve them. So, it can be more user friendly in that one regard.

    • @user-ot5ub7ck8j
      @user-ot5ub7ck8j 3 місяці тому +1

      You can simply write corrections over already printed cards.

  • @Squeleton
    @Squeleton 3 місяці тому +2

    In the One Shot live play, it seemed like more damage can, at a certain point cause you to lose more hp, in the first fight, someone attacks for more then twice the severe threshols and the enemy takes 4 HP of damage instead of 3, but I dont know where it is in the rules

  • @d.k.t.3380
    @d.k.t.3380 3 місяці тому

    One note on the constant marking and unmarking character sheets: You can set them up so that you use dice to do the marking/unmarking the "liquid items" on there and only have to mark the sheet proper for "static" changes (like losing an HP when you fall unconscious, gaining an HP or stress point by level up, etc...). That said, the "2 lines" setup for HP and stress make it a bit clunky and having 2 squares instead would make it easier to track on the character sheets.

  • @JetZV
    @JetZV 3 місяці тому +8

    The other neat thing about classes is the Domain system. Basically, each class gets two domains that they represent; for example, Bards belong to the Grace and Codex domains. These domains determine which decks you pick from when choosing your domain cards at level up.
    Currently, the available classes use the domains in a circle; using the Bard from before, it shares its Codex domain with the Wizard class and its Grace domain with the Rogues... who then share their Midnight domain with Sorcerers, and so on. This means that certain characters can have access to the same cards, not by being the same class but instead being what I have started calling "domain-aligned." This means that any classes that get made going forward will incorporate new domain combinations, potentially causing new circles of connection to be formed.

    • @kmaguire7161
      @kmaguire7161 3 місяці тому +1

      I was thinking that the only downside to this is that it might be rather limiting for future classes they want to introduce. Like you would have to introduce several classes at a time that all have domains to share between. But there is no reason why in the future they couldn't change things up and not make every domain shared between 2 classes or have certain domains shared by multiple classes. Like they could introduce a Necromancer that shares the Wizard/Bard Codex Domain but also has its own Book of the Dead Domain that it doesn't share with anyone else. Or a Warlock who uses the Sorcerer/Druid Arcana Domains plus its own Summoning Domain it doesn't share. Lots of possibilities they can expand on.

    • @AVJHalonen
      @AVJHalonen 3 місяці тому

      ​@@kmaguire7161 Yeah, like a warlock or battle-mage type class could be Arcane and Blade domains, I agree that there's no need to create circles like they are now going forward. Plus they could introduce new domains in the future too. My guess is that these core classes/domains are this way to be presented in a neat package rather than because of balance reasons.

  • @meander112
    @meander112 3 місяці тому +59

    In addition to the ancestry name point & such, there has already been an in-world statement by one of the most knowledgable wizards in the setting that magic across the world could change in totally unpredictable ways when the big bad's machine is shut off. Once I saw that I was firmly in the "C4 will be Daggerheart" camp.

    • @DnDShorts
      @DnDShorts  3 місяці тому +13

      That’s really interesting!! 👀👀

    • @nickdejager8873
      @nickdejager8873 3 місяці тому +3

      I think what system C4 is will depend a lot on the success of Daggerheart. If DH doesn't sell well, and doesn't get a solid fan base, CR won't move there from D&D.

    • @meander112
      @meander112 3 місяці тому +2

      @@DnDShorts Yeah, if you go to the CR wiki entry for the Malleus Key, you can find a link to the timestamp for the exact statement.

    • @TheRawrnstuff
      @TheRawrnstuff 3 місяці тому +13

      @@nickdejager8873 I wouldn't believe that for a second. D&D isn't why Critters watch CR. CR is the reason why Critters play D&D.

    • @user-jt1js5mr3f
      @user-jt1js5mr3f 3 місяці тому +1

      Yup, I’ve been thinking the same thing. The threat of C3 honestly has a great excuse for magic behaving totally differently, different types of peoples being introduced, and so forth. Any change is easily explained with this. We’ve already seen teleportation, communication, and reviving magics interfered with.
      Given the death rules, it seems like something along the lines of revivify doesn’t exist? Something that has already gone away in C3

  • @noelbedard8252
    @noelbedard8252 3 місяці тому

    I would absolutely love a class overview or an overview of all the domain decks. I'm hyped for their open license too, because this system looks like it was built to be homebrew-friendly with the very modular way the domain decks, classes, and leveling system fit together. it'll be easy for me to port homebrew-heavy D&D games to this system because recreating the homebrew in daggerheart seems very achievable

  • @OddAudreyLeeReally
    @OddAudreyLeeReally 3 місяці тому +17

    I would LOVE more content on Daggerheart.
    As someone with aphantasia, I like having physical reminders of my abilities and trackers for how many times I can use them. I already print cards for my DnD characters so I can keep track of my abilities, so I've been using cards basically since I started playing DnD.
    The no-initiative thing would be bad for me. As a DM I sometimes use initiative even when not in combat, just to make sure everyone gets a turn, and the quiet players don't get left out. As a Player, I could either be super quiet, or super active, and the initiative system just works for the groups I play in. Even with fighters, we never have the issue of 45 minute waits between turns, because we try to tell a story that's interesting regardless of if it's your turn or not.
    We also let players nominate each other for inspiration if they're being very true to character or backstory. Or if they make a very, very funny joke.
    In the end, you can only lose at ttrpg's if you're not having fun, so people should play however they want, but so far, to me it seems like Daggerheart might be very cool for the neurospicy people (me included).
    Looking forward to seeing how it evolves!

    • @ooooneeee
      @ooooneeee 3 місяці тому +3

      Agreed on the initiative, as a shy player I like getting my turn in combat and sometimes I would prefer initiative to be a thing in social interactions too.

    • @urixl
      @urixl 3 місяці тому +1

      I totally agree with the initiative.
      We totally can't let the loud and obnoxious players take all the actions.

    • @ratburgler
      @ratburgler 3 місяці тому

      @@urixl I believe that is what the action tokens are for.

  • @LynkCablePlays
    @LynkCablePlays 3 місяці тому +9

    15:32 Correction: Demiplane is NOT completely free, for the open beta of Daggerheart its character builder is for the meantime but that may change post beta.
    But I will stand on this hill that Demiplane is an incredible digital resource when it comes to multiple tabletop RPGs, their character builders and digital library of content to purchase. There is even a reasonably priced subscription for unlimited characters and to also share your owned content with many friends.
    Just wanted to share those small facts about them :)

  • @ryanratchford2530
    @ryanratchford2530 3 місяці тому +91

    I'd like to see you cover more Daggerheart content

    • @flamepulse42
      @flamepulse42 3 місяці тому

      he cant get 5e rules right half the time, no reason to expect him to do any better with this game

    • @kevoreilly6557
      @kevoreilly6557 3 місяці тому

      He’d actually have to read it to do that

  • @stewartskylor06
    @stewartskylor06 2 місяці тому

    I really like this take for the most part. I will say, in defense of the card system, the domain skills you collect as you level up will outnumber the amount equipped so having physical cards to show what is equipped and what is in the "vault" helps keep things clear for both the player and gm. Plus there is a system for swapping them out on the fly which would get lost in the block of text with the skills details as opposed to how its shown on the card. however you are right that it is one more thing in A LOT OF STUFF.

  • @arguswolfe107
    @arguswolfe107 3 місяці тому

    A quick thought on the issue of having to constantly update one's character sheet. When I used to play the Battletech tabletop game, my friends and I would buy clear plastic sleeves to keep our mech sheets in, and would use dry erase markers to update damage, ammo, and anything else that needed it, instead of having to worry about marking up the actual sheet. I'm not sure how well it would work for something like this, but I imagine it might make stat tracking a bit simpler in the absence of a digital character sheet.

  • @avis199
    @avis199 3 місяці тому +17

    Another reason that points towards them shifting to daggerheart: After looking through a lot of the playtest material myself, I have found other direct references to their campaigns, specifically names of things. One of the items for example, "Widogast Pendant" this is a reference to Liam's character Caleb Widogast in Campaign 2. This pendant also has an ability called Timebender which if you know Caleb, especially if you've seen the end of the campaign, is absolutely a direct reference to the character. Also "Dunamis Silkchain" an armor piece and a reference as well to campaign 2 with dunamis magic. As well as one of the suggested place names for worldbuilding is "Stone's Throw" which is another Campaign 2 reference, the shipping company Fjord started in the reunions after the campaign. And I wouldnt be surprised if the handful of firearms i noticed throughout the list of items, like the blackpowder revolver, was heavily influenced by percy. though i havent seen much of campaign 1 yet, so i cant say for certain if any of their names are specific/direct references to him. I strongly feel like these (especially the widogast pendant) are not *just* references, but its CR slowly moving exandria to daggerheart, and making much of the stuff from exandria and their campaigns canon to daggerheart. I'm not sure if CR plans on having anything like this with daggerheart, but what if exandria is the default setting for daggerheart? Like The Forgotten Realms for D&D

    • @Atrivion
      @Atrivion 3 місяці тому +5

      Of course Matt and CR will use easter egg names from his campaigns that the fans know and love.
      But, Matt mentioned that the one shot they played live did not take place in exandria, Daggerheart promotes the players to help create the world they play in, which will be difficult to do if Matt has already created the world. Also Exandria is now deeply tied to DnD with the books released through WoTC.
      If they start a new campaign with S04 and stick with DH, they will also make a new world, new lore etc. I'm all for it. If I've enjoyed watching them play DnD for 9 years, it could be nice to see them try another system. =)

    • @shugularity
      @shugularity 3 місяці тому +3

      I personally think it'll be a "mistake" for the business/media empire side of things, to shift Exandria from D&D.
      I can't see myself wanting to understand how Daggerheart works to feel fully immersed, to continue watching. I expect this might be true about how a lot of people feel about it. Looking at the numbers of how Candela Obscura started out/is right now with the first episode, and then seems to have a sharp decline compared to the main campaign, might be an indicator of this. I do wonder if how the Daggerheart one shot does over time until the main campaign starts to reach a conclusion, will influence their decision to finalise that transition.
      If they as a group enjoy the flow of how Daggerheart works for their style of play better than D&D, then more power to them, they should transition.
      I don't vibe with Spencer's game design though, after watching his stint in the chair during Candela Obscura, I think it's because he wants to be flashy as a DM, but it doesn't feel like he has a full grasp of storytelling techniques. I couldn't finish watching after multiple occasions of him very clearly steering things in a specific direction, and ignoring player agency.
      In respect of Daggerheart, we don't need to overcomplicate a pass and fail system to "push the story", we don't need to add boons and curses to a pass and fail system as a standard. I actually hate how D&D has shoehorned something similar in with Inspiration Points being granted for critical successes. It's overly gamifying the experience of success and failure. I like the control over doing these things on the fly myself when I see fit in D&D, and it seems like they are handing way too much over to the system. They're trying too hard to put "the story" first, and in the process, they're making it all about the system.
      With D&D, the fact that it pretty much explicitly tells you "you, the DM, decide how you want to do things" is what makes D&D resonate with bedroom storytellers.
      For example, in my current (paused) campaign, I simply put a lot of emphasis on the things that my players do, and don't do, to create reactive branching paths, and find ways to grant boons and curses to players in reaction and relation to their collective successes and failures, sometimes that will result in the mechanical, or the more abstract (e.g. story or character development opportunities, direction etc.). I don't want to secede control of that to the system itself. Doing that will water down the TTRPG experience.

    • @kitnal4143
      @kitnal4143 3 місяці тому

      I think they might have a DnD C4 *and* Daggerheart going at the same time for a while. As others have said they have built their brand off on DnD so it feels odd to abandon it for something that could easily run in dandem- showing off new talent whilst doing so

    • @kevoreilly6557
      @kevoreilly6557 3 місяці тому +1

      That’s just IP building to be fair.

  • @dancovich
    @dancovich 3 місяці тому +14

    13:03 While I also don't know if combat is going to be faster, it feels like it will be more "dense", in the sense that more is done in each turn. In D&D you sometimes stop to "get your bearings", check who's next, check which effects end, check if anyone is holding their action, etc. In Daggerheart it seems you are constantly getting to the point and doing stuff instead of checking stuff.
    One example: In D&D if I have a class feature that allows me to move the enemy and another player is built around grappling, we could try to combo by me moving the enemy near them so they can grapple, but if we aren't right next to each other in initiative order, my coleague has to hold their action to "grapple as soon as an enemy is in melee reach" and then I use my ability. In Daggerheart, we can just do it (as long as I don't hit with fear or miss entirely).
    Also, it seems all buffs either last until the end of combat or until a very well defined event happens (the enemy you chose is defeated or you attack someone else for example) and all debilitating effects require either a test or a resource to end. No effects seems to last "X rounds" or "X time" or anything like that which, again, means less checking and more doing.

    • @biomonkey01
      @biomonkey01 3 місяці тому +3

      I really like the hope/fear mechanic as a way of using abilities instead of a flat times per day for everything. It keeps things rolling along and prevents the supernova problem in DnD or alternatively having one party member gas out and have nothing to do until a long rest.

    • @fred_derf
      @fred_derf 3 місяці тому

      Combat in daggerheart is going to take much longer as the players continuously argue over who gets to go next.

    • @mal2ksc
      @mal2ksc 3 місяці тому +1

      @@fred_derfWhy? If they can come to an agreement on their tactics, then it should become obvious who needs to go when.

    • @danielgrace999
      @danielgrace999 3 місяці тому +2

      ​@fred_derf , I feel like the problem will lie less with players arguing and more with more vocal/experienced players doing more in combat and newer/more quiet players getting overlooked. The benefit of initiative is that everyone gets a turn every round. In this, it's gonna be up to the dm to make sure that people are allowing everyone to get a chance to speak and get a turn. That's one more thing the dm now has to control, instead of a rule that does that for them.

    • @fred_derf
      @fred_derf 3 місяці тому +1

      @@mal2ksc, asks _"Why?"_
      The next word in your post says it all: *If*

  • @Glokta4
    @Glokta4 3 місяці тому +1

    In regards to the cards, you can only have 5 active at a time. So once you have a 6th card, you have to choose which one is inactive. I think that can be achieved by a checkbox instead, but it somewhat explains why they went with cards. Also there are cards that count the number of cards of that type that are active.

  • @symbolik4372
    @symbolik4372 3 місяці тому

    I like the idea of cards, especially for abilities that maybe have a limited/per day use, you can print/save multiple copies depending on how frequently you can use the spell/ability and so when you cast it you can simply discard the card in a pile and add it back to your pile after a long rest. I also really like the proficiency system and the fact players can make their own feats. Like in the open beta game they played, liam created "look ma no hands" which gives him essentially a race feat that allows him to be ambidextrous and also use his tail and gives him proficieny bonuses when used. I also like that Daggerheart also creates a type of system where your character background matters, like if your character was once a pickpocket you can gain a proficiency die when thieving. I think overall after some spit and polish it might actually be a Dnd Killer.

  • @McEiver
    @McEiver 3 місяці тому +15

    A class guide for Daggerheart would definitely be a video I watched. I honestly make my gaming choices on the classes available to play, so a video overviewing the classes would be hella appreciated!

  • @Nora_I_am_nice
    @Nora_I_am_nice 3 місяці тому +123

    DaggerHeart is incredible simple, while at the same time has depth to rival DnD. Overhaul, is a great RPG with a lot of potencil. Hope it gets translated to portuguese, it would be great to see DaggerHeart get famous here in Brasil

    • @PluxBR
      @PluxBR 3 місяці тому

      I truly hope so too!

    • @TheRevvangel
      @TheRevvangel 3 місяці тому +2

      Mt foda

    • @hallysonveloso9227
      @hallysonveloso9227 3 місяці тому +2

      Assim espero também mano! To curtindo o conteudo até agora

    • @guildadenerds2084
      @guildadenerds2084 3 місяці тому

      Acho que é um sistema com muito potencial, com certeza jogaria nas minhas mesas

  • @richardlandrum1966
    @richardlandrum1966 2 місяці тому

    My favorite initiative system is from a little known ttrpg called "Deadlands".
    Everyone would draw cards from a standard playing deck. If you had 4 actions in a round,, you draw 4 cards. The value of each card determines when that action happens.
    It really helps keep everyone engaged, Dividing up their actions across a round.

  • @sebastianmarrano5608
    @sebastianmarrano5608 3 місяці тому

    I would personally love it if you made a video going further into specifically the character creation of daggerheart, but any further videos on this subject would be great.

  • @spideyrox8520
    @spideyrox8520 3 місяці тому +10

    I would like to see Dagger Heart breakdowns!
    I also really like the background questions and connections part of it's character creation. It really got the creative juices flowing for backstories and personalities when I was just messing around with some new character concepts.

  • @ShrankTheFirst
    @ShrankTheFirst 3 місяці тому +8

    The last time I used cards in a TTRPG was playing a Crusader from the Tome of Battle in 3.5
    Maneuvers known were my card pool.
    Maneuvers readied became my current deck.
    Available maneuvers at the start of battle were the hand I drew on initiative.
    I'd draw a new maneuver each turn.
    Spent maneuvers went to the discard pile and when there were none left to draw from the deck, I'd shuffle the discard pile into a renewed deck.
    I'd even printed all the maneuvers I knew in YuGiOH style cards using relevant artwork. Normal spells were actions, Quick spells were bonus actions, Counter-Traps were reactions, Continuous were Stances...
    Had a blast!

    • @dandmadeeasy
      @dandmadeeasy 3 місяці тому

      D&D 4E had cards for at will, encounter, per day abilities. One of my characters had multiple personalities with different sets of abilities (cards). There's something very satisfying about physical things you can play with at the table!

    • @mke3053
      @mke3053 3 місяці тому

      Loved this book.

  • @AVJHalonen
    @AVJHalonen 3 місяці тому

    About the cards, there's a limit as to how many you can have "in your hand" or "loadout" and there's a stress cost to swap them on the fly (otherwise it's at no cost during a rest) if you need one that you don't have active. There's also mention in the rules of certain abilities permanenly discarding one so there are systems that justify having cards. I think it comes down to whether you prefer to flip through pages and mark down which abilities or spells you have or having the cards.

  • @blackunoichi
    @blackunoichi 2 місяці тому

    15:00 To track those things, perhaps you can use tokens.
    I´m totally going to 3d print a counter with little colored pegs you can add or remove real quick to track each resource.

  • @avraammallett5553
    @avraammallett5553 3 місяці тому +62

    Why did Shorts just drop one of the best Advertisements I've ever seen? Probably the only time an ad has ever actually made me want to buy what they're selling XD

    • @bryanyoung9966
      @bryanyoung9966 3 місяці тому +4

      I was thinking the same thing. The advert was hysterical. If I had money I was about to buy a table. 😂

  • @daerwyn
    @daerwyn 3 місяці тому +5

    That is the best in-video commercial I've ever seen. I can't believe I enjoyed an ad so much

  • @saddragonbean
    @saddragonbean 3 місяці тому

    Wanting to note on the point about infinite damage combos that while correct, they do actually have a system they used in the beta live play in which double the severe threshold does 4 points of damage. So it does scale a little more.

  • @dennismoon6693
    @dennismoon6693 2 місяці тому

    For character sheets, I think there are some solutions out there that basically let you put your sheets under a clear dry-erase surface.
    I understand the reasoning behind the cards (reduce reliance rule books, especially as the game expands over time), but I can't help wondering if it is partially a way of driving sales - start off with just the rule book(s), and as things start to take off, begin selling packs of cards, token/die sets, etc.
    Of course, having a digital version removes those problems.

  • @Domodamo
    @Domodamo 3 місяці тому +12

    I personally feel that keeping things on individual cards (that at later levels can be swapped and stored) helps prevent the issue where you get a character sheet and you have to sit there digging through paragraphs of class and racial abilities just to find the part you need. All you would need to do is glance at some cards, or to remember the title name of the card. I actually think if they released a small binder that allowed a pouch for the character sheet which is dry eraseable/magnetised and a small card holding space (they literally mention to use sleeves similar size to MTG cards), then that would really help manage things from an in-person point of view. Naturally you could easily make a similar thing yourself, but it could still help to have an official one.

    • @kitnal4143
      @kitnal4143 3 місяці тому +1

      I love the system as a whole but I feel like the cards need to do more to be warranted as part of the base game. Having abilities on cards isn't a new concept, it is just usually they are optional things you can get or create to help organise yourself if you work better that way. The reason they are optional is because there is a risk of creating clutter on the table in play.
      For me, I would probably create my own cards that are smaller so I don't need to buy a deck multiple times over because my party of 6 all want something with "midnight" in, whilst also meaning I won't have to worry about them inevitably getting lost xD

    • @kevoreilly6557
      @kevoreilly6557 3 місяці тому +1

      Literally nothing stops you doing that in any rpg today … literally cut paper to size, write the “power” on it and put it in a magic sleeve.
      This is not a defining feature of the game

    • @megan7792
      @megan7792 3 місяці тому

      ⁠@@kitnal4143I don’t understand if you don’t like the cards then write it down on your character sheet. It’s literally an optional thing

    • @kitnal4143
      @kitnal4143 3 місяці тому

      @megan7792 it is integral to the product though. Without it you have a pretty basic RPG. At that point we need a new USP.

  • @GORtheBULL
    @GORtheBULL 3 місяці тому +5

    I would love for you to go over the different classes. I would also love it if you could explain and review their multiclass rules, as I couldn't really understand the implications of said rules

  • @Irellios
    @Irellios 3 місяці тому

    I would love for you to cover Daggerheart more in the future. I’ve watched CR content for years now, and I do love their show, but having someone like you, who’s very cogent and entertaining at the same time, and being independent from the product, review and discuss it along with the CR team releasing more info, would be great!
    Also, I would love to hear your take on the fact that dnd beyond have been sponsoring them for years, and what implications that can have going forward

  • @chibisven
    @chibisven 3 місяці тому

    I'm definitely interested in some more daggerheart content, especially if we could eventually get some "weird things you can do in daggerheart" (also, "weird things you can do in [other system]" is always welcome)
    On the topic of "why cards", I'm running a game where the players have a pretty wide range of experience with 5e. I really like the idea of starting with a very simple easy to learn sheet, then expanding the extras off sheet in a sort of deck builder scrap book. It makes the journey of playing and building a character fun and easier to follow. I also like it for rules adjudication. The cards are easy to hand around the table and you could put additional rules/notes on the back. The one that comes to mind would be a grappler card which has a cheat sheet for grappling rules attached.
    I also really like cards as a way to keep track of equipment or temporary abilities. The sword of wounding is a great example of equipment that has it's own mechanics attached. You could also have a temporary boon like the "until your next long rest" benefits from BG3 where you hand out cards, and then on the next long rest collect them back up again.
    Overall I like the cards and I'd love to see more card based mechanics from the system. Personally I already use dry erase cards at my table as a way of keeping track of various things so the daggerheart cards are in line with how I already play DnD.

  • @Alexcmlindquist
    @Alexcmlindquist 3 місяці тому +15

    I recently joined my brother's game of Lancer to give the pretty mech game a go. I ended up not really gelling with the system, and a big part of that is that it uses a free-form initiative system.
    What I began to realize is that my friends, who had been playing Lancer for a bit, were all eager to try out their new builds and were always rushing to take their turns and use some new ability, where as I, who was still trying to understand even how basic mechanics of my mech's functionality worked, would let them go, since it's not like I had some great plan for how to win the fight. The end result of this is that the most excited player goes earlier in the round, does more stuff than anyone else, and their (large) investment in the game becomes reinforced further. Meanwhile, the least invested player (me) had my lack of investment in the system reinforced with longer waits and ultimately fewer turns. I began to really miss that moment in D&D's initiative system where the DM would turn to me, and *tell* me it was my turn, and suddenly the spotlight was on my character, and I had to find the best way to do something beneficial or cool.
    I think these free-form initiative systems are intended to promote teamwork and strategy, and I think those intentions are pure, but in my experience, they accomplish very much the opposite, as players step on or over eachother to perform their actions when it's convenient for them, and not the rest of the party.
    It worries me that this new crop of RPGs are all abandoning initiative tracking, because I worry new players are going to get bounced out of these games the same way I bounced off Lancer, maybe without even realizing what they didn't enjoy. Just leaving with a shrug of the shoulders and a "I don't think this game is for me." Initiative tracking may seem tedious sometimes but I never realized how much I would miss it once it was gone.

    • @lotharrenz4621
      @lotharrenz4621 3 місяці тому

      I see what you mean, and would second that worries.
      in my weekly group we use a homegrown rules system we use on every genre we can agree upon. one player has some kind of ADHD I think, he's not very patient, though meaning no ill or anything. he just tends to jump in and get into action while the rest tries to come up with what their characters would do. even is his char isn't on the scene... sometimes we have to all stop him from taking over the game.
      players like this would take everything over leaving everyone behind as mere spectators, and it would be a lot of extra work for the GM to prevent that. it takes experienced and disciplined players for it to work out for everyone.

    • @megan7792
      @megan7792 3 місяці тому +1

      I will say adding initiative or taking it away is the easiest thing in the world to do or not do. That wouldn’t keep me from any system

    • @Alexcmlindquist
      @Alexcmlindquist 2 місяці тому

      @megan7792 that might be true if you're the GM. Most players join games run by someone else. And as a general rule, most people will play by whatever rule is in the book.

    • @UnityBringer
      @UnityBringer 2 місяці тому +1

      I am a quiet sort of person as well. I feel quite apprehensive to an open turn type of style as it'll usually have the loudest and most outgoing players make their moves first. And I am... not that lol.
      I don't know. Just feels like it can leave players wanting.

  • @purklefluff
    @purklefluff 3 місяці тому +5

    From my perspective:
    - cards for abilities and class features are fantastic if they incorporate abilities. You can 'tap' the cards to show you've used them, put counters on them for tracking bonuses or uses (such as an ability that grows over time and you unleash it when it's charged), and aesthetically it's a nice interactive way to 'use' your character. Getting deeper into it, having cards that 'link' with other cards via some aesthetic line or border would enable some seriously interesting design space, and as you said, theming the border or style for different things is important.
    Needing to include some sort of card-based mechanic like shuffling doesn't seem necessary. They're just tactile, nice, and appeal to certain players like me.
    I'd like to see more daggerheart content for sure. The game has a certain air of chill and intrigue about it that's hard to pin down but it stands in contrast to D&D's fairly stoic and self-serious attitude. I think you could build a really deep, emotive experience within daggerheart but I like how potentially free-flowing and modular the character options feel
    I just hope the mechanics are sophisticated enough to become a kind of pallete you can play with, to create your own off-plan aesthetics and characters that use the rules but depart from the look and feel of the standard options. If they can manage that (which could be a tall order but custom cards would enable it), I'm buying the books and it'll be my campaign game.
    I hope they imply or suggest or include cards for items too (or lots of blank ones to write on). Tying into the tactile thing, having a deck of cards that represents your character that you can unpack for a game and lay out in front of you would be lovely, including your weapons, any items that have abilities/effects attached. Like I realise you could just write them on a piece of paper but having played games like Descent, the card thing is really compelling
    This game has everything going for it. It's very exciting, they could do with some more classes and options but it's early days
    Bring it on

  • @Lunasera
    @Lunasera 3 місяці тому

    A little tip for the wear and tear of character sheets. I found it helpful to have the sheets laminated or in transparent covers. Then take a marker and draw on the foil. The ink can be erased with any alkohol based liquid (nail polish remover/ sanitizer/ etc). It still takes a bit of management and the foils won't last forever, but it helps reducing paper-waste.

    • @Jplays23
      @Jplays23 3 місяці тому

      I've also done this, or used smaller post it notes over the top of things that get changed a lot (like HP)

  • @yeetyeet6035
    @yeetyeet6035 3 місяці тому

    I love seeing them try to do something different with dice like the hope fear system. Its always fun when new systems using different dice concepts comes out. One of my favorites is Dungeon Crawl Classics. Which add (to the traditional D&D dice) a 3,5,7,9, 16, 24 and 30 sided dice. Added to that they have the concept of a dice chain where certain abilities might cause you to move up or down from a d20 to the next dice (sometimes multiple times) when making a roll. Of course that is also a game that embraces crazy RNG so it doesn't work for everyone.

  • @sapphirestream2091
    @sapphirestream2091 3 місяці тому +5

    I would love to see you dive more into this!! Its nice to get an experienced eye on these things, especially with a view to how mechanics actually play out

  • @zackf16yt69
    @zackf16yt69 3 місяці тому +10

    Also shout-out to dry-erase board character sheets for the dynamic character sheet problem

    • @zackf16yt69
      @zackf16yt69 3 місяці тому +2

      When that comes out

    • @LightsabreSMGN
      @LightsabreSMGN 3 місяці тому

      I definitely had laminated sheets with dry erase markers that I used before moving to digital haha

    • @zackf16yt69
      @zackf16yt69 3 місяці тому

      @@LightsabreSMGN for sure

  • @zen_aiver
    @zen_aiver 3 місяці тому

    Thank you for a quick review! All this sounds very interesting. I might be totally wrong, but the system gives the vibe that it might be specifically designed with having in mind streaming and having spectators. Everything here evolved to be fun to watch:
    - hope/fear consequence makes every roll interesting;
    - singular significant wounds are more impactful than constantly watching dozens of hp going up and down
    - even cards make perfect sense in this perspective: you can show them in a designated window when abilities are used (like they already do with charsheets), and it will look aestetic; or if you do recordings instead of streaming, you can slap cards in the vid during the editing step, like people sometimes do with boardgaming videos.
    It surely does not aim to kick DnD out of its massive more casual following and relaxed weekend kintchen play - but this thing might really try to subtly take over actual play segment, where people will most likely not mind some complexity and fiddling, and will definitely appreciate sane license.

  • @godking9027
    @godking9027 3 місяці тому

    With the hope/stress/armor stuff I just used beads. White for hope, red for stress, silver for armor. I kept them on my sheet and put them in dice bag when used.

  • @vrembrantv
    @vrembrantv 3 місяці тому +8

    Please create Daggerheart content! I would love to see a breakdown of the classes and builds.

  • @tylerowens
    @tylerowens 3 місяці тому +4

    With 9 domains there are 36 possible combinations of two domains for building a class. With only 10 in the play test materials that leaves a lot of room for more classes down the line, either through official expansions or through ogl third party content. Given how low weight the classes are, they seem much easier to homebrew than a full DnD class so that has me excited. Especially since the combos I'd be most interested in aren't in the current class list 😅

  • @brianeibert1647
    @brianeibert1647 3 місяці тому

    I'd love to see you go into detail with the Daggerheart classes. I think it would be a good springboard into finding amazing combinations like you do for 5e compatible systems. Keep the great content coming (without burning yourself out), we love it!

  • @Malchior
    @Malchior 2 місяці тому

    They do mention in the playtest materials that the card arts for the current beta are placeholder. In the full release, each card will have unique art to illustrate the functionality of the card while also providing ease of recognition and storytelling.

  • @CovenJinx
    @CovenJinx 3 місяці тому +6

    I would personally love more content on the Daggerheart system. It's super informative, and super interesting, and I love your takes and ways of looking at things. Thank you so much for this video, it def helped put things in a quick and easy to follow format that I appreciate.

  • @roberwin1093
    @roberwin1093 3 місяці тому

    Coming in for the assist from the world of Star Fleet Battles, China markers (grease pencils) on clear sheet protectors (with character sheets inside) work fantastically for making temporary notes and markings that are easily erased with a paper towel.

  • @znth-gameworks
    @znth-gameworks 3 місяці тому

    I can see a new market for marker/tracker gadgets for Daggerheart. I am already working on a 3D printed set of trackers for my first playtest of the system

  • @samdoorley6101
    @samdoorley6101 3 місяці тому +18

    I'll be honest, I was originally indifferent to Daggerheart. However, your overview was good, and now my curiosity is engaged. So, more videos on Daggerheart please, and MCMD's game for that matter when they release more stuff. I know the algorithm doesn't reward non D&D rpg videos, I definitely appreciate it.

  • @TheBerchie
    @TheBerchie 3 місяці тому +33

    The idea of the 2d12 system where you can succeed with something bad happening or failing with something good happening, sounds good on paper. However, as the DM, you would have to do that for all your players for three to four hours. For a DM who is good at thinking quick on their feet, they would probably like this feature. Though, for the other DM's, I can see it being very exhausting.

    • @nightfr09
      @nightfr09 3 місяці тому +6

      i think a few 1d100 hope and stress charts will fix that, then as dm you just pick a few for your pcs :)

    • @stortrut
      @stortrut 3 місяці тому +11

      There’s nothing saying you have to be super creative EVERY single time though. And in a system where you roll less I don’t see it becoming exhausting unless you make it.

    • @andyraff4465
      @andyraff4465 3 місяці тому +8

      This idea - yes,but/no,but is common in a whooooole lot of games. As a GM who runs that kind of game, if I'm feeling uncreative but don't want to fall back on a standard response, I just ask the players for suggestions. It works 9 times out of 8.

    • @season_ticket
      @season_ticket 3 місяці тому +2

      @@nightfr09 this is a great idea, but I'd rather see a Hope Deck and Fear Deck. Sure they'll probably cost $20 each. But it would be nice to just flip the card and hand it to the PC with all the specific effects spelled out on the card.

    • @Javalar
      @Javalar 3 місяці тому +6

      I think that is my second biggest gripe with the system. The way I see it is that there *will* be fatigue, and eventually everyone is going to start glossing over this at least part of the time and just collect the hope or fear and move on. But the rules specifically say that something *always* happens.

  • @lotharrenz4621
    @lotharrenz4621 3 місяці тому

    as for the constant need to check and un-check boxes on the sheet, even without erasing through the sheet of paper in the process, there is somethign I use.
    I started rolling polyhedrons back in 1990. a year later the friend who introduced me to it, took me to my first RPG con. there I got introduced to another game (I started with AD&D2nd, the new game was Midgard), where they handed me a char sheet and a non-permanent marker. the sheet was inside a plastic sleeve. "What's this for?" I asked. they said, "wait until combat, you'll see."
    so, during combat I'd have to mark down the loss of HP, while the healer helped from behind, so the numbers went up and down, and once the boxes for HP were filled I erased and started anew. :)
    I've been using this since then; more or less frequent depending on the game played. and how hectic combat would turn out to be. ;)
    so, all one needs is to print out the relevant sheets from the char sheet, put them into a sleeve, and get ready with marker and a damp piece of rag. I' recommend matte sleeves, the marker doesn't scrape off as easily as with the glossy sleeves. (I'm also old school, I hate to scroll through several sheets of character on a laptop and prefer to have the important things at one glance. unfortunately the times when one character would fit on two pages are long gone...)

  • @zyrain
    @zyrain 3 місяці тому

    I use a laminated sheet of paper to track resources in D&D, spell slots, hit points, hit dice, abilities, etc. there are two sections, one for long rest and one for short. I use wet erase markers and wipe the right section on the right rest. Daggerheart can do the same thing

  • @mmasque2052
    @mmasque2052 3 місяці тому +14

    From what i’ve seen so far (roughly half of the one-shot) Daggerheart has a bigger emphasis on story-telling than D&D does while simplifying combat to make it more cinematic.
    And i really like how they treat constitution and divided Agility and Dexterity into separate things. Now you could potentially be great at picking locks or another fine motor skill and be a clumsy oaf who could trip over a line painted on the floor.
    Damage threshold and armor really makes sense. Armor is less about avoiding being hit and more about soaking damage.
    All in all, it seems like an easier system to pick up and possibly much more instinctive.

    • @fred_derf
      @fred_derf 3 місяці тому

      +mmasque2052, writes _"From what i’ve seen so far (roughly half of the one-shot) Daggerheart has a bigger emphasis on story-telling than D&D does while simplifying combat to make it more cinematic."_
      That's because Daggerheart is aimed at people who are looking for a ttrpg to perform (for an audience) and not for people to play (for themselves).

    • @RealCutieMutie
      @RealCutieMutie 3 місяці тому +5

      @@fred_derf I would say it's more of it being build by people who like roleplaying more than combat, while still giving a solid combat system on top of that. You don't need to "perform for an audience" to enjoy telling a story, there is countless tables that don't even run combat in their games. After all, it is called a "roleplaying" game (RPG).

    • @buffoonery4649
      @buffoonery4649 3 місяці тому

      ⁠@@fred_derfI feel like most people like the theatrics when their playing dnd, so no - it really doesn’t feel like it’s aimed solely at an audience.

    • @jeanstark8425
      @jeanstark8425 3 місяці тому

      @@fred_derfaw man, are you one of those fellas who skip dialogue and story bits in games to get to combat faster? Different strokes for different folks, but you don’t need to be preforming for an audience to enjoy and immerse yourself in a story.

    • @Merilirem
      @Merilirem 3 місяці тому

      @@fred_derf The audience is you and the other players. There is always an audience.

  • @angustulloch4560
    @angustulloch4560 3 місяці тому +5

    Firstly happy nine years, and thank you so much for being wonderful people and one of the cornerstones of the TTRPG community.
    Secondly, this was brilliant! I really like the system, I love your characters, and yes of course I think we all want to see the Menagerie Trois as Liam so eloquently put it.

  • @cassandracastro2759
    @cassandracastro2759 3 місяці тому

    22:46 There is. Try Ironsworn, the character sheet is designed to have all the dynamic tracks on the edges of the page, so you use a clip and just slide it when you get or lose something. You finish the session, just leave the clips there and it's the same as having marked them with your pencil.
    Ironsworn also uses cards for your abilities, so they never interfere with your character sheet. I don't think that game is perfect, but at least the character management during the session is without hassle.

  • @slanew
    @slanew 3 місяці тому

    I'd watch vids on each of the domains. It seems like domains matter more than classes and subclasses, and I'm really wondering a lot about how they're going to expand it.
    Will they just add new cards to every domain (making more to choose from at each level up)?
    Or mix what domains each class can access ?
    Or add new classes that are new pairings of just existing domains?
    Or add new domains that either add to some existing classes or only create new classes from newly added domains?
    There's a lot of mystery around which dimensions are the ones they really expect to flesh out the most over time.
    Whichever way, I hope that on release they have at least three times as many subclasses (five or six per class), so that we can really play as close to how we want to play as possible.
    I honestly would have thought that class would provide the first/primary class domain and subclass would provide the second domain to flavour and bend it. Otherwise, maybe subclasses should offer unique access to a 3rd domain that no other subclass of that class offers? It would certainly cut down on the need to multiclass.

  • @tentacle_love
    @tentacle_love 3 місяці тому +5

    Something you might find interesting: The advantage/disadvantage system in Daggerheart is really close to the Accuracy/Difficulty system in LANCER. LANCER's version is a little more robust, and accounts for having multiples, and for them canceling out. You can check up on the rules yourself, the player-facing version of their core rulebook is completely free.
    to save you some time looking it up though, their version works like this:
    If you have 3 accuracy and 1 difficulty, some of the accuracy is canceled out leaving you with 2 accuracy.
    You then roll your d20 for the roll alongside 2d6, and keep the higher roll of the 2d6 to add to your total on the d20.
    Example, you roll 15 on the d20 and a 2 and 4 on the d6's, for a total of 19.
    Daggerheart as far as I can tell hasn't implemented the "multiple advantages just roll and keep the highest" part, but that would be an easy addition.
    It encourages you to grab every advantage you can, but has diminishing returns so you don't need to worry too much about making the characters OP.
    I consider it one of the best features of LANCER and it would be a fantastic fit for daggerheart.

    • @elifia
      @elifia 2 місяці тому

      From what I understand, that system actually comes from Shadow of the Demon Lord.

    • @tentacle_love
      @tentacle_love 2 місяці тому

      @@elifiaThat's also not listed in the touchstones, in the open beta playtest. They mentioned a lot of other things that inspired them though.

    • @tentacle_love
      @tentacle_love 2 місяці тому

      @@elifiabtw thanks for pointing that out, I've been reading the book and it is wild.

  • @RevocerGM
    @RevocerGM 3 місяці тому +4

    16:25 - the only thing i can think, is that at higher levels, you'll have more cards than you can have in your character loadout (I think it was 5 domain cards). In the Bertrand Belle character making video, Matt said something about 'recalling' a card not in your loadout, at the cost of stress, if you come to a situation where an ability would be really useful, but you hadn't prepared it for that adventuring day. (kind of like Wizard spells and rituals in DnD 5e) ... of course, you don't need them to be cards, but it might help visually.

    • @stumbling_
      @stumbling_ 3 місяці тому

      As you level up you pick cards and at a long rest you can switch them out freely. It’s basically like preparing spell slots but for character features and abilities. You only use stress when you need to make a quick domain card change.
      5 active cards, the rest go in your vault.

    • @neurolancer81
      @neurolancer81 3 місяці тому

      I think this is more to remind the players what abilities they have and having the players make a choice so they are forced to remember.

  • @slanew
    @slanew 3 місяці тому

    One of things mentioned in the rulebook is that if two players can access the same domain/s, they encourage players to choose different abilities rather than share.
    I think a card system implicitly encourages that (assuming the DM alone provides the whole card set), and that would work for all the other choices, too (heritage/community/foundation). Even Laura and Ashley played sisters of different heritage rather than the same heritage (for showcasing, obviously, but still a demonstration of no-overlaps).
    The card system also seems very conducive to inducting new players and having session zeroes of the whole party making their choices together. Not to say players can't/won't create their characters beforehand or that this eliminates most of the reading, but simple reference materials like this makes for easier entry and game pick-up.

  • @samuelharmssambamsjm269
    @samuelharmssambamsjm269 3 місяці тому

    The 2d12 system reminds me of Modiphius' 2d20 system. Mechanically, they are disctinct, but the way the that they approach success and failure is similar, encouraging GMs to allow players to "suceed at cost" for some failures, and sucesses with a critcal fail on one dice might result in a complication on your next check.
    Gives the whole game the feel of a cooperative choose your own adventure story. My players have been having a lot of fun with it so this had me intrigued!

  • @ethanmathewson9835
    @ethanmathewson9835 3 місяці тому +40

    Thank god, Wizards of the coast needed some power checking 😭

  • @lorinlonike2378
    @lorinlonike2378 3 місяці тому +3

    +1 for the class/subclass overviews! It would be dope to see a more thorough breakdown of the character options. I'd also be interested in potentially brainstorming some solutions for the "stuff" problem, since I definitely agree that the character sheet itself feels pretty weighty.

  • @HanonIV
    @HanonIV 2 місяці тому

    i love the mario kart double dash music in the background xD thanks for the research DnD Shorts :)

  • @Sephirosu91Plus
    @Sephirosu91Plus 3 місяці тому

    Excellent point about the card system; I'd love an almost deckbuilder-esque type mechanic that allows for customisation, discard or draw mechanics like you would find in a card game. But of course, that might not be at all what they're going for, but hopefully we'll see more as we move to the next stages of the game design cycle.

  • @VBane
    @VBane 3 місяці тому +4

    Regarding the cards, I feel like the card format really comes into play at Level 5. Once you have more than 5 cards you prepare 5 of them each morning like you prepare spells in DnD. Cards also have a stress cost you can pay to swap them into your loadout between rests. Having cards you can easily select each morning and easily swap in and out seems like an easy way to track and bookkeep that.

    • @Peter_Cordes
      @Peter_Cordes 3 місяці тому

      Yup, exactly. Before that, it looks like just the baseline Sorcerer class feature Channel Raw Power does anything with putting cards away:
      Once per Long Rest, you can place a Domain card from your Loadout into your Vault and choose to either:
      * Gain Hope equal to the level of the card.
      * Add magic damage equal to twice the level of the card to a spell you’ve successfully cast.
      Other than that, below level 5, it's just a way to collect the choices you picked at each level-up (2 of 4 at first level, and 1 of those plus 4 new options at each later level-up). So you don't have to look over a large array of moves, only some of which are checked. So like spell cards, but those are most useful for prepared casters that have to pick a subset of the spells they know.
      With a fixed set of available moves for non-sorcerers at levels 1 to 4, I guess you could write them down in a section on your character sheet.

  • @thatparadox
    @thatparadox 3 місяці тому +6

    In regards to the art, on the character creator in Demiplane they state "The domain cards all share one image per domain and all subclass cards within a class currently have the same art. Each will have their own custom art in the final release."

  • @Luthervamplord
    @Luthervamplord 3 місяці тому

    Concept for 'card justification'; variable manoeuvres & Chaotic Spell Casters.
    Say your class is 'War Dancer', each turn you shuffle your 'Dance Move' deck and draw a number based upon your current momentum - a living value that rises or falls with each turn based upon your actions. Your actions for the turn are limited by what cards you pull - Class features may allow you 'safe/known' actions you can always do. Some moves get benefits at values (above, below or specific ranges) of momentum and will either increase or decrease your momentum.
    Same for Chaotic magic; your available spells each turn are dictated by the cards you draw, which is based on how much 'Control' you have at the time. Higher level spells expend your control, lower ones or 'favoured spells' may restore it.

  • @mariodesousa2372
    @mariodesousa2372 3 місяці тому

    On an unrelated matter, just one question.
    Where can I get physical book, the Ryoko's Guide to the Yokai Realms?

  • @JuanPabloAres
    @JuanPabloAres 3 місяці тому +6

    Love all your vids, and your take on game rules. Greetings from Argentina. One thing with the card system, that Matt Mercer explained during the Session 0, is that there is a subsystem for them. You can have max 5 of them "active" on you character and you have a vault for the rest (as you level up) and each card has a "cost" that if you pay it, you can switch it for another card midplay (like switching spells mid combat) and some cards and abillities have a cost of zero, allowing for strategy deck building.... at least a little bit.
    Bring more vids about this system!!! yeah!!! Keep up the amazing work.

    • @IvoryTigerTC
      @IvoryTigerTC 3 місяці тому +2

      Thank you, came to post this as well. That's the benefit of using cards, you swap them into and out of the vault instead of having to write/erase on your character sheet.