Did you enjoy the Daggerheart Critmas special and new Daggerheart system? And what about the return of Fulgrim to 40k? Tell us about it in the comments!
The daggerheart christmas special was a fun watch. More technical talk about the system might have detracted from the experience they wanted to give the audience, but I can say I would have personally enjoyed it a lot more if there was some more technical details because im heavily invested in the Daggerheart system itself. Though from what I've had the chance to play with and see in the more recent videos they made, the final changes probably arent exciting enough to spend time explaining to a crowd
This is a complicated trade off, I think. But, hopefully they will continue to release both rules tutorials to satisfy those who want to know about the system, and more live play where we can see the tactical and mechanical features of the game. As someone who has also played DH several times to test it and try to warm my 5e players up to it, I think it is plenty tactical. If anything, fluid turns only increase the amount of choices that players have.
Can someone explain to me why The Menagerie episodes are not considered a showcase the tactical aspect of Daggerheart? I doubt the final version is much different.
Mainly because some aspects of the combat have changed a good amount since then, specifically the way damage is tracked, the way the Dm rolls for attacks, and the character class abilities
@@AboveTheTableNews Still not convinced those changes would be enhanced by minis/terrain map. The only real advantage to physical minis and maps is for judging distance. Which I feel hasn't changed based on re-watching the Menagerie in close proximity to the Daggerheart panel short shot showcasing the Beast Feast campaign frame. Just my opinion.
@@FireBowProductions Nothing, but that point is moot because the rules they used then don't match the release rules, so they are not a good showcase, minis or no minis. The first episode isn't even a good showcase on the current manuscript.
I really liked it. As far as a CR show, it didn't matter to me if it was dnd or dh. But the show was made better for ita swssion zero, which dh does way better than dnd.
We feel like a lot of CR fans are going to enjoy it for the cast no matter what. The interesting thing will be seeing how many non CR fans Daggerheart will draw in!
There were a lot of “dagger heart is mid” comments on the video. I watched the “what is dagger heart” video after the first fight and I think I can see what the design intent was but giving the GM a storytelling “resource” doesn’t gel with a lot of people’s expectations about what a GM’a role should be at the table, and the live show / one-shot combo didn’t exactly encourage the players to explain why they were choosing either hope or fear in a way that would showcase the key mechanic.
It's also not the sort of mechanic that is familiar to a lot of dnd players. The RPG industry is a niche industry, but within it D&D is massive, occupying a truly absurd majority of the marketshare. It's big news when even it's largest competitor, Pathfinder, sells anything near half the amount of product in a month that dnd does. Not saying it's deserved or not, just observing the truth. There are more dnd players in the world than regular players of every other ttrpg combined. Most of those players have ever encountered a system other dnd and certainly not one that gamifies aspects of the storytelling devices. I myself don't tend to go toward that stuff. I think I heard BLeeM once say something like a lot of other games have mechanics for storytelling stakes and emotional tensions, but I can already do that just fine, what I don't have is a system for simulating how an arrow flies through space and whether or not it strikes its target. Daggerheart tries to have both. It'll be interesting when Draw Steel is a real thing because it goes the other direction, making combat and resource management even more explicitly gamey but leaving all the storytelling specific mechanics kind of on the cutting room floor.
Did you enjoy the Daggerheart Critmas special and new Daggerheart system? And what about the return of Fulgrim to 40k? Tell us about it in the comments!
The daggerheart christmas special was a fun watch. More technical talk about the system might have detracted from the experience they wanted to give the audience, but I can say I would have personally enjoyed it a lot more if there was some more technical details because im heavily invested in the Daggerheart system itself.
Though from what I've had the chance to play with and see in the more recent videos they made, the final changes probably arent exciting enough to spend time explaining to a crowd
This is a complicated trade off, I think. But, hopefully they will continue to release both rules tutorials to satisfy those who want to know about the system, and more live play where we can see the tactical and mechanical features of the game.
As someone who has also played DH several times to test it and try to warm my 5e players up to it, I think it is plenty tactical. If anything, fluid turns only increase the amount of choices that players have.
Can someone explain to me why The Menagerie episodes are not considered a showcase the tactical aspect of Daggerheart? I doubt the final version is much different.
Mainly because some aspects of the combat have changed a good amount since then, specifically the way damage is tracked, the way the Dm rolls for attacks, and the character class abilities
@@AboveTheTableNews Still not convinced those changes would be enhanced by minis/terrain map. The only real advantage to physical minis and maps is for judging distance. Which I feel hasn't changed based on re-watching the Menagerie in close proximity to the Daggerheart panel short shot showcasing the Beast Feast campaign frame. Just my opinion.
Because they were based on playtest material. Marking HP, and armor, using armor, and damage thresholds have changed dramatically.
@@TheSteveSchulz Very true, but what does that have to do with minis/terrain?
@@FireBowProductions Nothing, but that point is moot because the rules they used then don't match the release rules, so they are not a good showcase, minis or no minis. The first episode isn't even a good showcase on the current manuscript.
Cuz masterpiece or misfire is a healthy way of classifying things...
I really liked it. As far as a CR show, it didn't matter to me if it was dnd or dh. But the show was made better for ita swssion zero, which dh does way better than dnd.
We feel like a lot of CR fans are going to enjoy it for the cast no matter what. The interesting thing will be seeing how many non CR fans Daggerheart will draw in!
There were a lot of “dagger heart is mid” comments on the video. I watched the “what is dagger heart” video after the first fight and I think I can see what the design intent was but giving the GM a storytelling “resource” doesn’t gel with a lot of people’s expectations about what a GM’a role should be at the table, and the live show / one-shot combo didn’t exactly encourage the players to explain why they were choosing either hope or fear in a way that would showcase the key mechanic.
It's also not the sort of mechanic that is familiar to a lot of dnd players. The RPG industry is a niche industry, but within it D&D is massive, occupying a truly absurd majority of the marketshare. It's big news when even it's largest competitor, Pathfinder, sells anything near half the amount of product in a month that dnd does.
Not saying it's deserved or not, just observing the truth. There are more dnd players in the world than regular players of every other ttrpg combined. Most of those players have ever encountered a system other dnd and certainly not one that gamifies aspects of the storytelling devices.
I myself don't tend to go toward that stuff. I think I heard BLeeM once say something like a lot of other games have mechanics for storytelling stakes and emotional tensions, but I can already do that just fine, what I don't have is a system for simulating how an arrow flies through space and whether or not it strikes its target.
Daggerheart tries to have both. It'll be interesting when Draw Steel is a real thing because it goes the other direction, making combat and resource management even more explicitly gamey but leaving all the storytelling specific mechanics kind of on the cutting room floor.