The biggest change I'd like to see is getting rid of "consequences" rolls with Fear/Hope/critical success. It feels like if you have a game where a lot is supposed to happen, you'll run out of good/bad things for Fear/Hope, and I've never been a fan of critical success rolls (just for attack rolls in combat). I'd just say that Fear/Hope rolls give the GM/player resources to do things, and a crit roll (doubles) should just count as a 24 on the dice (like, you make a +3 finesse roll to pick a lock and get 2 4s, it's a 27 and you get a Hope). Sometimes you just want to break down a door, entertain a crowd, or sneak out an open window. Ya do or ya don't.
I completely agree. To get around this, I often just take a fear and don't give consequences like you say. Sometimes I make the result bad enough when rolling fear that I don't take a fear token too.
Hahaha ive been playing this way since the playtest started. Its just too difficult for me as a GM to routinely adjudicate 5 distinct and satisfying outcomes for every roll. Everyone still feels the looming threat when i get a fear token and the consolation of getting a hope token. The system totally works with every roll being binary success/failure
Oh my god finally someone talking about DH again
Happy to hear that! We will try to keep revisiting Daggerheart over time for discussions and actual plays.
Can't wait for the full rules!
The biggest change I'd like to see is getting rid of "consequences" rolls with Fear/Hope/critical success. It feels like if you have a game where a lot is supposed to happen, you'll run out of good/bad things for Fear/Hope, and I've never been a fan of critical success rolls (just for attack rolls in combat). I'd just say that Fear/Hope rolls give the GM/player resources to do things, and a crit roll (doubles) should just count as a 24 on the dice (like, you make a +3 finesse roll to pick a lock and get 2 4s, it's a 27 and you get a Hope). Sometimes you just want to break down a door, entertain a crowd, or sneak out an open window. Ya do or ya don't.
I completely agree. To get around this, I often just take a fear and don't give consequences like you say. Sometimes I make the result bad enough when rolling fear that I don't take a fear token too.
Hahaha ive been playing this way since the playtest started. Its just too difficult for me as a GM to routinely adjudicate 5 distinct and satisfying outcomes for every roll.
Everyone still feels the looming threat when i get a fear token and the consolation of getting a hope token. The system totally works with every roll being binary success/failure