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Daggerheart Version 1.3 Updates with Matthew Mercer and Spenser Starke | Open Beta | Livestream 

Critical Role
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Spenser Starke and Matthew Mercer walk you through the changes to Dagggerheart in version 1.3! Dive into the updates, learn the reasoning behind the changes, and even ask your questions LIVE from the RU-vid and Twitch chats!
Be sure to take a close look at the Change Log to get a sense of the updates, from major to minor: www.daggerheart.com/change-log
Our Daggerheart Open Beta Playtest is now open! Sign up at www.daggerheart.com/
Please play often and submit your surveys at www.daggerheart.com/play
Learn more at critrole.com/daggerheart-open...
All Daggerheart Open Beta Playtest materials can be accessed via PDF on www.daggerheart.com/ and drivethrurpg.com.
Daggerheart digital character creator and Nexus are also available virtually at app.demiplane.com/
Produced by Ashley Middlebrook
Graphic Design by Bryan Weiss & Jordyn Torrence
DP by Michael Schmidt
TD by Athena Ross
Sound by Gray Thomas-Sowers
CURRENT DAGGERHEART CREDITS:
Lead Game Designer: Spenser Starke
Additional Game Designers: Rowan Hall, Matthew Mercer, Alex Teplitz, Michael Underwood
Additional Writing: Layla Adelman, Carlos Cisco, Felix Isaacs, Erin Roberts, Eugenio Vargas
Combat Wheelchair Design: Mark Thompson
Developmental Editor: Laura Hirsbrunner
Archivist: Dani Gage
Senior RPG Producer: Elise Rezendes
Junior Games Producer: Alex Teplitz
Additional Production: Alex Uboldi
Art Director: Anthony Jones
Associate Art Director: Leesha Hannigan
Playtest Program Coordinator: Brieger Creative
Lead Graphic Design: Matt Paquette & Co.
Additional Graphic Design: John Harper, Vee Hendro
Consultants: Daniel Delgado, Rue Dickey, Rob Hebert, James Mendez Hodes, David Lezzi, Erin Roberts, Christine Sandquist, Rogan Shannon, Mark Thompson
Lead Concept Artist: Shaun Ellis
Cartographer: Marco Bernardini
Artists: Juan Salvador Almencion, Zoe Badini, Paul Scott Canavan, Kristina Carroll, Stephanie Cost, Nikki Dawes, Benjamin Ee, Geoffrey Ernault, Laura Galli, Juan Gutierrez, Leesha Hannigan, Hendry Iwanaga, Anthony Jones, Samantha Joanne Key, Priscilla Kim, Michael Lim, Linda Lithén, Samantha B. Lucas, Julia Metzger, Reiko Murakami, Jess Nguyen, Irina Nordsol, Tamara Osborn, Mike Pape, Simon Pape, Jen Pattison, Marzena Piwowar, Andreas Rocha, Ernanda Souza, Jenny Tan, Rafa Teruel, Mateusz Wilma
Want even more games? Follow Darrington Press
Website: darringtonpress.com
Newsletter: darringtonpress.com/newsletter
Twitter: / darringtonpress
Instagram: / darringtonpress
Facebook: / darringtonpress
#Daggerheart #CriticalRole #DarringtonPress

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8 апр 2024

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Комментарии : 283   
@jeffreypeterson8386
@jeffreypeterson8386 Месяц назад
Showing so much respect to your prospective customers is so heartwarming, so critical roll. I hope you are all as rewarded for caring about us as we care for the whole crazy crew!
@Crooked_Raven_Project
@Crooked_Raven_Project Месяц назад
Ran 6 hours of 1.2 yesterday. I can't wait to run 6 hours of 1.3 this weekend! Thank you for including community feedback!
@kevinl1664
@kevinl1664 Месяц назад
the action token thing to make sure there isn't a spotlight player or for quiet players is sooooo much better and a welcome addition!!
@Luneowl
@Luneowl Месяц назад
Spenser’s and Matt’s enthusiasm for the game is infectious and seeing the evolution of a gaming system in real time is pretty fascinating!
@bazomic
@bazomic Месяц назад
That's one thing that I love seeing is the evolution of the game system. I back a good amount of KickStarters and that's one aspect that I like seeing. Also, can't beat how excited they are for DaggerHeart.
@KaeruGamez
@KaeruGamez Месяц назад
Stream starts at 14:22
@jakeholmes9296
@jakeholmes9296 Месяц назад
Legend!
@SomeoneMysterious1352
@SomeoneMysterious1352 Месяц назад
Thank you.
@TheDisplacerBeast
@TheDisplacerBeast Месяц назад
Get this to the top
@majorzipf8947
@majorzipf8947 Месяц назад
Thank you!!
@alexigiusti9700
@alexigiusti9700 Месяц назад
Environment stats/actions is handy. One thing that comes to mind is fear actions for the environment, crumbling ruins, erupting geysers, haunts in a haunted mansion.
@pedrostormrage
@pedrostormrage Месяц назад
25:10 "How do we make social combat/social encounters feel as important as a physical altercation?" That's a *really* cool thing to lean on, and one that has a serious potential of making Daggerheart stand out in the scene (stress - as a kind of "mental hit points" - seems like a way to implement that).
@SirxocolatlKaka
@SirxocolatlKaka Месяц назад
I love that they not only build for battle but for social encounters too with the stress
@drondasgupta9378
@drondasgupta9378 Месяц назад
Yeah I like that too. You can really see that they took a lot of inspiration from Genesys.
@wesleydeor
@wesleydeor Месяц назад
I really appreciate how organized are infos and documents about the updates. Just show how much respect and care they have for their community. Keep the nice work guys!
@waltercosta2067
@waltercosta2067 Месяц назад
Environment stats/actions is a golden chance to make the ranger better than it is now, make it interact in some way with the evironment and we're good to go.
@Rubycule
@Rubycule Месяц назад
I'm only a couple of minutes in and I cannot stop smiling. The fact the team is touching the interaction between two core resources (HP and Stress) shows that they are serious about this playtest. I just can't find a time slot to actually sit down and play with my friends. ^^'
@shoKuu
@shoKuu Месяц назад
Please add meter values. It will make it easier for the rest of the world.
@alexandersolodovnikov4840
@alexandersolodovnikov4840 Месяц назад
Agreed. Add some metrical system.
@alexandersolodovnikov4840
@alexandersolodovnikov4840 Месяц назад
Agreed. Please, add some metrical system options!
@dancodanify
@dancodanify Месяц назад
This
@tacitakoe5004
@tacitakoe5004 Месяц назад
"...And it was the METRIC system!"
@dmdungeonmaster3071
@dmdungeonmaster3071 Месяц назад
Petition to rename short/long rests to Rest (long) and Respite (short)
@OGNoNameNobody
@OGNoNameNobody Месяц назад
Just sumbit a feedback survey. This vid already showed they are, in fact, listening.
@bart4759
@bart4759 Месяц назад
I'm glad they made the initiative and range band rules optional, but it is unfortunate that playtest feedback seems to be trying to push this game to be "alternative D&D". Abstract range and freeform initiative is not new in the TTRPG space. I wish players were more open to try something different than tactical D&D and PF traditions. Kudos to Darrington for coming up with optional rules to appease those who struggle with trying something new.
@Vera-mp8yz
@Vera-mp8yz Месяц назад
I love how they're incorporating so much of the feedback!
@joshvogel2770
@joshvogel2770 Месяц назад
I enjoyed running the 1.2 quick start adventure. Planning on running it again with a different group in 1.3. I do really enjoy the collaborative play, we had a fun moment where I asked to players to come up with the name of the starting city for the adventure. We have a local bar D&D game set in a fictional version of our city with a slightly different name. What came out was a very humorous riff on the city's history. Before our city got its official name it was called "Jamstown". As the city was formed by a group of timberman around the river responsible for clearing log jams. Thru some more riffing the eventual name became "Schmuckersville" where the major export was fruit preserves. We all had a great time getting there, it took 5 min and was a great way to kick off the adventure.
@kicksjp
@kicksjp Месяц назад
I hope they do not LOSE the core substance of the game being Largely controlled by the Narative and not the rules. Rules are good where needed but the one thing that makes Daggerheart feel different is that it ISNT trying to be to regimented and Rigid. The danger of trying to lock down to much is losing that. its a dangerous slope to try to be all things to everyone. I am fine with this game being NON crunchy and rukes heavy. If I want that there are other games. I love the free and open feeling of Daggerheart so far.
@whiplash266
@whiplash266 Месяц назад
I agree and very well said. I am concerned because it felt like Daggerheart was designed to not hold you down on "semantics" for lack of a better word that is more common on other trrpgs.
@guilbo11
@guilbo11 Месяц назад
Indeed. I would not like to have something close to "another DnD" because it would invite so much comparisons that you would just play DnD instead.
@emilykurtz5891
@emilykurtz5891 Месяц назад
@@whiplash266 A
@TheWoodlandFellowship
@TheWoodlandFellowship Месяц назад
So excited to see these updates! If you do make a Door adversary, don't forget to make a Solitary Chair also! ;)
@Dunybrook
@Dunybrook Месяц назад
The Chair might be a bit OP. Don't think most parties would survive that.
@wafflingmean4477
@wafflingmean4477 Месяц назад
I think my favourite thing about Daggerheart so far is how it allows you to be both more specific and broad with the idea of D&D proficiencies through Experience. If you're a thief, you don't have to pick and choose between stealth and sleight of hand. At your DM's discretion if your Experience would help you on the roll, you get the bonus (assuming I understood correctly). Although, the wording seemed a bit strange to me in the first test. Is Experience just acquired through level ups or can the DM award it as you go, like maybe if your players spend a few months on a ship they get an Experience in that, allowing them to specialise. Kind of like training proficiencies.
@OGNoNameNobody
@OGNoNameNobody Месяц назад
Experience is handled through the level-up system. Each tier has one box to check to give one experience +1. Also, at the top of each tier(even lv. 2-4), you get a additional(new) experience.
@EnterThePocketDimension
@EnterThePocketDimension Месяц назад
Having THE BEST time with this system so far! Can’t wait to play more this weekend, and fold in the new updates!
@iandakariann
@iandakariann Месяц назад
He switched to a different phrase but I like the idea of 'social combat' with mechanical elements that can be played with to demonstrate the tide of a political drama or a discussion where both sides want information.
@mixmastermind
@mixmastermind Месяц назад
If you want to see this concept in a much more complicated system the A Song of Ice and Fire ttrpg has social combat that's just as powerful as the physical combat
@emmakane6848
@emmakane6848 Месяц назад
The phrase makes me think of the broadway battle from Unsleeping City.
@bonzwah1
@bonzwah1 Месяц назад
Some people like it. Some people don't. A lot of systems use it. I think I've played it the most in dresden files RPG (based on an older version of FATE). It feels very restrictive for people who enjoy the improv and acting side of social roleplay. If you want particularly inspired or creative acting and improv to result in narrative outcomes, then social combat sucks for you. But if you hate having to do that and really enjoy combat where you interact with mechanics first and then act for flavor and not for effect, and doing that for social stuff sounds good, then social combat is for you. - That said...I think social combat is not for most people tbh. It's always something that people say they will like but when you actually play it they realize there's an entire side of ttrpg's that's now missing and they miss it.
@iandakariann
@iandakariann Месяц назад
@bonzwah1 perhaps a good way to lean on is similar to how combat is turning out. The base system is more freedom where everyone can act as they wish and the counters are for the dm to know when to act while there is now options to make it turn based. Right now there is a general concept of 'things can cause stress', 'a thing can be Vulnerable. For social scenes that can be enough for many GMs: it's just reflavored "roll for intimidation...ehh with advantage" into "yeah, he seems vulnerable. Roll with advantage". If you want something more structured, stress can be slotted in as a type of "hp" to show when interactions are working with Vulnerable being the goal. But make it optional so people can know how to structure it if they want it but can keep it loose if they don't.
@ViruzFitia
@ViruzFitia Месяц назад
I made a multi-dice system from scratch I've been working on and off for like 2 years that utilizes D10s and D20s. My solution for Help actions was that the person helping allows the other person to substitute their bonus with their own. What this means is if one person wants to Help and has a +5 modifier and the person they're helping has a -3 they would use your +5 instead. Some of the things I made for my game I have seen in your own with a mild variation (like the tiered damage system, but mine only has two tiers instead of three). Makes me glad to see others making similar choices in design for future games as well, especially folks with as much experience as you all.
@blakesorrell2487
@blakesorrell2487 Месяц назад
We did a character building session this past weekend and it’s the most fun I’ve had making a character for a TTRPG. Running a full one shot this coming weekend and I’m super excited!
@dharmeshmistry342
@dharmeshmistry342 Месяц назад
The character creation feels really nice, it’s probably my favorite part of Daggerheart so far.
@eyflfla
@eyflfla Месяц назад
Yup! Just did my character creation session and I love it so much. As a GM I am so happy that my players have an immediate buy-in and a reason to exist in the world as well as with each other.
@sirlerch3902
@sirlerch3902 6 дней назад
How'd it go bud
@imjumokay
@imjumokay Месяц назад
23:30 reminds me of detroit: become human's stress/success meter, where collecting enough information/bring it up in conversations lowers the difficulty threshold of social encounters
@Ravencoors
@Ravencoors Месяц назад
The ability of a serph being able to turn the arcane gauntlets into flying fists of doom is so fun....as a gm I loved ot
@Nkai
@Nkai Месяц назад
Thanks for the update!
@zreyon
@zreyon Месяц назад
The advantage and disadvantage rules sure feel more in line with the dice system, love that change. I'll be running the quickstart adventure tomorrow, and for anyone wondering, the character sheets are updated on Demiplane already! We'll all be submitting our feedback after the session, I'm excited
@therealrunesead
@therealrunesead Месяц назад
I was eager to try Daggerheart when I had the time to read the rules, but I also heard a lot of the 1.2 critiques online so I wasn’t making time to read rules I assumed would be changed. 40 minutes in and I can say I am excited about the tweaks already!
@WessZombeeeehs
@WessZombeeeehs Месяц назад
I cannot wait for this to fully release and thrive in the ttrpg space :)
@danwindham1
@danwindham1 Месяц назад
Really love the idea of environments having a mechanical reaction to the characters. Imagine a campaign through the nine hells with separate environment mechanics for each.
@EunoiaRPG
@EunoiaRPG Месяц назад
Most of these updates are the type that I requested in my surveys, I feel seen ❤️
@hanasakiran
@hanasakiran Месяц назад
Love this all so much. Excited to see Darrington Press at UKGE and hopefully get to buy Daggerheart there next year!
@malmasterson3890
@malmasterson3890 Месяц назад
So happy about the change to the Bard's rally feature. Out of all of the core class & subclass features it was the one that stuck out to me the most as being highly problematic. Having something like that where you basically have zero autonomy as the player made it feel more like adding an optional game mechanic than a real feature, so this more interactive version is a huge upgrade!
@auradmg
@auradmg Месяц назад
I feel the opposite! I liked the original mechanic, that the Bard was able to respond to a party rolling with fear and offer encouragement. The new Rally seems a bit arbitrary by giving the old Rally to everybody by default. I feel like a good balance would be to have the old Rally in response to fear rolling, but remove the limit to once per encounter. Narratively it makes sense for the Troubadour to keep everyone's spirits up!
@malmasterson3890
@malmasterson3890 Месяц назад
@auradmg The problem with the old version was that it wasn't really the Bard responding at all in reality. The countdown for the Rally die moves regardless of the player, thus taking out any agency they had with it. I do agree, though, that narratively a 'Rally' makes sense as a comeback feature. It should still have limited use for balance reasons, but having the option to trigger it on a 'Roll with Fear' does make perfect sense.
@AJ-wg3kt
@AJ-wg3kt Месяц назад
I can see the action tokens being a great asset for tracking time, as Spenser kind of brings up during the Q&A. Feedback I’ve seen is that it’s difficult to track time in terms of spell/effect duration. Transitioning to using ‘x number of actions’ or ‘x number of action token resets’ could be a more reliable & specific way to measure duration, which was an issue without turns/initiative that could be labeled as “6 seconds” as in 5e. Edit: I commented this before they answered the question about time and action trackers in the Q&A lol
@Okuri_Inu_Comic
@Okuri_Inu_Comic Месяц назад
I was already planning on playing fear like this, choosing to take a turn or to keep stacking and let the narrative play. Good to see designers so in love with their product. Nice changes.
@quincykunz3481
@quincykunz3481 Месяц назад
Exiting stuff! Couple of questions: 1. Have they changed gold yet? Because converting everything because you spent 1 handful when you had 1 hoard was hell. 2. If you have two wizards with the same pattern number and one aids the other... who gets thier pattern activated, and on which hope die? Halfling wizard with abilities that generate advantage seems like a really strong combo now, generating far more patterns and fewer fear than they normally would.
@fuelbot
@fuelbot Месяц назад
Not sure about the wizard, but gold yes. Ten Coins = One Handful | Ten Handfuls = One Bag | Ten Bags = One Chest
@quincykunz3481
@quincykunz3481 Месяц назад
@@fuelbot Well, that's an improvement, though it still means spending one gold from a chest leaves you with nine bags, nine handfuls, and nine coins. I really don't see why we can't just count coins, and then at a thousand or two thousand coins you end up with the maximum amount it is reasonable to carry, called a chest.
@Daniel-ii5mh
@Daniel-ii5mh Месяц назад
@@quincykunz3481 Well there's really no one stopping you on doing that, at the end it's all at the discretion of the GM and the players on how the game rules is going to be applied.
@idoshulman6379
@idoshulman6379 Месяц назад
@@quincykunz3481 ten coins are one handful, but you can continue counting them as just 10 coins. It's the same as copper silver and gold coins in 5e. You can say you have 2000 copper coins, or that you have 20 gp.
@TrueLoveGuard
@TrueLoveGuard Месяц назад
The environment stuff sound really cool. Like you can give out stats for a player that is part of a religion and is talking to people in the corresponding religious ground, a temple for example. There is so much to play with there.
@mitchkesler8765
@mitchkesler8765 Месяц назад
Loving the game guys! Keep it up!
@AnzumanaTaal
@AnzumanaTaal Месяц назад
Love to see more printable art pieces for inspiration and play.
@pawots6448
@pawots6448 Месяц назад
Hope they make one of these for every update!
@JustinWPruett
@JustinWPruett Месяц назад
Spencer Starke always looks at least slightly like a mad scientist, and I love it. Such a fun energy.
@krogan3760
@krogan3760 Месяц назад
He looks like a kid that just found the golden ticket, but like he’s stuck in the emotions of that moment.
@pilzhut1562
@pilzhut1562 Месяц назад
Dayum! Already changes 😮 My group will play tonight and there is no time for changing but I'll look forward to try 1.3 later 🙂
@WolfMoon173
@WolfMoon173 Месяц назад
Literally ran my first session last night, it was great, with the previous rules tho so still need to look over these changes. However some of my players are already kinda sad about some of the changes. Mostly with the changes to stress and my guardian feels like “battle strategize” is less fun now. Bit excited to see Matt and Spencer’s breakdown.
@connormacdonald3061
@connormacdonald3061 Месяц назад
What a great game! Keep up the good work y'all!
@matiej
@matiej Месяц назад
Hi CR! Thanks for all your hard work! One shot for 1.3 coming? Would be great! 😜
@jothrax4673
@jothrax4673 Месяц назад
They mentioned that there is one in development right (1:06:00)
@Ashtarte3D
@Ashtarte3D Месяц назад
The idea of a pure stressor build sounds like it could be a lot of fun. I'd love to see more options for like a pure stress application Bard so you aren't a physical threat but you properly make your whole team way more threatening by stressing enemies out into vulnerability.
@marcgarcia3152
@marcgarcia3152 Месяц назад
Very cool the stress mechanic to resolve social encounters
@laurataylor4510
@laurataylor4510 Месяц назад
I guess it is time for LLamarian Enchantallama, clank Loreborne wizard, Attuin. Galapa Wildborn Ranger, and Diego Montoya, katari highborne rogue, to once again rise up in the interest of Durangolia. They need to report their findings from the ancient ruins of Fantastopia Corp, a fantasy companion creation operations gone wrong an eon ago. A oneshot totally influence by James Khan's World Enough and Time and anything by Jack Chalker. Thanks you two!
@BloodsireArchitectGM
@BloodsireArchitectGM Месяц назад
Ive had fun with 1.2 and cant wait to run 1.3, while i absolutely love the system the only thing i spoke out about was that there be more examples of hazards and stat blocks and just more GM tools. I Myself dont need them as i took a quick look and already am creating my own but i knew newer Gm's would feel confused or unsure how to pace there games especially if they go immediately into homebrew world territory but seeing more examples of different types of encounters both social and combat or group action would help paint a picture for them and give them a reference point. but Darrington press already have little bit more fleshed out stat blocks now and im sure will add more before DH's release so im happy im happy for CR and cant wait to run multiple Daggerheart Narrative forward games in the future!
@fakeplasticsoldier
@fakeplasticsoldier Месяц назад
I loved the evocative names of the 1.2 money system!
@ethanthompson2489
@ethanthompson2489 Месяц назад
@Critical Role Team - The card PDFs have a lot of wasted surface area which makes them hard to print efficiently. The All Cards V1.3 PDF has an effective 9 (nearly 10) pages of empty printing. The Class PDFs have the cards organised to print specific domains so I feel the All Cards could be made to be very print friendly.
@AzureHart
@AzureHart Месяц назад
it's amazing work!
@pierpaoloaurino
@pierpaoloaurino Месяц назад
Hi, first of all, I love the work you guys are doing with Daggerheart and the passion you are putting into the open beta process! Congratulations, you are great! I have a comment about the armor mechanincs. My impression is that the whole idea behind the few-HP-pool combined with the tresholds system is to reduce the continuous calculation of damage/remaining HP by the players. This is a great attitude, however I feel like it is invalidated by the fact that you have to SUBTRACT the armor value every time before comparing with damage tresholds. Often you need to do the calculation to actually know how if it is worth to use the armor slot or not (i.e. if it would not reduce the damage below the treshold). I noticed that for many player this is actually a non-intuitive and relatively time consuming mechanics. I have an idea: what if the armor slot was actually changed to just reduce the damage category by one (like severe to major, major to minor). Armor should then be reworked -> instead of giving a number (to subtract), just to increase the number of armor slot you have, or maybe increasing the damage tresholds? (maybe the heavy - medium - light armor could affect differently the minor - major - severe tresholds?). This way, damage treshold would still have sense, but player would totally avoid the calculations and just compare the damage to the tresholds (a much more intuitive mechanics!) What do you guys think?
@baermithoodie
@baermithoodie Месяц назад
If you want to be heard, you need to go through the actual feedbackloop. Go to their website and do it properly when you are serious.
@swguygardner
@swguygardner Месяц назад
I preferred the old gold system, I hope I'm not in the minority and feedback gets it reverted! :)
@swguygardner
@swguygardner Месяц назад
@@ThePhilocrates I think the older one had the right level of vagueness to it the in-universe coin value within. Like, if both a dagger and a battleaxe cost specifically 5 gold each, that would seem a bit off. But if they each cost one handful of gold, the lack of an overt number makes it feel more believeable. And I don't want a shopping list where every item has it's own specific coinage value.
@swguygardner
@swguygardner Месяц назад
@@ThePhilocrates This system was built to support a more roleplay/storytelling focused experience. I think the old gold system facilitated that by allowing a single resource to cover a wider range of values to facilitate quick transactions that don't stall the flow. If you want everything you do to be explicit and rigidly integrated into the maths, I'd recommend Pathfinder 2e. It's rulesets are freely hosted on their SRD site Archives of Nethys, it's just produced a Remaster with updated rules and rebalancing, and it's WELL out of beta. It might suit you better than trying to bash a very different system more towards your preferred play style, since it's probably never going to fully satisfy your preferences.
@swguygardner
@swguygardner Месяц назад
@@ThePhilocrates What a strangely and unnecessarily antagonistic reply. I feel that it wouldn't be worth engaging with the point raised, since I get the impression you're not so much invested in the what you say, but in defending some sort of quasi-virtue you have centred your identity around, possibly something around "knowing lots of rules" as a substitute for intelligence, which itself might be your substitute for some sort of social value. I know it would otherwise take more work, but a hobby really isn't a good substitute for developing a likeable personality. 😌
@ElenaAideen
@ElenaAideen Месяц назад
My first impression on the group action rolls is that instead of tracking the plus/minus aggregate applied to the final roll would be for the GM to adjust the Target number of the final roll. That way, the GM can be tracking that while the players are doing their rolls and the leader just makes their final roll normally. That removes the extra math at the end, and maintains the significance of the party's contributions.
@szegediadam8793
@szegediadam8793 Месяц назад
I disagree. The less mental gymnastics the gm has to make, the better will be the flow of the narration. Players should do basic math for themselves, and if they are realy bad at it use the counting beads as recommended. There's realy no shame in that. Also it's always cleaner rulewise if one side is the only one that get adjusted by circumstantial modifiers. And I saying this while my favorit ttrpg is pf2nd, and I both play and gm it. :D
@christenh359
@christenh359 Месяц назад
The players can track it with their action tokens perhaps.
@TylerAndToast
@TylerAndToast Месяц назад
Now we just need your one shot continued using the updated rules!!
@navdhillon7912
@navdhillon7912 Месяц назад
I am impressed with the effort and love going into making this game
@burokkori8684
@burokkori8684 Месяц назад
I am still preparing my first ever oneshot, but I am excited to see these new changes.
@lemonnierwilliam1365
@lemonnierwilliam1365 Месяц назад
Hi ! From a french fan , It whould be realy great of the game go live with a traduction allowing enthousiast non english speaker to enjoy this masterpiece ! Thank you so much anyway this game is great and you are great
@emmakane6848
@emmakane6848 Месяц назад
They’re probably reluctant to have translators come on to write out rule sets that they are just going to change again, but I do hope there are efforts to play test the game with people once they have the final revision (if CR plans on releasing it in a language).
@yobgodababua1862
@yobgodababua1862 Месяц назад
@1:16:50 - "You may have bested me now, but this is not my final form!!" I don't run JRPGish TTRPGs personally, but I'm sure they are desired somewhere.
@felippesalaroli7964
@felippesalaroli7964 Месяц назад
I think better than adding +1 or -1 in the general roll from the leader of the group action roll, it would be adding +1 in the hope die if the character involved in the action succeeds or +1 in the Fear die. Because the consequences of a bad help might come back later or give do GM to make a better move
@CaedenV
@CaedenV Месяц назад
I love the game ideas and concepts so far! Haven't had a chance to play yet, but trying to make time for it with my group in a couple weeks! My biggest concern in just reading through the 1.2 rules is just the difficulty scale of suggested DCs. For one, a crit is just sooooo much more likely than the 5% of a d20 system, and my fear is that it is going to make players less likely to specialize on non-combat skills. If it is so likely to crit, or get advantage, or fail with hope with no or minimal consequences, then your priority becomes to focus on dealing or tanking damage and then taking the gamble to succeed on wooing the npc, or picking a lock. Again, I didn't get to play things out yet, so maybe it is overblown, but a base character without a bonus, but with advantage can cap the difficulty scale out even without a crit roll... and that just feels to generous? So much of the fun of tabletop is in failure and finding creative solutions to less than ideal situations. I feel like boosting the DCs would guide characters towards more utility-focused builds, and allow for more story beats. But again, it looks awesome! I love the simplification of the money system, and damage thresholds, and the way armor and weapons scale... my fear was that it was going to be a D&D clone, and I am so excited to try out how these other systems play out, and if they make the gameplay flow easier. Hopefully in another week or two my friends and I will get a chance to actually play test it.
@advkow
@advkow Месяц назад
They seem really happy about the game which is good. A little less happy about people wanting less free form initiative, but honestly I think its important to both not allow a single player to monopolize combat, but also you should have some sort of action economy to where 'okay this party of 6, two of them do massive damage to the enemies so everyone else just stand around and give them all your actions'
@andrewshandle
@andrewshandle Месяц назад
It's good to add it in as an option, but I also think a lot of the complaints were based on what people were worried would happen more than what they experienced in play testing. People love to preemptively point out things they don't think will work. 😉
@somefrenchguy2091
@somefrenchguy2091 Месяц назад
I LOVE The idea of environement
@DJDarkDarsi
@DJDarkDarsi Месяц назад
Ooo, I love Matts Nails in this, that's a great colour, matches with his shirt.
@dungeonmoebius
@dungeonmoebius Месяц назад
I've always felt that social rules encourage rollplay instead of roleplay. I know that not every player is comfortable with acting, but detailed descriptions and good situational awareness can go a long way in any game.
@Jhakaro
@Jhakaro Месяц назад
Social mechanics that are removed third person mechanics like "Appeal to his better nature, on a success, you gain 1 Point of Virtue" or things like that are awful however including mechanics that inform story and work in hand WITH the player's roleplay and help to spur it on makes a HUGE difference and is highly useful.
@Anastacey66
@Anastacey66 Месяц назад
The only thing I wish they'd implement is a code or something so when you buy a physical copy you can get it on the website as well. Some of us prefer physical copies but can't afford to buy it twice to have it on the website as well.
@ForgottenLight15
@ForgottenLight15 Месяц назад
I love what you're doing with this system. But while listening to this I kept having the same thought, which is kind of an extreme change, but I might as well share it: Have you considered combining Fear and Stress into the same mechanic, such that both Hope and Fear are two different kinds of player resource, instead of affecting the action economy? Decoupling Fear fully from the action economy seems like it might be an improvement, all else aside. Instead, Hope and Fear can be opposite sides of the same figurative coin, so that players are the ones accumulating both hope and fear and choosing which to spend. One possible example of how this could work: Activating an ability with Hope can be like, the ability works smoothly and gives the player choice about it's specific effect, where activating the same ability with Fear can add a backlash or target at random or have some other aspect that would be under the player's control instead be negative or random. (The Hope/Fear dichotomy kind of reminds me of Puella Magi Madoka Magica, tbh. Maybe the right move is to lean into that.)
@amoenus_dev
@amoenus_dev Месяц назад
I like the idea of group actions. To the point where I would be tempted to test it as a mechanism to resolve combat
@PumpkinSlayer11
@PumpkinSlayer11 Месяц назад
I'm doing a play test this Friday. I will have to update stuff to 1.3 real quick 🤣
@tallokie
@tallokie Месяц назад
I love how genuine it feels like the adjustments and changes are aimed at fun, rather than leaning towards a hyper specific nerf or buff that a change might be.
@lunatickgeo
@lunatickgeo Месяц назад
If you roll with disadvantage, the rule says you _use the lowest Hope die result._ If your Fear die is a 3 and your Hope dice are 5 and 3, does this mean you crit and succeed even if by all accounts you ought to have failed (say the DC was a 12)?
@andrewshandle
@andrewshandle Месяц назад
Yeah, so it's a little counter intuitive that disadvantage can turn a miss into a crit. The fact that the chance of a crit doesn't change and stays at 1/12 is also counterintuitive because in 5e most characters need to roll double 20s to crit on a disadvantage roll which is just 1/400 chance. So the new advantage system gives a huge increase in power whereas the new disadvantage isn't neatly as punitive.
@lunatickgeo
@lunatickgeo Месяц назад
@@andrewshandle I guess one can argue that just because you are at a disadvantage doesn't mean it's an automatic failure? Kinda like making a Hail Mary?
@Idofphoenix
@Idofphoenix Месяц назад
@@andrewshandle I do like it though. Like the cocky bad guy knows he has advantage over you and you find an opening cause of it. Like the dramatic finish in movies.
@andrewshandle
@andrewshandle Месяц назад
@@Idofphoenix yeah, I get it. Disadvantage in 5e is probably a bit too punishing and that whole I idea of getting your turn once every 20 minutes in a fight and you roll a 18 and a 6 and so you miss just sucks.
@nirobu
@nirobu Месяц назад
@35:54 - Hmm, so group rolls would be similar to how Fabula Ultima does it. A lot of talk about "following the fiction" is a big part of Powered by the Apocalypse games, and I'm glad it's **seeping** ;) into the bigger TTRPG consciousness
@Bogrin
@Bogrin Месяц назад
I have to say how much I love this! Using the action tokens to help with initiative and the changes to advantage and disadvantage are huge for me! The fact that you are putting in the options so people can play the way that works best for them is amazing!
@torairuddyhoey8864
@torairuddyhoey8864 25 дней назад
I can't even imagine how difficult making a game is, let alone a game as good and enjoyable as Daggerheart has proven to be. There's a lot to love about the system already, and I can't wait to see how it evolves further!
@Peter_Cordes
@Peter_Cordes Месяц назад
A good word for the opposite of free-form is "structured", in terms of initiative.
@syncrossus
@syncrossus Месяц назад
Obviously haven't run the new version, but the changes to stress to expand its uses in social interaction sound really cool. The action tokens are a welcome change as well, I don't find fully freeform initiative to be easy to manage at the table.
@w4iph
@w4iph Месяц назад
It seems like disadvantage could impact odds of getting a Crit. Rolling two hope dice skews the value on the hope die lower, but the values on the fear die are not skewed. Does the skew toward a low hope die increase the chances of getting a low number Crit the same amount that it skews away from getting a high number Crit?
@jakeholmes9296
@jakeholmes9296 Месяц назад
Disadvantage doesn’t skew the chances of a crit, because you have to take the lower of the die, so there is no shift. However the advantage does skew to give you more chance of a crit because you can pick either die. I think that’s really cool.
@whirlingnerdish2734
@whirlingnerdish2734 Месяц назад
@@jakeholmes9296​​⁠I just wanted to thank you for answering this in this way. I asked the same in the stream and someone just reiterated that you crit with any doubles roll, which isn’t what I asked. Clarifying that the crit range doesn’t change because it’s still 1 in 12 helped me kinda visualize the math.
@jakeholmes9296
@jakeholmes9296 Месяц назад
@@whirlingnerdish2734 no worries. I was a little confused at first but after a few minutes it clicked!
@andrewshandle
@andrewshandle Месяц назад
So what's interesting though is while the chance of critting remains 1 in 12, compared to 5E is way more because the only way to crit with disadvantage in 5e is to roll two 20s, so 1 in 400. So disadvantage is way friendlier in DH than 5e.
@ramshacklewizard
@ramshacklewizard Месяц назад
I noticed the Playtest Manuscript is absent from the 1.3 Package, so new players might not have any clarity on how to play the game going forward. Can we get a link on the site to previous manuscripts?
@andrewshandle
@andrewshandle Месяц назад
Hmm, I don't see the "if your companion attacks with hope you get an extra attack" thing Matt talks about. Anyone know where it is? The Pet is better with more Damage and 3 stress to start, so that's good because it was a liability in 1.2 if you tried to actually attack with it, but without a way to generate extra attacks it still won't be very good. It needs a built in ability where if the player hits with hope the pet gets a free swipe and visa versa to promote both Ranger and Pet attacking.
@drmirabilis
@drmirabilis Месяц назад
Just make it a “you get a free tag team with your pet” … right?
@sortehuse
@sortehuse Месяц назад
What is the different between missing an attack and hitting with an attack that's below the damage threshold? It seems that there are two mechanics with the same thing now - that seems a little messy to me. Other than that I think the games sounds awesome. It's always hard to find enough GMs for all the player that want to play. It really great that you make some resources for new GMs. I hope you make even more, because we need more people become GMs, so more people can play
@FluffyTheGryphon
@FluffyTheGryphon Месяц назад
Several game systems have this mechanic. Star Wars Edge of the Empire has armor soak, which can reduce successful damage to zero. I don't necessarily condone it, but it's a thing that some games do.
@sortehuse
@sortehuse Месяц назад
@@FluffyTheGryphon Just seems like a lot of work for nothing, first you roll to see if you hit and then if you hit, then you have to roll if you really did hit. Not that's make the game awful or anything like that, it just seems redundant and not very elegant.
@mishking9547
@mishking9547 Месяц назад
I really cant wait to see you guys do a campaign using this system fully
@jaymzOG
@jaymzOG Месяц назад
Environments sound cool and fit with the kind of things I would want to do in my game already, so it's nice to be given a tool/ruleset to riff off of.
@PyrrhusVictorian
@PyrrhusVictorian Месяц назад
I’m imagining the conversation determining what “bite” the Fungral gets to eat when their party members die.
@elizabethbeurbe183
@elizabethbeurbe183 Месяц назад
Can't wait to see how my players respond to these new updates
@jansasawi1466
@jansasawi1466 Месяц назад
The new advantage and disadvantage rolls do not solve the issue with the previous iteration: Spending a hope to give a party member advantage on average is much better then spending a hope to use your experiences. With the updated rules this problem only becomes worse as you are now introducing a bell curve distribution ( 2 d 6 take the best ) rather then a linear one ( +1d6 ). The way to solve this would be to collapse the "help" rules and the "experiences" rules so that to help another party member you spend one hope and add a number of tokens ( representing +1's ) equal to your experience score to the roll. This makes experiences more relevant at the table and keeps them from being a dominated strategy ( it's always better to give help then to use an experience mathematically ). I like the change in advantage and disadvantage more generally, however I think that the game would be better served with the aforementioned changes.
@kauasantos8090
@kauasantos8090 Месяц назад
That's a really good point
@dalerichardson8247
@dalerichardson8247 Месяц назад
Damn, I was going to make a pig faced orc, get to carry 10 chest and call him piggy banks
@emmakane6848
@emmakane6848 Месяц назад
I feel like bags of gold should accomplish the same vibe.
@Azreus
@Azreus Месяц назад
I love the music used in the "waiting to start" portion of the stream! Neither Shazaam nor Soundhound could help me find this. Can anyone tell me the name of the artist, their site - or just links to the particular tracks that were used here? Especially the one from 4:35
@dndbaguette
@dndbaguette Месяц назад
Will they update the quick start adventure with the new rules ?
@aybeesea
@aybeesea Месяц назад
There are no background questions or connections for the druid in the demiplane tool atm.
@bonzwah1
@bonzwah1 Месяц назад
In my experience playing social conflict in dresden files rpg (based on an older version of FATE), social conflict is a big mixed bag. It makes social encounters a rigidly mechanical affair. This is great for people who love combat and hate talking. So if you have a table full of wargamers who also hate the freeform improv of how a ruleless social encounter plays out (they see it as "mother may I" and dislike that they must convince the gm rather than use character stats) then mechanical social conflict is awesome. In FATE it supports a very flavorful approach as well with hiw they use aspects. But idk if its gonna be good for a mixed table where someone rolls a charisma charcter because they wanna improv at the table and get narrative results largely from improv skills and creativity rather than strictly from mechanics.
@chimchimbiasedwreckedbyjin4056
@chimchimbiasedwreckedbyjin4056 Месяц назад
46:15 I feel like Matt really wanted this rule especially after the whole beau Sentinel giant incident. People came for his neck because he wanted it to be more realistic and certain fans wanted him to play by the rules.
@devilsadvocate1380
@devilsadvocate1380 Месяц назад
My only comment is that I hope you can give players a way to "stack" advantage outside of having the DM lower the Difficulty Check. Currently, advantage lets you reroll your hope dice, which is great but I really liked the idea of stacking advantages ontop of advantages to add multiple d6s to hopefully propell your roll to massive numbers.
@Dillium
@Dillium Месяц назад
The action token rule love it keeps things fair!!
@Whirlwound
@Whirlwound Месяц назад
33:04 So with disadvantage, you’re forced into taking the lower Hope die. Is it still possible to Crit on disadvantage?
@jakeholmes9296
@jakeholmes9296 Месяц назад
Yes! But there is no change in how often it will happen
@VincentSyma
@VincentSyma Месяц назад
I would love if this was part of the political system. "We decided to implement some new rules and laws, tell us what you think, we will make an update according to your feedback in a month or so." That would be soo cool! 😁❤️
@BrunoCarlin
@BrunoCarlin Месяц назад
Question... Why do you need a leader? Can't it be like 4e, where you need a certain amount of success or just a positive result?
@PumpkinSlayer11
@PumpkinSlayer11 Месяц назад
The only thing me and my players dont like is scars, way to lose a great character if they go "down" a few time. New rule is scars increase the Fear cape by 1 for each character with scars
@chadrickm
@chadrickm Месяц назад
Convert chests to fine gems that you can carry...
@CheeseWyrm
@CheeseWyrm Месяц назад
I'm enjoying where Daggerheart is going with the ruleset ... what I most enjoy in my TTRPGs are: rollercoaster swashbuckling heroic adventures; PC characterisation with developing, interweaving story arcs & relationships with the campaign world; and opportunities to inject drama, pathos & comedy to the fun. Feedback: As Daggerheart is pitching itself as NOT a clone of D&D, I would like to see a more conscious effort to name abilities, spells, mechanics with non-D&D terms. For example - Advantage/Disadvantage could maybe be called Focus/Distraction (or something better thought out!). I know this sounds trivial - but I really want Daggerheart to avoid the trolls claiming it's just an "adapted version of D&D". Avoid D&D terms where possible, even character class names - a Bard could be called Minstrel, Skald, or even LoreWeaver .... whatever! Ideally - I think it would be prudent for DH to avoid any common terminology with D&D where possible.
@Hjerrick
@Hjerrick Месяц назад
Eh, I think it’s important to use commonly understood terms wherever possible to make the rules as easy to learn as possible. It is easy to understand that advantage on a roll is good and disadvantage is bad, even for someone who has never played dnd. Classes can be called whatever I suppose, but if the word “wizard” invokes exactly the image you and I understand is a wizard, there is no point in muddying the waters by inventing a term like arcanologist if you simply mean wizard, just because dnd did it first. Who cares what trolls say? This game will live and die based on how easy and fun it is to learn and play, not because it uses sufficiently different language to describe pre-existing ttrpg tropes.
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