Тёмный

How to Play Daggerheart | Open Beta 

Critical Role
Подписаться 2,2 млн
Просмотров 349 тыс.
50% 1

Creators Matthew Mercer and Spenser Starke walk you through the gaming mechanics of the Daggerheart system with basic dice rules, character creation processes, combat techniques, and more!
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/.
Written and produced by Kyle Shire
Produced by Maxwell James
Edited by Paul Foyder
Animations by Christian Brown
Graphic Design by Bryan Weiss & Jordyn Torrence
Additional Animations by Max Schapiro
Sound by Chris Willmott
Camera by Eric Thompson & Nate Corys
Quickstart Adventure sketches and One Shot Artwork by Shaun Ellis
Sound mixed by Poolhouse Audio
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

Игры

Опубликовано:

 

4 май 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 1 тыс.   
@HaveaBiscuitt
@HaveaBiscuitt Месяц назад
2:19 the basics 4:50 character creation 6:58 hit points & stress 8:47 game master stuff 9:48 how combat works 13:48 downtime
@RecklessFables
@RecklessFables Месяц назад
pin dis plz
@vanguardbreaker8826
@vanguardbreaker8826 Месяц назад
Thank you very much for this timestamps!
@raf.raf.
@raf.raf. Месяц назад
Thanks Flan... I mean, HaveaBiscuitt.
@Rook986
@Rook986 Месяц назад
Flando Jr over here
@numbernine5894
@numbernine5894 Месяц назад
thank you!!
@yedoc140
@yedoc140 Месяц назад
The mission is understood. Planning campaign and session zero immediately
@itariwasashi1645
@itariwasashi1645 Месяц назад
Dude on the left looks like he hasn't slept for 57 years
@Dragonmacher
@Dragonmacher Месяц назад
@@itariwasashi1645Just saw that. Hopefully he's okay
@littleoldmanboy
@littleoldmanboy Месяц назад
@@itariwasashi1645?
@EgoJCs21
@EgoJCs21 Месяц назад
You know, with 9 domains and 1 class = 2 domains, there's potentially room for 36 classes, of which we have 9. This does tickle my character creation addiction.
@drakkonusfrostburn4038
@drakkonusfrostburn4038 Месяц назад
Let's start workshopping the missing 26 classes now. I'll start. 1. Gunslinger 2. Warlock 3. Artificer 4. Alchemist 5. Barbarian 6. Monk Just 20 more to go.
@darththeo
@darththeo Месяц назад
You need to consider the domains. To say you have 20 more to go. Barbarian falls under the Warrior archetype in this game. If you want to make it is one thing, you would need Blade or Bone plus another one. I would choose Valor on that, which means it would be Bone and Valor. As Blade and Valor is filled already. But, you could go Blade and Sage. Warlock, Artificer, and Alchemist can all fall under Codex with being Midnight, Arcana, and Sage respectively. Gunslinger I can't really think of any that work. Monk could be Grace and either Valor or Splendor. Bladesinger works Arcana and Blade as one. Necromancer Bone and Arcana or Codex.
@SwedishSalmonbox
@SwedishSalmonbox Месяц назад
@@drakkonusfrostburn4038 Barbarian is Guardian, which has the unstoppable feature.
@darththeo
@darththeo Месяц назад
@@SwedishSalmonbox You are focused on one aspect of Barbarian as a class. But, yeah, the Barbarian archetype can be filled with a Guardian as well as Warrior. It doesn't mean they could add a Barbarian later, it just would need work to fit into the Domains. Because the best options for it (Blade and Bone and Blade and Valor are taken by Warrior and Guardian).
@andremedaglia350
@andremedaglia350 Месяц назад
​@@darththeo but which class should I choose in order to make an Artificer or an Alchemist?
@BobWorldBuilder
@BobWorldBuilder Месяц назад
This is great! Very cool to see some changes since the early stages of the playtest. I think it's in a great place already so I'm excited to see what evolves from here, and to see it in action!
@matiej
@matiej Месяц назад
Looking forward seeing your videos in regards to Daggerheart as well!
@MrNimrod42
@MrNimrod42 Месяц назад
well if it isnt BobTHEworldBuilder
@simonwellfair9697
@simonwellfair9697 Месяц назад
You mean BobTHElegend he made my Icewind Dale campaign so much better! Thanks Bob. Fyi I really like the look of DH. Some nice concepts and a bit more tactile than DnD.
@tbiafore371
@tbiafore371 Месяц назад
Having a 50% chance something bad happens (Hope/Fear roll) is about the worst mechanic I have ever seen. Whoever came up with this idea should be fired. Did they hire people that play RPGs to develop these games? Do they not understand that streaks can happen. How fun is a game where half the time bad stuff happens. Hard pass!
@ziwuri
@ziwuri Месяц назад
@@tbiafore371 I don't think you really paid attention to the video. Succeeding/failing with fear just means the GM gets to do cool stuff in combat later on.
@tylerboyce4081
@tylerboyce4081 Месяц назад
I do appreciate videos like this really getting into the system itself. Most reviewers have just been sharing their thoughts and feelings, or only saying what is or isn't DnD. So I appreciate just a detailed but direct review of the actual system itself, and letting me form my own opinions about it.
@Hexen_Wulf
@Hexen_Wulf Месяц назад
Well this wouldn't be a very good review, considering they're the ones who created the game. I'd say it's more of an overview.
@joemarais7683
@joemarais7683 Месяц назад
It’s more because reviewers are making evergreen content. They don’t comment on specifics of the game cause they want to video to be viable even if things change about the game, which they will if they do a simple vibe check.
@Hexen_Wulf
@Hexen_Wulf Месяц назад
@@joemarais7683This isn't a review. It's the creators of the game explaining their game. Maybe I just don't understand.
@ASleath
@ASleath Месяц назад
@@Hexen_Wulf They're saying they prefer this to reviews, not that it is one. Because most reviews are going into someone's preferences while this actually explains how the game works
@Hexen_Wulf
@Hexen_Wulf Месяц назад
@@ASleath Alright, I guess I just am stupid. Why compare the two things? One is someone who didn't create the game talking about what they like and don't like about it, while the other is the creators of the game explaining how the game works. Saying "I like detailed instructions and tutorials more than reviews" doesn't make any sense as a sentence.
@goldlink567
@goldlink567 Месяц назад
2 Things: 1) Spenser seems extremely happy and excited to show us the game which is very contagious. He's helped make something great that he really wants others to enjoy. 2) I feel like making spindown style counters (NOT the 'dice' type of spindown) for Hitpoints and other trackable things like Armor Slots is a better idea than marking and erasing on your character sheet over and over again. It would also fit with the theme of using things like playing cards to keep track of stuff. (I do think most of it doesn't need to be cards, but I like cards so it's fine with me.)
@crystallxix1493
@crystallxix1493 Месяц назад
Feel like that could lead to some chaotic results as you will have quite a bit more HP the higher level you go, especially if you have to count how many you’ve got left
@rachelhobbs5323
@rachelhobbs5323 Месяц назад
The Character Death: Risk it All - Critical Success option is SO well thought out and fun! It's going to make for such highs at the gaming table when a player gets to pop back onto their feet mid-combat. Blessed be! Also - the 'Work on a Project' feels like such a love letter to Matt's GMing where he allowed the players to build items (Percy) or create spells (Caleb). I'm so excited for a non-crunchy way to allow players to change the world in their own creative ways! Well done, Darrington Press and Critical Role!
@kellyhofeling1384
@kellyhofeling1384 Месяц назад
I love how we can measure distance without counting squares and can use items everyone should have!!
@aquamarinerose5405
@aquamarinerose5405 Месяц назад
Admittedly I'm anxious about the lack of squares since if specific ranges are necessary rather than cypher-esque range band. Especially when I heard him say "close range is the length of a pencil" because that just means you need to keep an un-sharpened pencil around and I kinda wish the game could come with a ruler or something.
@jazz8000
@jazz8000 Месяц назад
Abstract distances are the worst thing for me
@iam0rion1
@iam0rion1 Месяц назад
@@jazz8000 I agree. It's more confusing.
@JaaMizzou22
@JaaMizzou22 Месяц назад
@@aquamarinerose5405 I think the idea is that you don’t even need to keep those items around because it’s all arbitrary and it’s up to the players and gm to just agree… yeah you’re close, you can get to him and attack in melee this turn. This gives a little leeway for more cinematic fights “I run up to him and swing my sword yelling, you killed my father, prepare to die!” “Actually you are 35 feet away but you can take the dash action and attack next turn.”
@HadesoftheEast
@HadesoftheEast Месяц назад
@@jazz8000 Gotta disagree since I've played Shadowdark and had no issues
@tylerboyce4081
@tylerboyce4081 Месяц назад
I do like the idea of doubles being a critical hit. It reminds me of the Fantasy AGE system by Green Ronin, where doubles unlock Stunt Points for cool effects. I might add Wil Wheaton's rule from Titansgrave (in which Laura Bailey was a player) for double 12s: when a player rolled 18 (triple 6s), Wheaton treated that action as a "Legendary Stunt" that automatically succeeded and would become a legend told and retold about the character in the in-game world.
@SingularityOrbit
@SingularityOrbit Месяц назад
The nice difference being that Daggerheart's critical hit rule skips immediately to resolution -- the thing the player wanted happens immediately and awesomely. The stunt rule in Fantasy AGE triggers a slowdown in the game as the player was surprised by a new set of decisions, leading to reading over a list of options while everyone else waited even longer for the game to continue (you can't really plan for it because it's entirely random when the stunt rule will be triggered by the dice). Daggerheart's rule carries forward the joy of a natural 20 in D&D. I'm expecting to hear shouts of "Double!" at the table.
@CptKillside
@CptKillside Месяц назад
I really like the idea of having doubles as crits. But I'm wondering: In a game of Pathfinder (first edition and my groups current ruleset) a nat 20 usally is seen as a crit. That's a five percent chance of getting a critical success. Rolling doubles for a critical success seems far more likely and coming up a lot more, or is my quick maths wrong in this regard?
@SingularityOrbit
@SingularityOrbit Месяц назад
@@CptKillside The possible combinations on two dice are the die values multiplied together. There are 36 possible combinations on 2d6 (though only 11 possible values added together -- there are 6 ways to roll a 7 on 2d6), and 64 possible combos on 2d8. With eight possible doubles, that's a 1-in-8 possibility of a critical hit. I can only assume that critical hits are meant to happen far more often in Daggerheart, making it a much more "heroic" game even at lower levels. These characters start off as highly capable people, which must be factored in to the group's and GM's expectations. It's probably worth noting that Spencer Starke is highly experienced in the PbtA/FitD side of game design, where rolls are made less often and always to move the story forward. In Apocalypse World, for instance, it's a 2d6 + stat (usually no more than +3), where you need a 10+ result for a complete, free success; anything less than 7 is failure, and 7-9 are partial successes. In Daggerheart they have the awesome-but-random critical hits, but pretty much any other result could be a Fear result which comes with a cost like an Apocalypse World partial success. Put it all together and you get very high highs and a wide range of interesting lows. Every roll can bring nuanced surprises.
@SingularityOrbit
@SingularityOrbit Месяц назад
@@CptKillside Sorry, don't mean to overload with comments but I realized after my other response that I'd forgotten something important. Daggerheart was designed to make players want to be inventive, and for players who like to try things that aren't on their character sheet. In Critical Role they've experienced a lot of cases where trying something inventive just results in a poor chance of success. I think Daggerheart's meant to encourage players to try things because things a character's good at on paper aren't _that_ much more likely to work than things that make sense to them regardless of mechanics. Every game says, "Try it and see!" Daggerheart is built so that it has more than a whisper of a chance of actually succeeding.
@CptKillside
@CptKillside Месяц назад
​@SingularityOrbit thanks a lot for your answer, seems like my thoughts went in the right direction. It's not that I don't like the possibility for more heroic fights and stories, but I have to side with you, that it should be accounted for. I'm more used to the idea that a character starts pretty low down and earns their reputation through the story in which they participate in (even though I see the easy entry and striking appeal in a game that starts with more capable characters) Didn't know that fact about Spencer, but I'm also just an occasional watcher to be honest. 😅 I'm pretty curious about new systems (even though nothing could hold my attention long enough, besides Pathfinder until now) I really want to try this system and will probe my pen and paper group for some testing and their thoughts on this system for sure! Can't wait to see how developement goes.
@brianspeaksnerd
@brianspeaksnerd Месяц назад
This video was super helpful to give more context to those of us who playtested character creation. I think it is important to everyone trying it out to provide constructive criticism to make this game the best it can be. Happy Adventuring everyone!
@Luboffin
@Luboffin Месяц назад
Congratulations to everyone at CR and Darrington Press! I'm so excited to jump into this new system 🗡
@Nuggetmonk
@Nuggetmonk Месяц назад
will you do some sort of content on it?
@Luboffin
@Luboffin Месяц назад
@@Nuggetmonk doing a livestream later today looking through the playtest and planning a one shot for next week!
@TheRobotViking
@TheRobotViking Месяц назад
That Crit on "Risk it all" is an awesome rule and every character in every class has it. LOVE IT! can't wait to play!
@allenmurotake-fujikura9974
@allenmurotake-fujikura9974 Месяц назад
Can't wait to play this weekend! So excited!!!
@gaanong3219
@gaanong3219 Месяц назад
Definitely going to give the playtest materials a read through. There's a lot of good ideas I can see, and I can also see some of Matt's style influencing how the game is designed. I think this is a great start, with more great stuff to follow!
@JonnyJKL
@JonnyJKL Месяц назад
I already dived into the material for the players and I'm reading now the GM stuff. Pretty good balancing, some minor mistakes/typos in the sheets, but overall an amazing system to heroic and cooperative gameplay. I hope you release it in other languages too! Thanks for the superb job, guys!
@16chuwables
@16chuwables Месяц назад
Dnd has never felt so accessible. We always played with a more flexible rule set because we didn't have the resources or was overwhelmed with everything 5e offered. This feels easier to soak and follow and we're doing our first campaign within the week! Everyone's already excited with character creation alone.
@chrislopes385
@chrislopes385 Месяц назад
I absolutely love this duality dice system! Can't wait to dive in!
@sinbycosvi9
@sinbycosvi9 Месяц назад
So hyped for Daggerheart!
@davidbeppler3032
@davidbeppler3032 Месяц назад
Ditto.
@drefranks691
@drefranks691 Месяц назад
these systems are so dynamic not just for players buty also for DMs and makes it feel like they are playing along side the party. amazing job with this so far its a blast!
@gabriellemorrow321
@gabriellemorrow321 Месяц назад
Sounds pretty cool and fairly easy to understand. Can't wait to see the finished product!
@just__abee
@just__abee Месяц назад
I’M SO EXCITED TO TRY THIS OUT! One potential hiccup - if y’all play this for C4, is Laura gonna giggle every time bone gets mentioned????
@tylerboyce4081
@tylerboyce4081 Месяц назад
Good point. Maybe a synonym instead? Something reflecting how Bone is rigid and strong...like "Stiff"! ...Wait, Laura, NO! 😅
@Curarkaig
@Curarkaig Месяц назад
I really appreciate that you released such comprehensive resources for the open beta. The closed beta character creation gave us so little that I felt like I didn’t have anything to say about it. My survey was basically “The rules seem interesting but there isn’t enough information to determine if certain rules are useful. More information is needed.” I don’t think I’ve ever beta tested a game that provided essentially the full rulebook. That’s very cool and I suspect I’ll have a lot more to say when I complete the next survey.
@vampasha
@vampasha Месяц назад
I love this. It is simplified but still so engaging. I can't wait to get the full game when it comes out next year with all the cards and fun stuff!
@J75Pootle
@J75Pootle Месяц назад
The big problem I'm seeing in this at the moment is that it seems liable to exacerbate the problem that many people could see the game as an adversarial GM vs Players situation, which I'm sure isn't intentional. I suspect they didn't notice the problems with this because they have a really strong friend group who enjoy healthy competition but know how to be mature about it - but there's many people I've played dnd with who would not react well to this
@FourEyesFive
@FourEyesFive Месяц назад
That makes sense; there are some GM’a who may get carried away with a cool story twist and wipe a party.
@369destroyer
@369destroyer Месяц назад
I could also see the opposite happening ifnyiu force DMs to habe a resource to manage, but maybe the Fear die should be smaller than the Hope die to limit the resource more?
@greystorm9974
@greystorm9974 Месяц назад
How so?
@TrueKamol
@TrueKamol Месяц назад
I think it should be a rule that when player kills a boss GM has to... absolutely HAS TO ask: How do you want to do this?
@micy9308
@micy9308 Месяц назад
Zzzzz
@ashwhite3810
@ashwhite3810 Месяц назад
I’m sure people do or at least are trying to find a new way of saying it.
@polygon2745
@polygon2745 Месяц назад
Why
@moonlight2870
@moonlight2870 Месяц назад
Haha, good one, I'm gonna need you to f aaaaaall the way off
@TommyTheCat83
@TommyTheCat83 Месяц назад
I ask that any time my players drop something to 0hp or get a critical hit... any chance to have a player narrate the action.
@DoanBrianRoessler
@DoanBrianRoessler Месяц назад
Great explanatory video. Looking forward to running the one shot!
@SirWaudzol
@SirWaudzol Месяц назад
This is amazing! So hyped to try it out!
@tylerarthur968
@tylerarthur968 Месяц назад
I am so excited right now... Time to make a few tweaks to my character and then get into the game!! Let's do this!
@Ian-qh4rf
@Ian-qh4rf Месяц назад
I absolutely can not wait for this games full launch. Gonna be playtesting the hell out of it!
@czSebi
@czSebi Месяц назад
Just seeing this first impressions I really really like the hit points and stress mechanics easy to understand complex enough to have fun with character creation.
@whateverta
@whateverta Месяц назад
I really like that there is no push to buy a bunch of stuff. Just use what you have a home. Use a pencil, a penny, sheet of paper. I'm sure later there will be things to buy
@Beedrill15
@Beedrill15 Месяц назад
Sounds exciting! I can’t wait to try it.
@sorash6671
@sorash6671 Месяц назад
This sounds insanely fun! Really cool concepts as well!
@JJinVenice
@JJinVenice Месяц назад
Sounds like a lot of fun with a new play style. Can't wait to jump into a session!
@WitherandBloomStudios
@WitherandBloomStudios Месяц назад
We are super excited to play test this weekend!
@2nd_Vice
@2nd_Vice Месяц назад
My two general critiques would be this level of complexity is quite a hurdle for starting players and two this seems like it will generate a lot of varied rolls to bridge a situation. Which will lead to a lot of time lost time on just rolling. Maybe look into removing reduntant rolls. As in you don't need to roll to succeed in tasks in which your avatar is competent or maybe somehow reducing the time players need to double check rules.
@MrB_Chamberlain
@MrB_Chamberlain Месяц назад
I agree. The problem is the player will want to roll all the time because it’s the only way they can generate Hope. I think the hope/fear thing is a concern for me and feels like a needless layer of complexity as well. But we’ll see.
@davidskidmore3442
@davidskidmore3442 Месяц назад
There is advice in both player and GM guides to just say yes to things the character is competent at when there's no danger. Also, there's just not that many rules. Pretty much all of the stuff that affects your character is on the sheet and cards in front of you. There's no exhaustive skill list, special key words are defined in-place. I haven't gotten to the GM's guide yet, but I'm guessing most of the special rules like falling damage or difficulty levels could fit on one sheet of paper.
@MrB_Chamberlain
@MrB_Chamberlain Месяц назад
@@davidskidmore3442 I've read a lot of it. The problem I have is that it doesn't take into consideration that you have a mechanic that encourages rolling, but then tells the GM to more often than not just allow players to do things... the two fight each other. Also crunch and complexity is not the same thing. Please don't get me wrong, I'm liking the potential of this, this just feels like the first draft and with the feedback I hope it gets better.
@SkittleBombs
@SkittleBombs Месяц назад
thats not true, becuase you open risk to generate fear. Narrative bonuses and rewards need to be taught as something to play for in the culture of TTRPG. if you ask to do something to gain a narratie advantage, and you get it for free, you should be happy.@@MrB_Chamberlain
@CotalCosta
@CotalCosta Месяц назад
Happy to see Spencer again and you can clearly see how excited he is. Love his passion
@123colt
@123colt Месяц назад
Played daggerheart one shot with my friends a few days ago! Loved it! ❤ Combat feels so natural and realistic with the tides of battle. Evasion and Armor system is immersive. So awesome!
@kwardart
@kwardart Месяц назад
So excited to see the game in action. Having the GM using action tokens is such a fantastic way to introduce consequences to player actions while giving the GM more room to engage with fights!
@kerimullane298
@kerimullane298 Месяц назад
Loving the mechanics of this so far, especially the Duality Dice and the Character Death Options. I downloaded the beta right now and can't wait to play it.
@wray5224
@wray5224 Месяц назад
Woo hype so excited for dagger heart
@LocSec
@LocSec Месяц назад
Really hoping to see you guys run some sessions for this because I am so confused on all the systems, but definitely here for it!
@fatcatsgoneblack
@fatcatsgoneblack Месяц назад
Love the focus on giving the DM their own resource thats transparent to the characters. The options for choosing how you die are wicked too I can definitely see myself using a variant on that mechanic in other games
@MrLipiko
@MrLipiko Месяц назад
The "stress" feature immediately makes me think of Darkest Dungeon, where your hero's resolve is tested at maximum stress. A similar mechanic could be really cool to give your hero temporary traits. Like when you mark 5 stress you then make a duality dice roll, adding all the marked stress to your fear die and all your currently available hope slots to the hope roll (making the outcome slightly tend towards despair). Depending on your rolls you get either a bad or good trait until the next long rest.
@_bats_
@_bats_ Месяц назад
This is absolutely wild. I was anticipating seeing how the CR/Darrington Press team would put a more narrative-heavy spin on a d20 system and was not at all expecting so many completely new and frankly very innovative mechanics. Fascinating blend of simplicity and depth that I'm very much looking forward to seeing in action!
@SkittleBombs
@SkittleBombs Месяц назад
they nailed the pbta+Dnd concepts together perfectly. a true middle man to bridge that divide
@ilanight13
@ilanight13 Месяц назад
Unbelievably excited for the launch of Daggerheart and also unbelievably humbled to have my name amidst the credits in the description.
@livallen9304
@livallen9304 Месяц назад
The duality dice seems like a cool system! I like that both the GM and player can get tokens to affect gameplay
@mariaesga64
@mariaesga64 Месяц назад
this is freaking amazing guys! Thank you for making a RPG simple and full of tactics! Starting to playing in 3, 2, 1 ...
@josephdifiore8471
@josephdifiore8471 Месяц назад
Some REALLY good ideas in this game. I had my doubts, but this looks really good. I'd love to try it. Thanks for the video y'all!
@AV524
@AV524 Месяц назад
Nice to see that the D12 will be getting more love with this system ❤
@TheDungeonNewbsGuide
@TheDungeonNewbsGuide Месяц назад
Love what I'm hearing. Can't wait to dive in and stress test this thing!
@sarahraynore6713
@sarahraynore6713 Месяц назад
There are some really interesting ideas here, I can't wait to try it out with my group!! Let's hope one of them likes it enough to gm one session because there are some things I really want to try from the player's side and not only the GM Q.Q
@olly3231
@olly3231 Месяц назад
the duality dice mechanic is pretty cool
@benhemsworth8555
@benhemsworth8555 Месяц назад
This is really cool. It's a very interesting ruleset, and I particularly like the way the duality dice work. The main thing I'd like to see is a class for each combination of two domain cards, but with the amount of domains added, that would be a crazy amount.
@kab6754
@kab6754 Месяц назад
So far so good. I love the D12 is getting a lot of love and how streamlined actions are. Looking forward to the beta
@cryptickitsune1876
@cryptickitsune1876 Месяц назад
As a TTRPG Artist who creates custom dice for clients themed after their characters sometimes... The idea of a Hope/fear (Good and Evil) duality dice pair based around the design/personality of a singular character fucking ENTHRALLS ME... lol (OH! and on a D12!!!??? a perfectly symmetrical, underutilized dice that dice artists LOVE working on but never get the chance to go all out because its a mid-tier dice in most games?... My Body is FUCKING READY!) I quite literally, cannot wait... Going to make a character in the system myself and design a dice set immediately lol
@SingularityOrbit
@SingularityOrbit Месяц назад
My first thought on the playtest rules (which I haven't fully read yet, bear in mind): this is one of the most easily hacked rules sets I've ever seen that wasn't a rules-lite or "create your own traits" system. Starting characters have a class, start with a subclass at level 1, have an ancestry, have a community (think D&D background), and domain powers. That's a lot of decisions, true, but they're all designed to be quick to implement -- that's what the print-and-play cards are for in this design. What it really means, though, in this age of downloadable templates for everything from map tokens to playing cards, is that customizing the game to a different setting or different fantasy assumptions, or creating a new subclass, or adding in that heritage for somebody's wizard who grew up on an ancient space station or whatever, is as simple as saying, "here's a different domain power, here's your Spaceborne heritage, let's go." Everything's in its own special bit of the rules, so it's all easy to separate out for little changes.
@user-hs1xb9tv6e
@user-hs1xb9tv6e Месяц назад
Sounds like a pretty intreasting game. Cant wait to try it out.
@derwykynger
@derwykynger Месяц назад
SO stoked to try this out!!
@c.m.9369
@c.m.9369 Месяц назад
I actually love the „minor/major/severe“ damage threshold system! Really allows some new takes on the HP-system. So, you can have sturdy classes that simply have generally „high“ thressholds and fragile classes with generally low. But now you can also have classes that easily get major damage, but have really high thresholds for severe damage. I think this is really cool, gives a new dimension by which classes can be defined which I haven‘t known before.
@LightsabreSMGN
@LightsabreSMGN Месяц назад
Very interesting!! I'm super excited to give this a shot! I love a lot of the stuff I'm hearing. The one thing I'm not certain of is limiting the damage at 3 health for a hit, particularly when insanely outmatched or taking damage from non-combat scenarios (thinking of things like cliff-diving). As. Along time DM I can definitely roll with the punches and just tell the players my answer, but mechanically I'm curious how that would be handled (I'm sure once I'm off work and can read the PDF there will be an answer there haha)
@davidskidmore3442
@davidskidmore3442 Месяц назад
They suggest an optional 4th level for when you take double your Severe threshold, you take 4 hp damage; but I believe they are intentionally avoiding having players ever die in one hit. As it is, an unlucky wizard (Severe is 12!) can die in 2-3 hard hits from not terribly impressive adversaries.
@MrSargas
@MrSargas Месяц назад
If you are a GM nothing stands in your way to just avoid the threshold in some situations and just say "Yeah, this dragon's attack will definetly one-shot you" or "It is totally to high to survive the fall"
@SkittleBombs
@SkittleBombs Месяц назад
just add a new threshold that is called Lethal.
@jayfantastic7276
@jayfantastic7276 Месяц назад
Truly a great birthday gift for me today.
@blacklynx2526
@blacklynx2526 Месяц назад
Happy Birthday mate!
@misskaterinat
@misskaterinat Месяц назад
Happy bday!!
@sinbycosvi9
@sinbycosvi9 Месяц назад
Happy Birthday!
@D33dums
@D33dums Месяц назад
Happy day of birth fellow human
@HaveaBiscuitt
@HaveaBiscuitt Месяц назад
Happy birf!
@chriskarn1305
@chriskarn1305 Месяц назад
Awesome video and definitely helped get more of an idea. I’m already planning on what I want to run in a one and see how much it is. I’m super excited to play it.
@ShiivaWilding
@ShiivaWilding Месяц назад
This look great, can't wait to see some content made using it!
@KristoferPettersson
@KristoferPettersson Месяц назад
Long travel mechanics would nice which involve resource management for: * Creating a comfortable camp (making long rest even possible) * Finding the right path (or get lost, increase travel time or make an uncomfortable encounter) * Cooking! It will get you a bonus hope if done right. * Road dirt! Giving your presence an disadvantage. * Consuming supplies * Gather supplies from local surroundings Such mechanics are using in Song of the Sword by Fria ligan and allow for more non-warrior types to feel useful.
@BigBadWolframio
@BigBadWolframio Месяц назад
Mmm, it worries me the amount of individual tokens and systems to take into account: hope, fear, stress, evasion, armor, damage thresholds, using different dice for throws (that normally would just be a d20 in other games)... I predict all sorts of mess.
@AmazingChi
@AmazingChi Месяц назад
This. I worry Daggerheart's committed the cardinal sin of breaking what wasn't broken in their attempts to create a "free-flowing" game. I honestly would be tempted to ditch their HP, Armor and Stress system in favour of sticking with an AC and regular damage rolls as a house rule.
@fotipitrakkos1193
@fotipitrakkos1193 Месяц назад
An alternative thought experiment? Agility is like calculating AC - and once determined will remain relatively stagnant, with a small creep up. Hit points (wounds), are a static - and thus simple - tracker. Written into the character sheet, it really won't be a problem. Likewise, the damage thresholds will be easily worked out and - once on the sheet - easy to understand and determine. All up, the two are no harder to manage than the combination of Hit Point Total, current hit points (constantly being changed), and temporary hit points (also constantly being gained and lost, and adding complication to hits that deal more hp than one's temporary hp) Armour, similarly, will be a relatively stagnant value, clearly determined and then marked in it's clear space on the sheet - and the armour points are clear and intuitive. All up, when you consider Hit Dice as a resource, and resistance as a mechanic, as well as abilities that reduce damage taken by an array of math equations, well... then this simple armour idea doesn't seem so bad. I'd have to see more on strain, as that seems a little toe steppy on the hope mechanic - both seem like they be vying for the spot of "core resource." But if it is a resource of effort that applies to every character class's abilities? Well, then we have to say Strain is much easier to manage than "ki", "spell slots" "maneuver dice" "smites" "Key Mod/day vs Prof/day," etc, etc. I.e. strain as a single resource for triggering abilities is way simpler than the mess of different concepts between dnd classes. Finally (thank you for bearing with me!) Hope? Well, it is ingrained in the dice rolls, and no different to tracking inspiration. Except you are constantly reminded by the mechanics to use it. Gain hope, use hope. Lose hope, repeat. Fear is the DM's thing to track, moot consideration for this comment. So all up, you're only really managing hope and strain. All the rest is either passive, or a simple chain of responses (what threshold is it in? Will armour change that? Mark off armour and strain/wounds - done)
@WitherandBloomStudios
@WitherandBloomStudios Месяц назад
What I like about the dual dice - hope/fear model is it helps to fill out the narrative angle of an action. This addition of chance to nuance story action is spicy and can really fill out what might otherwise be bland. Nicely done.
@EmergentGM
@EmergentGM Месяц назад
Huge congrats to CR! And especially for allowing the community to be a part of the design process. I have no doubt everyone chipping in will want this to succeed.
@Havok-cq8jo
@Havok-cq8jo Месяц назад
Seems cool. Only nitpick I have is that it seems the hp system is just trying to be different for the sake of being different, but that isn't necessarily bad
@lilyireland3510
@lilyireland3510 Месяц назад
I really agree. A typical hp system and be done well and originally without being complicated. It could be made different by just adding a damage threshold or reduction that improves with armor and stats. Right now it seems like a lot to just get hit.
@Timmy2by4
@Timmy2by4 Месяц назад
Play with it and give them feedback, maybe it will end up being a pain point for alot of people and will be changed.
@Finnegaust
@Finnegaust Месяц назад
So what your saying is, your nitpicking just to nitpick???
@lilyireland3510
@lilyireland3510 Месяц назад
@@Finnegaust feedback.
@Grashnir
@Grashnir Месяц назад
I don't think so. It seems to me like they want to remove as much maths from the game as possible. It's faster to see that a number is over your threshold and cross out 3 nodes, than it is to subtract a number from whatever your HP is, especially if you're not particularly good at mental maths.
@jacobgough898
@jacobgough898 Месяц назад
Can we get a video from the Game Master perspective in creating creatures and other things from a GM perspective?
@househikephotography
@househikephotography Месяц назад
This is a great move for CR. Excited.
@TrevorGerzen
@TrevorGerzen Месяц назад
It’s cool that the mechanics for the GM make it feel like they are getting into the play more.
@DavidsenRecords
@DavidsenRecords Месяц назад
This sounds very promising! It sounds like less math, and more visual tools to keep the flow and storytelling going. Huge fan of that! I hope I can find a group to play this system with and try it out 👏🏻
@nataliesutton6649
@nataliesutton6649 Месяц назад
i’ve been reading through the rulebook and gm stuff and i have to say. the inclusion of disabled people is already far and away the best i’ve seen in any game or gameplay and the rules aren’t even fully written yet. i am so excited to see how you guys flesh out the mechanics for physically disabled characters and deaf and blind characters. it means so much to me, and i’m sure the other disabled critters as well, to see ourselves represented like this. from the bottom of my heart, thank you guys. this is going to do really wonderful things.
@zlatan_2197
@zlatan_2197 Месяц назад
The more I listen to this, the more I love it. Great job CR!
@dinahfromkabalor
@dinahfromkabalor Месяц назад
Great to hear some additional game mechanics for the fantasy roleplaying with combat world!
@Joren129
@Joren129 Месяц назад
Hmm. I'm a little wary of all the resource tracking that's going to be required on both ends. Layered mechanics to the actual skill/ability checks is an interesting choice. I worry that the resource structure would have a potential adversarial effect with the GM and even amongst the players. Because the more often you fail, the more resources the GM gets to fuel the negative/bad actions. Its one thing for a player to fail and just suffer the consequences of their own actions, but this could potentially fuel things that are completely unrelated. Personally I prefer the GM just being the neutral observing arbiter rather than an adversary that feeds off of the failures the players make. (Unless that's the playstyle you prefer.) That's the main worry I'd have, so I guess if everyone understands and is open to something different then try it out. Otherwise the thought and design of this game seems pretty neat. I'll be interested to see how it continues to develop.
@SkittleBombs
@SkittleBombs Месяц назад
its just tracking actions PCs take. normally in mixed success games you attack and the world hits back at the same time or forshadows an upcoming danger. In this system the "dnd'd" it up to help the trad gamers understand it better. resulting in these action points being held aside. otherwise all the trad gamers would cry that fear makes them Feel bad for acting as they get punished for playing the game...
@slammurai6492
@slammurai6492 Месяц назад
"Man no one uses d12s in DnD" Daggerheart: Allow us to introduce ourselves
@LilLizzard
@LilLizzard Месяц назад
It's my favourite shaped dice and used so little :
@sevyreyna3623
@sevyreyna3623 Месяц назад
I watched it twice, and now I understand the rules. lol I'm definitely going to suggest this to the group. Sounds fun!
@SanJacintoArtGuild
@SanJacintoArtGuild Месяц назад
Excellent overview. Thanks!
@matthewkondziela6733
@matthewkondziela6733 Месяц назад
hmm seems like it places the DM in a more antagonistic role as they are in competition for resources. Not sure if that will be a boon or not to table harmony. I do think this would make for a fun dungeon meshi style RP
@tylerboyce4081
@tylerboyce4081 Месяц назад
It does seem like by giving the DM a d20 instead of a d12 and giving Fear bonuses sort of stacks the odds against the players, but maybe that's to encourage narrative solutions to conflict rather than outright combat?
@davidskidmore3442
@davidskidmore3442 Месяц назад
@@tylerboyce4081 its 1d20 for the GM vs. 2d12 for players; the bias is actually the other way around. That said, Evasion is actually set up for being hit by a 1d20 roll, not by 2d12; and enemies are designed to be hit by 2d12+trait. The math works out. This also avoids the issues with big-bad-boss mobs needing special rules to have enough actions to face a party; this system gives 1 Big Boss just as many actions as the party takes against them.. and the same balance in opposite if the party is facing a horde.
@SkittleBombs
@SkittleBombs Месяц назад
not really, if you are worried about that, then make your monsters have AI. just give them 4 moves they do in a sequnces so DM doesnt chose they just play themselves and you referee
@thinkEdem
@thinkEdem Месяц назад
It's a bit confusing that when you gain hit points you get closer to death, and when you clear your hit points you are healed. Would have been probably better to call them wounds or something similar, cause in most common use hit points are a positive track, meaning the more you have the better, and losing them is bad.
@SkittleBombs
@SkittleBombs Месяц назад
yeah ive heen calling them harm
@eartheclipse8
@eartheclipse8 Месяц назад
I rationalize it as "hit points meaning literally the times you were hit", kind of like calling them harm points
@kwdav
@kwdav Месяц назад
Cool! At the first glance, like the "armor need to be repaired" and "changing the round to be more dramatic"!
@pandatess
@pandatess Месяц назад
I really like the simplistic measurements using cards, pencis and paper
@NathandeLucca
@NathandeLucca Месяц назад
I loved Daggerheart. I loved what they did, there are a lot of things I wanted together in a TTRPG. I played TTRPG for many years and had already gotten a bit sick of it, as I didn't favor the "theatre" and something more interesting for combat that wasn't pure luck. Congratulations and excited to play!
@tylerboyce4081
@tylerboyce4081 Месяц назад
11:22 It seems like the Action Tracker might slow combat rather than speed it up. From what I understand, a player could take as many actions as they want, but the GM will be allowed to take that many actions on their turn. So you either have the GM swarming the players with multiple action tokens or players making very few actions to try and minimize the GM's actions.
@davidskidmore3442
@davidskidmore3442 Месяц назад
Players have to take actions or they aren't going to win combats. Control switches from PCs to GM on rolls 'with Fear' or on failed rolls, so there's unlikely to end up with more than 3-4 action tokens at a time. If players have a string of luck that avoids a transfer, it turns into a long string of enemy actions... or the GM can spend Fear to jump in any time they want. Things speed up because there is no initiative order, thus no 'I don't have to act for three more players, and Jane is slow, so I'm gonna check Facebook on my phone'. If you're ready at the end of the previous player's turn, you can go. Jane can ponder her spell list while other people go, and then go as soon as she's ready.
@SkittleBombs
@SkittleBombs Месяц назад
actions tracking doesnt require players to do anything and is purely to help GMs and their monster action economy . during the live play mercer was handling all the little "trickets" and coins shit they mentioned in this video and the players didnt see or use any of it.
@mortisCZ
@mortisCZ Месяц назад
I like it, it slightly mimics the ebb and flow of any combat. If GM has a lot of tokens, it means their players also had a long luck streak so the GM forces are probably already somewhat weakened. If players are unlucky then GM can't just burry them under minions. I understand your worries but there's a bit of self-balancing in this.
@Shiloh_has_a_bird
@Shiloh_has_a_bird Месяц назад
I love this so far! Can’t wait to see how it grows
@grandadmiralthrawn4727
@grandadmiralthrawn4727 Месяц назад
This is brilliant! I love the dice mechanics ❤
@aspartame17
@aspartame17 Месяц назад
It looks cool, but i hope there's a way to not play with cards but simply a character sheet like DnD. If cards are not mandatory but a nice thing a dedicated player CAN buy, that's nice.
@davrosdavros7198
@davrosdavros7198 Месяц назад
My feedback- long time gamer. This is designed for those who loved the old middle earth style games where you have armor degradation and you are tracking a lot of things on your sheet combined with a touch of call of Cthulhu. Sensing they are all in and this is the new thing after campaign 3. I will miss exandria
@Death-By-Squirrel
@Death-By-Squirrel Месяц назад
There's no reason that campaign 4 couldn't be played in Daggerheart and still be set in Exandria, they own the setting, even if it has been published in D&D books.
@davrosdavros7198
@davrosdavros7198 Месяц назад
@@Death-By-Squirrel well I don’t think they own much of what was used and would have to rename a lot. Goliaths I believe are d&d property etc so my guess is they start fresh. The cartoon changed things as they didn’t own the rights
@Death-By-Squirrel
@Death-By-Squirrel Месяц назад
@@davrosdavros7198 Very little of the setting is tied to D&D copywritten material. I think the biggest changes they'd need to make would be renaming a few characters (Mainly the gods, who Critical Role have been using alternative names for for a while) and races (Most of which are not copyrightable anyway, and those that are would only require minor modifications to be legally distinct)
@EV_Ben
@EV_Ben Месяц назад
This looks awesome! Can't wait to try it!
@marcobernardini4107
@marcobernardini4107 Месяц назад
Ahhh can't wait to test it!
@NathandeLucca
@NathandeLucca Месяц назад
I loved Daggerheart's concept. One thing that I would maybe think about adding is on longer rests the player has the option of learning an ability, be it from the level of that class or previous levels that they couldn't learn or something separate that are special abilities/attacks that they have to spend the time required for the countdown. Really excited to play Daggerheart. EDIT: they can learn/get an extra DomainCard and put it in the Vault or Loadout. THIS IS REALLY COOL and I think it would work really well with what the game already has and gives to the player. That's my feedback. I hope it works and that you like it and upload the game
@NathandeLucca
@NathandeLucca Месяц назад
This is something I always wanted in TTRPG, to value dedication and show that it is possible to achieve things with patience, effort and focus, which can give encouragement to people who are weak in the party or have more things to do than just hoping to level up to win. some new skill or something he wouldn't learn from his class.
@PlayPodOG
@PlayPodOG Месяц назад
thats not resting then. learning a ability takes effort and thats not restful
@DaxRaider
@DaxRaider Месяц назад
it all sounds amazing the only thing i am not sure about is that if you roll duals when you roll basicly for death, ur back with zero health loss, feels like that substract a bit from the feeling of being hit down and having a chracter close to death instantly being at 100% again ... feels a bit weirds. i would ahev prefered them heal a bit and have like a critical success with their next move or something else then magic full healing
@edermachado2844
@edermachado2844 Месяц назад
From what I've read and seen, this system is intended to be much more "narrative" driven and heroic, where characters shrug off hits and act like actual heroes of legend, not as much of a "level 1 is deadly" like PF2e or 5e tend to be. I guess the idea is that characters can and will bounce back, and combats seem to be more of a narrative element, rather than a book-mandated slog to go through.
@davidskidmore3442
@davidskidmore3442 Месяц назад
The 'risk it all' option boils down to about 46% chance of just dying, 46% chance of healing a few HP and stress and getting up, and a mere 8% chance of miraculous recovery. Given the alternative option of just falling unconscious and a low chance (at low levels) of losing a Hope box, I think 'risk it all' isn't going to be that common a choice except at really dramatic times.
@mortisCZ
@mortisCZ Месяц назад
@@davidskidmore3442 Exactly even if 3 characters get to 0 HP in every session and they take this gambling choice every second time, it will be statistically during sessions 9 and 19 when this miracle happens. The party would lose 13 character in the meantime. Less suicidal squad might not see it for a whole campaign.
@werebunny131
@werebunny131 Месяц назад
Adrenaline is a hell of a drug
@CriticalxMiss
@CriticalxMiss Месяц назад
This seems like alot of fun, and very different. Cant wait to see how it plays out!
@scott4092
@scott4092 Месяц назад
I can't wait to play this! So many good ideas.
@ThaoHoang-pb2nq
@ThaoHoang-pb2nq Месяц назад
I think enemies should have armor and evasion stat. It gives the feeling that all creature follows the same rule. Maybe that’s just me
@rockindude3001
@rockindude3001 Месяц назад
Nope, it's not just you, I also was wondering about this. I can only speculate but it might take some mental load from the GM during combat. It feels weird though when I hear it...makes me also think that not all characters are funcitoning by the same rules. That rubs me a little.
@SkittleBombs
@SkittleBombs Месяц назад
the creatures do have evasion , they have target number "to hit" then they have thresholds to convert damage into harm dealth. Armour would easily be included... just give them armour slots and damage reduction numbers.@@rockindude3001
@TheDragonshunter
@TheDragonshunter Месяц назад
Soo... You can't get one shotted? Anything above 14 damage will mark 3HP no matter what? 100 damage is the same as 14 damage? Not sure if I'm a fan of that.
@edermachado2844
@edermachado2844 Месяц назад
That's something I thought about too, but if the math was properly crunched during the design phase, then there _should_ be an upper limit of how much damage an enemy can output in relation to the thresholds a character can have. 100 damage being the same as 20 sounds awful... but do we know that at high tiers, an enemy can even output 100 damage? Comparing DH damage thresholds to, let's say, the damage output of a D&D 5e Dragon with a 18d6 breath weapon, or a PF2e Marilith doing 3d8+1d6+16 damage per Action makes no sense. Maybe even at high levels enemies can never deal more than 30 damage when your highest threshold is 25 or something like that. And in any case, not being able to be one shot is nothing but a positive in my book (regards, someone who saw their cleric being dropped from 125 to 7 HP after a single turn at the end of a DiA campaign) Meeting the game on its own terms is the best we can do right now, I'm personally curiously skeptical but will give more opinions after I play the beta.
@davidskidmore3442
@davidskidmore3442 Месяц назад
@@edermachado2844 Severe threshold goes up at every level; by level 10 the weakest PC has about 35 points, and the toughest around 56. They absolutely want to avoid one-shot deaths; these are heroes, not townspeople.
@MrSargas
@MrSargas Месяц назад
If you are a GM nothing stands in your way to just avoid the threshold in some situations and just say "Yeah, this dragon's attack will definetly one-shot you". But also why would you ever like to one-shot your players? Where is fun in that?
@jacobrooms
@jacobrooms Месяц назад
Kinda love whats presented here, I cant wait to try it out.
@quinnmccoy3012
@quinnmccoy3012 Месяц назад
Woooo! So excited for this!
@0saintclark0
@0saintclark0 Месяц назад
I have never played a TTRPG and would love to give this a go but have no friends to play it with.
@wolvo5441
@wolvo5441 Месяц назад
I’d suggest having a look around your local area or online to see if there are any group meets local that you could go along too, it’s what I did when I first started. Meet every Sunday night now and I’ve made some good friends there too.
Далее
How to Make a Character in Daggerheart | Open Beta
31:56
Surprise Gifts #couplegoals
00:21
Просмотров 13 млн
No D&D group? Try solo play!
22:43
Просмотров 2,3 млн
Daggerheart Review after 24 games!
14:53
Просмотров 841
Top Ten Must Have GBA RPGs
13:13
Просмотров 228 тыс.
Daggerheart has a MAJOR flaw
18:55
Просмотров 8 тыс.
Player Character Deaths! (GM Tips w/ Matt Mercer)
5:41
НАЙДИ все МЕМЫ
12:53
Просмотров 463 тыс.
Шансы на дроп из Яиц 🥚🐣
1:00
Просмотров 335 тыс.
НАЙДИ все МЕМЫ
12:53
Просмотров 463 тыс.