I only watched parts of the Critical Role stuff but I believe they never released a session zero?
Also, Daggerheart is newly released so it might be interesting just because of that.
I only watched parts of the Critical Role stuff but I believe they never released a session zero?
Also, Daggerheart is newly released so it might be interesting just because of that.
I pre-ordered the book, and ran the Quick Start adventure for my family last week. I really liked it, and wrote up my impressions here: https://gist.github.com/sandyarmstrong/0503026016dbbb0aa6408ece020010fd .
It’s not a full review or anything. I don’t bother explaining the core mechanics. There are other folks doing that already.
FYI, the link doesn’t work.
I don’t know why it’s not working for you, it works fine for me even from a private browsing session where I’m not logged in. Are you using a Lemmy client that includes the trailing
.
in the link or something?Anyway, I’ve copied it here as well: https://sandybox.neocities.org/dh
Oh, yeah, sorry, that was it.
It was an interesting review, thanks a lot for sharing!
I read the playtest a few months ago and felt the lack of initiative and the fear/hope mechanic didn’t quite work out for me, but I’m glad that it did for you!
Character creation and sheets are an easy win compared to the mess that is 5e (especially 2024). It’s the first thing that a player usually sees when approaching a new game, so I’m happy that they did it right.
For what it’s worth, there are definitely people using traditional initiative in Daggerheart. For one thing, the book has optional rules for an “action tracker” that limits how much an individual player can hog the spotlight. And I saw somebody on Mastodon who was borrowing a cool initiative system from Dragonbane.
Hope and Fear are more central, if that mechanic turns you off, it’s probably not the game for you. Personally I love it, it gives us all improv cues when we need them, and it makes rolls more dynamic than just pass/fail.