>GM has to have a meta currency to tell the players "no."
>system made for the narrativefags of the hobby who got in through Critical Role>"game"lollmao
>>98093340It’s the latest faggot, nigger, and woman containment game. Let it do its job
Virt, you lost.
>>98093340What worldbuilding elf setting diversity orcs?
>>98093340Can you give us a QRD? Exactly how gay and feminised is it?
>>98096906not much different from modern D&D.
>>98096935cite examples
>>98096938Interspecies and homosexual relationships, everywhere is a diverse and cosmopolitan city, anachronisms like coffee shops, peaceful/noble orcs, large religion is bad, women in charge, no evil races, villains all hate diversity, magical schools like hogwarts, freak races like goblins and firbolgs, everyone and everything is magical.
>>98096967>peaceful/noble orcsThe rest are bad, but this is pure cancer.
>>98096967>>98096979In my game orcs are dumb and brutish and are exclusively relegated to physical labor and fighting though.I do agree that making every class a fucking caster is obnoxious.
>>98096967How are people not exhausted of shit like this
>>98097282Normies being normies, I guess.
>>98096967Isn't it supposed to have like multiple different types of setting you can modulate with?Or is it just "it can't include things I don't like because that's badwrong fun*?
>>98097282Do you think the current crop of nerds reads anything in depth? Fuckers not reading the book and having no idea what's going on has always been the norm.
>>98098532most people haven't read a book since highschool, including the self-righteous dipshits here
>>98096967last time I checked, nobody is forcing you to make your world like that.sounds like you're the type of person to immediately gargle semen just because somebody mentioned it as an example of sexual acts
Not even its creators play it.That's all you need to know.
>>98093340I love how Draw Steel and this one are on a sort of game design horseshoe theory of terrible.
>>98104265Ran a 6 session minicampaign through both. They were just average games. Not sure why /tg/ always has to pretend that systems are these big portentous things they need to struggle against.
I think that, ultimately, Daggerheart is rather PbtA-adjacent. If you dislike PbtA, you are probably going to dislike Daggerheart. If you like PbtA, there is a decent chance that you will like Daggerheart.For context, I have played Dungeon World, GMed Homebrew World (with the follower rules from Infinite Dungeons), played and GMed Fellowship 1e, played and GMed Fellowship 2e, and GMed Chasing Adventure.Last July, I GMed the Daggerheart quickstart (and went a little further with a bonus encounter against the colossus Ikeri, a spellblade leader, and an Abandoned Grove environment, during which Ikeri was one-turn-killed: https://archive.4plebs.org/tg/thread/95975566/#95994135 ).I wrote up an actual play report, during which I concluded that Daggerheart just is not for me, even relative to other PbtA games. I have been sitting on it for a while, and I have been hesitant to release it.I started up a new Daggerheart campaign last January, and am thus GMing it once again. We are currently level 6.I think that Daggerheart is very much a success/failure spiral game. The party lives and dies by their first several rolls in an adventure; a pile of successes with Hope early on leads to smooth sailing, while several Fears in a row leads to a rough time that is hard to bounce back on. I strongly dislike this aspect of the system.
>>98104578To expound, spending Fear to make GM moves in the first place puts the PCs in a situation where they will have to roll to fight back.We see a few examples in the core rulebook, p. 156:• Introducing new adversaries to a scene when their appearance hasn’t been foreshadowed or lacks context.• An adversary activating a powerful spell or transformation to deal massive damage or boost their capabilities.• An environment exerting a strong negative effect on the party.These are all situations wherein the PCs will have to make rolls to fight back.More examples can be found in the environments, which offer the GM the ability to make a GM move (possibly with a Fear cost) to make an enemy appear. The tier 1 Abandoned Grove comes with a GM move that costs 1 Fear to make a Minor Chaos Elemental appear as an enemy, for example. The tier 1 Outpost Town comes with a GM move that costs 1 Fear to make a bunch of Jagged Knife criminals accost the party, and so on and so forth.
>>98104590I do not think the enemy balance in Daggerheart is all that good. Two enemies with the exact same point cost can vary wildly in power level. I am not the only person who has observed this; see these two Reddit threads for examples:https://www.reddit.com/r/daggerheart/comments/1lruylw/psa_be_very_careful_with_dire_wolves/https://www.reddit.com/r/daggerheart/comments/1qf7xvu/my_review_after_running_daggerheart_up_to_level_5/Druids are straight-up overpowered due to their mechanics, and characters multiclassing into druid at level 5, doubly so. This has been covered extensively in threads such as these:https://www.reddit.com/r/daggerheart/comments/1lgoyid/taming_the_beast_why_druids_beastform_needs_a/https://www.reddit.com/r/daggerheart/comments/1ljv9tn/for_those_who_agree_druid_balance_is_a_problem/https://www.reddit.com/r/daggerheart/comments/1lmfeyw/level_1_strength_druids_seldom_miss_tier_3_druids/https://www.reddit.com/r/daggerheart/comments/1oy65wo/question_about_multiclassing_into_druid/
>>98104610One odd quirk of Daggerheart that I hardly see anyone is just how important Minor Health Potions and Minor Stamina Potions are to character survival, and yet they are swingy. This is a game wherein squishy bards and wizards have 5 HP, tanky guardians and seraphs have 7 HP, and everyone else has a middle ground of 6 HP. This is a game wherein everyone has 6 Stress. (At baseline, anyway, slowly increasing in increments of 1 if the player specifically spends upgrades on them.)A Minor Health Potion heals 1d4 HP, and a Minor Stamina Potion heals 1d4 Stress. This is hugely, hugely swingy. Rolling a 1 can be a serious complication, while rolling a 4 can bring a bard or wizard at 1 HP up to full!This is not necessarily a bad thing. Some players and GMs might consider this a feature, rather than a bug. But me, me personally? I do not like healing being this swingy.
>>98104619Another gripe of mine, which I personally observed at several points: ranged attack privilege is a bit annoying compared to what melee has to put up with. A longbow is not much lower-damage than two-handed melee weapons, and yet a longbow can attack out to Very Far ("100–300 feet away"). There is no downside to shooting in melee, whereas a melee character trying to move more than Close ("10–30 feet away") has to make an Agility action roll. If the character rolls a failure, or a success with Fear, then the GM gets to retaliate with a GM move; and rolling with Fear also means the GM gets a Fear to work with.Indeed, the example of play in the core rulebook, p. 95, is showcasing the many, many things that can go wrong as a melee-focused character makes a movement roll! A ranged weapon would have allowed the character to ignore all of this hassle.This is partly why the druid's Pouncing Predator is so strong: it greatly eases the process of closing in with an enemy. This is also why the Bone domain's level 1 Deft Maneuvers is a great help. It is also discouraging how the bestiary has several hosers of melee PCs, like the gorgon, and virtually nothing that punishes a ranged PC specifically. (Speaking of which, it is also unfair how a decent amount of enemies resist physical damage, but hardly anything resists magic damage.)
Why do people have a problem with neutral/not inherently evil orcs? I feel like this was never really an issue until all the recent gay shit of current d&d and everything being a culture war now.
>>98104638You kind of answered your own question buddy.
>>98104635As for the Daggerheart game I have been running, well, we are level 6. Due to (half-)infernis Fearless, they have not rolled with Fear a single time: https://docs.google.com/document/d/1xgEiD7kgRmOrARR5cm87m-J-AHUFZvBK9cW3zpCCCAk/edit?tab=t.0#heading=h.f2v36tdeln9As it turns out, the Stress cost for Fearless is really quite manageable with the aid of various Stress reducers, such as a bard's Rally Dice.I really do not like Fear as a mechanic. I have run other PbtA games, and Fear comes across as a superfluous resource.>>98096967Daggerheart does not come with any one unified setting (apart from a default cosmology). There are six sample settings in the core rulebook, and you can always create your own.
>>98104660I mean, I figured there must be more to it than that, surely? I just don't really remember it being an issue until recently.
>>98104688Because everything is a zero sum game in the culture war.
>>98104638>neutral orcsWhat's the point?
>>98104688The issue with a lot of this is that 'subversion of tropes' is very strongly wielded by the left/progressives to the point that respecting the inspiration, source material etc has gained innately right wing connotations. The orcs (and all similar monsters) had for a very long a very strong archetypal role of being the dehumanized inhuman other, a force of destruction and evil which is a match for humanity while also not being humanity despite its resemblance. Because the progs love to take what they perceive as 'tropes' and inverting them, the orc has (d)evolved into increasingly taking attributes associated with colonialism, oppression of minorities and rewriting of history. Progs love to lean into this, to cast evil as good and good as evil so 'good orcs' increasingly become a dogwhistle of a setting's progressive values. While there was a time where Klingon orcs who aren't full evil was cool, nowadays its presence in a setting is a strong indicator that the creator/writer is pushing an agenda and actively malicious toward fantasy tropes.Because subversion is now overplayed and has become the new norm, it is now counter cultural to take the 'Orc' back to its monster roots.
>>98104975It always seems to go back to colonialism doesn't it
>>98104638Nonevil orcs tend to just look like generic green humans with tusks, which is fucking gay
>>98104674Smaller anecdote: one of the three effects producible by the Codex domain's level 2 Book of Sitil is:>Illusion: Make a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range.This came up while helping someone make a faerie bard or wizard. The Book of Sitil is a good pick for this character.Since faeries can range in height from 2 feet to 7 feet in this game, does this not create an incentive to make the character on the taller side, in order to get the most out of Illusion? Are there other domain cards that give a benefit the taller the character is?It is very odd that this one domain card effectively encourages heightmaxxing.
>>98104638Ugly, warlike, and malevolent.A creature composed of all these qualities is inherently incapable of neutrality.
>>98104727>Because everything is a zero sum game in the culture war.The people insisting it wasn't are the same people who now own the zeitgeist.>>98105188>It always seems to go back to colonialism doesn't itColonialism is the "original sin" and Hitler is Satan, that's always been the post-WW2 message.
>>98104403Because 90% of /tg/ are culture warrior /pol/ tourists who are only aware of deeundee from shitty memes, and those games are made by people they consider their political enemies.
>>98104638Non evil orcs offer genuinely nothing beyond the writer going "i'm not like the other girls!" like everyone else on the planet or baby's first social commentary that they're parrotting verbatum from someone else