• Coldcell@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    8
    ·
    16 hours ago

    Sure, it’s not solving anything, but IMO it’s fun giving the GM a tokenified response currency even though you pull off a success. I’ve seen a fair amount of backlash, but just feel portraying the dice mechanic as Star Wars is miles off base, when it adds a narrative prompt for success/failure (D&D does this with nat20/nat1).

    • ampersandrew@lemmy.world
      link
      fedilink
      English
      arrow-up
      4
      arrow-down
      1
      ·
      16 hours ago

      I’ll grant you I’m not typically the GM. From your perspective, do you see it making things more interesting as a GM? Because as a player, it’s less up my alley, and the GM’s response currency without that system is whatever they want it to be, because they’re the GM.

      • Coldcell@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        10
        arrow-down
        1
        ·
        16 hours ago

        It does, I think. It powers “lair actions”, gives powers like interrupting turn sequence, making multiple moves in sequence. When the GM has a pool of currency players can see, there’s an unsaid acknowledgement things are going wrong/badly, which helps fuel collaboration in the storytelling aspect. I can say that someone fails an attack, but on a fail with fear they miss the attack AND leave themselves open to a harsh counterattack, or perhaps lose their weapon. I can do all of this off the cuff in D&D because ‘GM said so’, but then the players can feel an adversarial relationship instead of collaborative, which is so much more encouraged in Daggerheart.

        All entirely subjective, and at its core it’s still heroic fantasy same as hundreds of other systems and if you are put off by rolling two dice for metacurrency, it’s likely not for you.

        • ampersandrew@lemmy.world
          link
          fedilink
          English
          arrow-up
          2
          arrow-down
          1
          ·
          16 hours ago

          That interrupting turn sequence part is the one that upsets me the most, and I’m not fond of the extra drag on pacing that the "yes, but"s and "no, however"s can have over time. If they are putting their weight behind it, I hope it’s resonating with others, but if they intend to ever replace their D&D with Daggerheart, I wouldn’t be thrilled with the substitution.