Neil Gow
Demi-God
It has taken a while to get this to the table, but I finally tested Daggerheart this week with some of my Star Trek Adventures group. It was also the day after the 1.3...
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OH GOD DAMMIT
So, the actual guidance on fight budget looks like this:
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I was reading off the PDF in split panel, and just based on the peculiarities of my setup, that + read like a division symbol.
Short form, my math is embarrassingly wrong.
So, in fact, those 4 adventurers are expected to fight 7 of those (~ 80% of an adventurer) guards.
Which, in turn, suggests the number of fights between rests is rather closer to “1”
So, having a fight then having to have a rest makes an RPG lethal? Sounds reasonable to me... Unless you're used to D&D tropes.Which, in turn, suggests the number of fights between rests is rather closer to “1”
That seems to support the “it's potentially lethal” argument, but it is just one analysis.
I’m looking forward to reading more.Well, @Neil Gow is roadtesting it again today with some very competent system experts (including @Swordmaster) so I have to hope we will get a good answer this week.
Rob's comments were in the context of the apparent D&D norm of 5 combats per rest and his initial misreading of Daggerheart which had him thinking that it would be about 3 combats per rest.So, having a fight then having to have a rest makes an RPG lethal? Sounds reasonable to me... Unless you're used to D&D tropes.
Passing spotlight: there was a broadly similar house rule used by one group I played with, essentially PCs were allowed to trade initiative rolls at will, and that resulted in considerable debate each time the PCs got initiative about who should go next and what they should do to advance the group's agenda. So when I've seen something similar used before, it actually was slow, but that could easily just be the group I was playing with.I'm not sure I get how passing spotlight or rolling damage would be slow? Why are you concerned that they would be?