shoo

joined 2 years ago
[–] shoo@lemmy.world 3 points 9 months ago (1 children)

My skim of the srd gave the impression of a crunchy exterior with a gooey center (which definitely is good for some tables). Hell, the first page has a header for "rulings over rules"! That phrase was a common GM pejorative for 5e; used as justification to offload balance from the system to the players. The core systems seem strong but with lots of asterisks to keep them backseat to player agency.

Loose turn structure, PC death only with player consent, GMs generally don't get to make a move unless it's explicitly available, spending meta-currencies to legally fudge dice rolls, etc... It seems like most of it was designed for players to have a strong control over narrative with lots of pressure valves to reduce the impact of unlucky dice. I like the Hope/Stress system, but Fear seems like it only exists to give the GM permission to do normal GM things.

At any rate I'll be interested to see it in practice. It seems like the system Critical Role always needed, they'll probably be able to do some cooler narratives without sanding down 5e's rough edges.

[–] shoo@lemmy.world 1 points 9 months ago (3 children)

Last I heard (the playtest) Daggerheart was somewhat unpolished and lacked mechanical teeth to make it more than a narrative prompting experience. Recent reviews seem positive though, I'll have to take another look.

[–] shoo@lemmy.world 7 points 10 months ago

Fun fact: cringe comes from an Old English word which meant to crumple or fall in battle. So power word cringe must be a synonym for power word kill 🧙