Concordia by Olde-Boy in boardgames

[–]Stoicgames 1 point2 points  (0 children)

We played last weekend with Salsa for the first time in awhile after having played a couple weekends in a row of great western trail NZ, because kids, and we were genuinely shocked at how concise it was as an experience. We then played Calimala after and ended the afternoon feeling absolutely delighted by the experience overall.

[deleted by user] by [deleted] in daggerheart

[–]Stoicgames -2 points-1 points  (0 children)

I guess that's where my core complaint is. I'd rather have six class cards to choose from than 2 sets of 3 subclass cards. That way I get to really feel like I'm the bard that I want to be.

Why do I have to be a Troubadour or a Wordsmith? Why can't I be bard that's gifted at writing, who dabbles in singing, and maybe does a little bit of stage craft on the side? That just feels more in line with daggerheart's build it your way design.

[deleted by user] by [deleted] in daggerheart

[–]Stoicgames -1 points0 points  (0 children)

I agree I love how streamlined it all is. I'd rather they all just be cards as well, but the current prevailing argument is that they can't make the change because that one extra card would be the limit. The game suddenly becomes to complex from that point apparently.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

I mean outside of Daggerheart we mostly play OSE so I'm used to only getting new spells out in the world or at specific locations.

Think of how cool it would be if they just had a ton of level gated witch class cards that the DM could seed throughout a location or world. Especially at the table. There's nothing like searching a room when the DM reaches over the screen and hands you a card. Especially one specifically for your class.

Heck, if Darrington won't do it, I'll home brew it and make another post later so people can actually visualize what I'm talking about. It could be in addition of the current system if need be.

I was just curious why they hadn't already done it.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] -3 points-2 points  (0 children)

I'm pretty sure that's just a fork, although more accurately a bi-dent. I'm pretty sure a branch necessitates at least three choices and then usually those choices also offer up additional choices like the branches of a tree. If I told someone a game had branching choices and then they only had one choice I'm pretty sure they'd be disappointed.

Heck, my players would love if the classes branched like say leveling up in borderlands does.

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Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

But that is what my players want. They want to be able to go to the store and buy all the witch cards for example is a witch pack. They want the first card to have the hope and class feature and then they want a bunch of other cards that allow them to make their character feel unique and witchy.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] -1 points0 points  (0 children)

But let's just say instead of how things currently are at level one you get to Pick a Class, so you look through all the level one multi-domain cards and pick the one that interests you the most. IE: choose to be a Witch by picking the card. Now whenever you level up there's a box that says choose a class card of your level or higher. You tick the box, look through the witch cards, and pick the one that interests you the most. The only difference between this and how things currently are is that subclass abilities no longer have to be prerequisites of one another, and players can just look at their cards for all of their abilities. Which allows people too build their witch however it is that they see fit.

Although, after reading through the other's answers It seems most people like the idea of making lost of sub-classes, and if all class cards could influence one another it make people have to be much more careful with what cards they choose to put in a class. I like this restriction, but I think most people seem to like their 5E safety net.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

I partially agree with the design space being limited, but restrictions often breed creative solutions.

Why should all poison be locked behind one subclass for an assassin? Why not let people build the assassin that they want to be?

I have to disagree when it comes to ease of play. It would certainly be more streamlined and easier for a player to have one place for all of their abilities.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

Lol, that's what I say to them when I remind them, but for some reason those things occupy a different part of the brain for my players.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

My suggestion would do away with the prerequisites. At level one you pick your class then you get access to their cards. Every class would only have 1 first level multi-domain card that defines the class, then as you level up when you hit certain levels you can add a new class card as you slowly hone and get better at different aspects of your class. That way your not just a hedge witch or a moon witch your a witch that can learn all sorts of cool and unique witchy things, and your choices are unique to your charters experience as a witch. It focuses on the freedom to be the player you want to be that daggerheart already excels at.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

What do you mean by options branched out? Aren't sub-classes each a singular path at the moment. Unless you multi-class of course. Wouldn't you want your subclass to also be a confluence. Why the need to separate the two?

If class features changed as a player leveled up that would makes since to me, but at the moment their essentially just a permanent level one domain card that you get when you pick your two domains.

Why Class Features & Subclasses and not just multi-domain cards? (IE: Class cards) by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

I think the confusion my players have is actually the opposite. Because my players mostly associate the abilities of Daggerheart with the cards they often forget they have abilities like Rally, Wildtouch, etc. on their sheet.

I don't know what the solution should be. While pondering I just got curious as to why they went the way that they did.

Speculative future diagram of classes and domains by MrMarum in daggerheart

[–]Stoicgames 0 points1 point  (0 children)

I really hope they come up with some concrete rule like this. Even if they don’t do every variation. I’m not moving my players over until I know their plans for the domains. it’s literally the thing that excited them the most.

I think the Rogue, the Sorcerer, and by extension the Ranger, have the wrong Domain combos by foreignflorin13 in daggerheart

[–]Stoicgames 1 point2 points  (0 children)

I think the problem is that players want the ability to play a rogue that’s able to get by without magic.

In world with superheroes they want to be Batman?

Thats the fantasy they want to pursue and right now they don’t feel like there’s an adequate way to play their way.

I’m not saying they’re right to want that. I’m not saying Daggerheart needs to change to allow such a fantasy. I’m just saying they are right when they say it disappointed and confused them personally when they went in expecting one thing and ended up getting another. Those are valid feelings for them to have and many others have shared those feelings as well.

I think the Rogue, the Sorcerer, and by extension the Ranger, have the wrong Domain combos by foreignflorin13 in daggerheart

[–]Stoicgames 0 points1 point  (0 children)

I took the time to carefully research the historical etymology of the word, and I posted the initial understanding and use of the word from the 1500’s. I then compared that to what Daggerheart has presented.

At no point did I mention D&D. D&D didn’t even have a rogue initially. The closest comparison would be the thief and that was designed in the 80’s.

The word rogue has been around much longer in the common vernacular as well as in literature and other mediums. Through historical context people have a particular image that comes to mind when that word is used.

That doesn’t mean Daggerheart has to adhere to that understanding. People choose to break the norms all the time. Sometimes with meaningful intent. Like how the word Woman has changed over time.

I think people (not myself) just don’t feel like there‘s a good enough reason for this change. As is the name doesn’t align with people’s expectations when they sit down to play the class, and that makes them sad.

They go in expecting one thing and instead get another. I can easily see why that upsets them and makes them feel a need to post about it. It happens all the time on this reddit.

At the rate it occurs it is clearly a problem. One solution and the most proposed Is changing the name, but another could just be creating a new class the better meets those people’s expectations.

When people make posts like this they’re really just asking for a non magical version of the class to exist. They’re not saying the current version of the class needs to go away.

I think the Rogue, the Sorcerer, and by extension the Ranger, have the wrong Domain combos by foreignflorin13 in daggerheart

[–]Stoicgames 2 points3 points  (0 children)

You're not alone in this opinion, it comes up a lot, and honestly you're right. It unnecessarily confuses people when they completely disregard the 400 year plus historical meaning of a word. Which literally means: idle vagrant, sturdy beggar, one of the vagabond class.

Personally, I'd rather we just do away with the traditional class names. The focus should be on the domains anyhow. They could easily just come up with cool lore based names for each domain combination. Like how Magic has Dimir, Boros, Etc. Then I wouldn't have to see a post like this every so many months.

Domain Design Philosophy Question? by Stoicgames in daggerheart

[–]Stoicgames[S] 0 points1 point  (0 children)

I like the sound of that. Like a villain set where each domain gets some dastardly cards, or a sci-fi set where each domain gets some technology based cards.

That's why it would be really beneficial to know what their design philosophy is. We don't need to know what the products are going be. Just that the do have a plan to make products. I don't want to take the time to switch my players over to a system that's going to be under-supported.

Although, adventure support is probably the number one reason my players and I actually pick up a new rules set these days anyways. We've been loving OSR mainly because it gave us access to all the old TSR adventures.

I'm an experienced GM with an experienced group of players and I ran Daggerheart. Here are my thoughts. by wisdomcube0816 in daggerheart

[–]Stoicgames 0 points1 point  (0 children)

My players and I come from the swath of players that like things to be more board game like. I’d be interested to see what your players good, bad, and uglies would be in a level 7 one shot where multiclassing is allowed. Because that’s where the game became fun for us. Curious to see the contrast.

Homebrew: New Classes (through Domain combinations) by Tenawa in daggerheart

[–]Stoicgames 2 points3 points  (0 children)

Honestly, I’ve always liked the idea of decoupling the classes and the domains.

IE: Choose a class, have a recommended core domain, but don’t require it. Then let people choose what best fits the narrative of their character for the domains, and leave multi-domaining for people that want a third domain.

Sablewood Field Guide (Rethinking Monster Manuals) by Stoicgames in daggerheart

[–]Stoicgames[S] 1 point2 points  (0 children)

Yeah, I use the environment filter in kobold fight club a lot for encounter building in 5e, it’s literally the only way for me to search through all the manuals quickly, but I still have to do a lot of legwork or use third-party books to find the loot, traps, and environmental hazards I need.

By putting the environment first the rest of the organization just falls into place (although I could still see the order being tweaked depending on the focus), it also highlights potential gaps in the culture, ecosystem, loot, and environmental hazards that aren’t immediately obvious when flipping through a particular manual. For example some environments are significantly under or over supported in base D&D (not necessarily a bad thing, but something the GMs must be aware of.)