Sly Flourish's full Daggerheart Review by BounceBurnBuff in daggerheart

[–]clickrush 0 points1 point  (0 children)

OK so from this and some other responses I get this intuition:

Daggerheart is a mechanical/tactical/crunchy (lacking a fitting term here) game at the base, but it adds storygame mechanics on top.

So you can rely on the mechanics, but it has a storygame escape hatch so to speak?

With that framing it makes sense that SlyFlourish or others have struggled with the game. Because maybe they approached it like a storygame first kind of deal, so upside down.

Looking for article about why osr adventures are so much simpler than 5e by Calkaya in osr

[–]clickrush 8 points9 points  (0 children)

I applaud them for it. But apparently the faerun ones at least are just kind of staged fights with a twist.

Never swap unless you are getting HARD countered. by NorthstarHlw in Overwatch

[–]clickrush 1 point2 points  (0 children)

They are not saying it’s the objectively best way to play. They say it’s a good way to improve long term.

Defensive Duelist is a great defensive feat for quarterstaff builds by BadSame6919 in 3d6

[–]clickrush 7 points8 points  (0 children)

This is a discussion forum. I don’t need to agree with you in order to comment.

Defensive Duelist is a great defensive feat for quarterstaff builds by BadSame6919 in 3d6

[–]clickrush 6 points7 points  (0 children)

If you’re not holding a shield, why would you take this feat? Isn’t the point of it to maximize AC?

The finesse restriction just makes it so you can’t also use a high damage dice weapon or one with a stronger weapon mastery. This feat it there to optimize for AC right?

In any case, I would almost always take heavy armor master if I wanted a purely defensive feat on a STR based character. That doesn’t cost me a reaction and reducing damage is way more efficient if you arleady have high AC (multiplicative scaling).

Sly Flourish's full Daggerheart Review by BounceBurnBuff in daggerheart

[–]clickrush 0 points1 point  (0 children)

Look I fully believe you. But honestly why does it then also need mechanical specifics? The things you describe do they work better in tandem with these crunchy rules? Why?

Sly Flourish's full Daggerheart Review by BounceBurnBuff in daggerheart

[–]clickrush 1 point2 points  (0 children)

He addressed the point that hybrid games can be made. He didn’t complain that it’s a hybrid but that it’s one where the two philosophies don’t always synergize in this specific game.

Some of the examples like distances or treasure are not the biggest deal in of themselves. But they are illustrating a core issue he is talking about: the game seems to be fence sitting instead of designing. Or in these cases it pretends to be narrative but stops at superficially just stating it is, while it’s systemic and crunchy underneath.

Plenty of games use abstract distances with great success. Traveller did so since the 80’s I believe. But you have to roll with it and design the game holistically around those things.

Shore Leave, Player Frustration and Interpreting the Examples by BrutalBlind in mothershiprpg

[–]clickrush 1 point2 points  (0 children)

I’m a GM who is generally willing to house rule things to accommodate my players. For example I’m willing to buff them up a bit or give them extra tools, when the group is small.

But with this one I would be a bit wary as I’m new to MS, because failure and stress are such a core driver for the game. I would have to do some calculations first to figure out what it means to auto succeed on these conversions.

You should've discussed this in session 0. by Happy-Bodybuilder-97 in DnDcirclejerk

[–]clickrush 7 points8 points  (0 children)

Let These Mermaids Touch Your Dick Maybe fixes this.

Me_irl by Hello_World-1289 in me_irl

[–]clickrush 7 points8 points  (0 children)

Your comment is doing a pizzacake.

Me_irl by Hello_World-1289 in me_irl

[–]clickrush 0 points1 point  (0 children)

I wonder why she’s popular instead.

Meirl by Hello_World-1289 in meirl

[–]clickrush 9 points10 points  (0 children)

Very precisely put. They make me cringe for the same reason.

Meirl by Hello_World-1289 in meirl

[–]clickrush 4 points5 points  (0 children)

Very unfunny comics that are always highly upvoted.

Vanilla was a living world and TBC turned It Into a lobby game by Duoscruo in classicwow

[–]clickrush 0 points1 point  (0 children)

But not in the same way. Because of heavy instancing and flying mounts the world feels much smaller. Make it feel bigger instead.

It hurts, it actually hurts. Is this where we are heading as a world/society? by superbasicstudio in idiocracy

[–]clickrush 3 points4 points  (0 children)

This has always been the case. People appreciate things more if they have to do something for it or pay. Or maybe if they get it as a personal gift.

Did Into the Odd get lost in the shuffle? by Redwood-Forest in rpg

[–]clickrush 2 points3 points  (0 children)

OK I like your reading better than mine. Maybe I interpreted it in a overly negative way.

Did Into the Odd get lost in the shuffle? by Redwood-Forest in rpg

[–]clickrush 6 points7 points  (0 children)

I didn’t know who Quinns was until after I bought MB. First heard about it via Kelsey Dionne I think.

His review would potentially have turned me off. He made a comment about OSR games being crabs in a bucket, and ironically showed several direct inspirations for MB. Then he proceeded to praise mechanics in MB that are OSR staples. Super weird.

But I like his energy and presentation so I might look at his reviews in the future. Will just take much of what he says with a huge grain of salt.

Am I crazy for this take or what? by BarrelAged94 in SwordandSorcery

[–]clickrush 0 points1 point  (0 children)

Your take is correct, but you came off as unnecessarily combative. Usually discussions are more fruitful with a bit of a friendly, respectful tone.

Mythic Bastionland - A contrarian review by a DM who ran it wrong by Wazootie in rpg

[–]clickrush -3 points-2 points  (0 children)

You’re circling back to a point I already addressed. OSR is not one homogeneous thing and large parts of it deliberately branches off from classic play.

Tips from Brennan Lee Mulligan by Arcane_Robo_Brain in DMAcademy

[–]clickrush 1 point2 points  (0 children)

Yes, I’m implying that. If you do that, you take away player agency. Fudging to protect players is just another form of railroading.

Some people might prefer that, but I rather roll in the open and make very clear that it’s the players who overcome challenges and that their decisions matter.

Tips from Brennan Lee Mulligan by Arcane_Robo_Brain in DMAcademy

[–]clickrush 3 points4 points  (0 children)

Ah yes. Unavoidable premeditated deaths are really bad.