Category: Where I Read

  • Where I Read: Daggerheart (part two)

    Character creation! You start out by first choosing a class and a subclass (of which each class seems to have two to choose from). Bards can be Troubadours or Wordsmiths, depending on whether they sing healing songs or engage in “clever wordplay.” Hmm. Weaponised punning, huh? I am cautiously intrigued… Druids can be Wardens of the Elements and throw elemental magic around, or Wardens of Renewal and heal people.

    Guardians seem to be your basic big guys with swords, except they’re different from Warriors, who are further down. They can be either Stalwarts or Vengeances, I guess depending on whether they’re pure tanks or leaning towards damage-dealers. Rangers can be Beastbounds (you get a pet) or Wayfinders (you get to hunt and kill things). Rogues can be Nightwalkers (who can sneak) or Syndicates (who know a guy).

    Seraphs are another class that’s not quite standard D&D, though the closest analogue seems to be paladins. They can be Winged Sentinels, in which case they fly, or Divine Wielders, in which case they get a legendary weapon. Also, the Winged Sentinel seems to be the flying knight chick from the cover.

    Sorcerers can have an Elemental Origin and “channel the raw power” of an element, or a Primal Origin and focus on “versatility.” So brute force versus finesse, I guess? Also, the picture for the Elemental Origin Sorcerer is the frog dude from the cover. Aw yeah. Still calling dibs on playing a frog!

    Warriors can have the Call of the Brave or the Call of the Slayer. The former “[uses] the might of [their] enemies to fuel [their] own power,” while the latter strike with “immense force.” So I guess maybe the Call of the Brave gives you some kind of bennies for being hit, maybe? Not sure. Finally, Wizards can have the School of Knowledge to be super-nerds, or the School of War if they basically just want to throw fireballs.

    I don’t know about this, to be honest. I feel sort of like I’m drowning in options here, and some of them are really kind of samey-sounding. I mean, that’s a problem I have with D&D to start with, and they’ve made it even worse here. But we’ll see, perhaps the classes are more distinctive in their actual writeups.

    Having chosen a class, you get a Class Feature, which is on your sheet. You may need to choose one of several available Features. Hmm, okay.

    Next you choose your Heritage, which is made up of ancestry (what species you are) and community (what your folks did for a living, basically). Your ancestry gets you two features, and your community gets you one. There are eighteen different ancestries (including the regular spread of Human, Elf, Dwarf and Halfling, some more unorthodox ones like Giant, Orc and Faerie, and some that I have no idea what they are, like Clank, Fungril and Katari) and nine different communities, but they’re not described here. One of the ancestries is the Ribbet, which I assume are the frog guys. Ribbet, huh? I take it that for all the talk of epicness, this isn’t a game we’re supposed to take entirely seriously? I mean, don’t get me wrong, I’m all for that, but I’ m sensing some tonal mismatch.

    Next is your Traits, which are Agility, Strength, Finesse, Instinct, Presence, and Knowledge. It’s basically the regular D&D ones, except they’ve broken Dexterity into two and mashed Strength and Constitution into one – both of which are, to be honest, excellent ideas. You assign an array of +2, +1, +1, +0, +0 and −1 among your Traits, in best Powered by the Apocalypse spirit.

    You also get some fixed values. Your Evasion and Hit Points are both based on your class, and everyone starts with 6 Stress and 2 Hope. Stress is Hit Points for your brain, basically – you lose them when you start cracking under the pressure. You gain 1 Hope every time your Hope Die shows a higher number than your Fear Die, while the GM gains 1 Fear every time the opposite happens. In both cases they can be used to power some not-yet-described effects. Evasion is what it sounds like – it’s your defense stat. It’s noted that it’s up to you how you describe your defenses, so for instance a wizard might describe as a magical force field that attacks shatter against. That’s a nice touch.

    You get to choose either one two-handed weapon or two one-handed weapons to start the game with, from the Tier 1 list. The weapon you’re wielding determines the type of dice you roll for damage, while the number of dice is determined by your Proficiency (which starts at 1).

    Likewise, you can choose one set of a Tier 1 armour. Armour is mentioned as having a “damage threshold” which determines how much damage you can take before you lose HP. That’s phrased a little ambiguously, and it’s kind of implied that it’s not as simple as “roll damage, subtract armour, lose that many HP,” so that’s another thing we’ll see how it turns out. Armour also has something called “Armor Score” which I think gives you a limited number of times when your armour can reduce how badly a hit hurts you – essentially, the armour takes some of the impact, but it breaks a little from it at the same time. Okay, cool, cool…

    You also get a basic set of adventurin’ supplies, a bit of gold, a Health or Stamina Potion (restores HP and Stress respectively) and one special item from your class. That’s another detail I approve of, buying gear is my least favourite part of chargen in any game.

    Next you get to choose two Experiences, which are kind of like FATE-style Aspects – they’re ideas that describe your character’s background, talents or approach, and if you can argue that one is relevant to a roll, you can spend a Hope point to get +2 on that roll. I’m not sure I see why it’s necessary to spend something to make use of a trait that’s always supposed to be true, but then, I have pretty much the same gripe about FATE… Either way, there are some guidelines about making Experiences both specific and flavourful, all decent stuff but nothing out of the ordinary.

    Your class, it turns out, is composed of two different “domains” that it shares with some other classes – for instance, the Bard class has Grace (being quick on your feet) and Codex (magical study), while the Rogue class has Grace and Midnight (shadows and secrecy). You start out with two “domain cards” taken from your available domains, with each card giving you certain skills and abilities. Interesting approach, and it does somewhat justify why there are so many classes – they really are meant to overlap a little.

    Finally, you are supposed to describe your connections to the other PCs, which you can do with questions provided by your class. Another bit of PbtA-ing there, I guess, though not a bad one.

    Next follows an example character, the Elven Sorcerer Marlowe Fairwind. Her Experiences are “Royal Mage” and “Not On My Watch.” As a Sorcerer, her Class Features apparently include sensing magic, creating illusions, and doing something very crunchy called “Channel Raw Power” that apparently lets her surrender one card to gain Hope or empower a damage-dealing spell. Her backstory is that she’s in the King’s service and she’s apparently the only one who can save him from some mysterious danger, but he refuses to tell her what that danger is. Okay, that’s kind of cool.

    There’s a list of the domains, some of which are more intuitively named than others. They are: Arcana (inherent magic), Grace (charisma), Blade (weapons), Midnight (shadows and secrecy), Bone (bodies and combat… yeah, I don’t know, I think this is going to turn out to be a “monk” thing, but I’m not sure), Sage (knowledge of nature), Codex (scholarly magic), Splendour (healing and necromancy) and Valour (protection).

    There’s a flashy image that shows how the classes overlap in terms of domain, though it’d be easier to follow if the names of the domains were written out instead of represented by images… but okay, I see here that the Guardian is poised between Valour and Blade, while Warrior is between Blade and Bone. So I guess Guardians protect people with weapons, while Warriors are more about just kicking ass. Well, that’s a distinction… I guess… A Seraph lies between Valour and Splendour, so yeah, they’re paladins, basically. Wizards, perhaps a little more unusually, are between Splendour and Codex, so it looks like they’re healers in this game and there’s no such things as Clerics. Fair enough, I never did get the whole “arcane casters can’t heal” thing that D&D insists on. Also somewhat interestingly, Sorcerers share Midnight with Rogues, so apparently they’re supposed to be a bit sneaky in this game.

    There’s also an example of a domain card and some explanations of how to read it. Every domain card has a level and a domain, and you can only choose cards you have the right domain for and are of an equal or higher level than. There are also some rules for “recalling” domain cards, since apparently after level five you will have more cards than you can hold at any one time, so you need to choose a loadout whenever you rest. There are three types of cards, abilities (which are non-magical), spells (which are magical) and grimoires (which are bundles of small spells). Other than that, it seems you just follow the rules written down on the individual card. Okay then. Next up is the list of classes.

  • Where I Read: Daggerheart (part one)

    Where I Read: Daggerheart (part one)

    Hello and welcome to my readthrough of Daggerheart, one of those new-fangled roleplaying games who turned up while I wasn’t looking. I figure giving it a thorough look might be a good way to find out where things are at the moment, so here we go.

    First off, the cover. It’s very shiny. It portrays a whole bunch of fabulous-looking characters – there’s a knight chick with wings, a dude who seems to be all mouth and no face, a mechanical Necron-looking skeleton with a staff, and what seems to be a humanoid frog with a glowing hand. Huh. Okay, if I can play a magic frog, I’m totally gonna, just for the record.

    We’re on to the introduction. Daggerheart is a game of fantasy adventure where you explore exotic locations and save the day. It “provides the tools to tell a story that is both heartfelt and epic.” All right, so we’re definitely aiming for the flash and sizzle more so than the grime and gore, then. Fair enough. It also “takes a fiction-first approach” and “focus on the story [it’s] telling rather than the complexity of the mechanics.” Oh dear, that gives me a sense of foreboding, but it might just be my emotional scars from spending my formative years with Storyteller games that tended to combine over-complicated mechanics with a snotty contempt for anyone who wanted to actually use them… We’ll see, maybe this one will be better with 30 years of extra wisdom to draw on.

    More emphasis on “epic battles and emotional narratives.” Okay, I’ll grant you that I like both those things. Well, to be exact, I like kicking ass and looking really pretty doing it, and so far the game seems like it supports that.

    There’s a long list of inspirations (or “touchstones,” as it calls them). The roleplaying games include a couple of Powered by the Apocalypse ones, along with Lady Blackbird and Shadowrun. Under literature, we have A Song of Ice and Fire, Sabriel, A Wizard of Earthsea, Lord of the Rings and The Wheel of Time. Okay, that does suggest fantasy worlds where magic is a little more mystical and semi-spiritual, rather than just being a matter of flinging energy around.

    The video games session includes Elder Scrolls, Dragon Age, and… Borderlands. Okay, the last one is an interesting choice. Let’s see if I can spot the connection as we go on.

    The core mechanic is that you roll 2d12+modifier against a Difficulty. There is a special wrinkle, however, in that one of your d12s is your Hope Die and the other one is your Fear Die, and things can happen depending on which one rolled higher, irrespectively of whether the roll succeeded or not. Interesting. You also roll damage dice when you hit someone, to see how much you ruined his day.

    There’s a note on the Golden Rule (that is, you can change any rule you don’t like), and Rulings Over Rules (which here means that rules only apply when it makes sense for them to apply). Sure, sure…

    There is a rundown of what’s in the book. The first three chapters are called, respectively, “Preparing for Adventure,” “Playing an Adventure” and “Running an Adventure.” Heh. I do like the symmetry of that. The fourth chapter is the antagonist section, though it also seems to include environments (which can, to be sure, be plenty adversarial in their own right). The fifth is about “campaign frames.” Not sure I understand what that’s supposed to be, I guess we’ll see when we get there.

    What do you need to play? Well, 2-5 players and a Game Master for a start, and also the usual pile of dice. It notes that you need a d100, which I sincerely hope is just a mistake and d100s will be simulated by two d10s as usual, because I dread to think what one of those would actually look like…

    You also need tokens, which are “small objects that represent the look and feel of your character.” Hmm? Like some sort of miniatures? No, apparently not, because it’s mentioned that you’re going to need to place tokens on cards or character sheets to use certain abilities. Starting characters need about seven tokens, more powerful ones may need as many as 15.

    Okay, hang on, here it explains that tokens can really just be any kind of small objects used to keep track of stuff – paper clips are fine, for instance. But you’re supposed to pick something that expresses your character’s unique aesthetic. Ooooookay, that’s a little too precious for my taste, but oh well.

    You also need game cards, which represent your character’s “ancestry, community, subclass, and domain.” So… it’s basically just a cheat note for keeping track of your special abilities and so on? Finally, you need character sheets, and the game recommends getting the class-specific ones from the game’s website. Hrmpf. In myyyyyyy day we got a single one-size-fits-all character sheet, and we had to photocopy it ourselves so it was always smudged, and by Jove, that was how we liked it!

    (okay, no, we hated it, but still…)

    Maps and miniatures can be used but aren’t mandatory. Too bad, these days, what with Roll20 and the likes, I actually have an easier time playing with maps than I have playing with all those other kinds of handouts.

    There are a set of principles for play, which seem to be strongly inspired by Powered by the Apocalypse. Well, I’m all for those. They are:

    • Be a fan of your character and their journey.
    • Spotlight your friends.
    • Address the characters and address the players.
    • Build the world together.
    • Play to find out what happens.
    • Hold on gently.

    I do like “spotlight your friends,” which means to find ways that the other players can show off and get their moment to shine. It’s something I try to do when I play, and I don’t think I’ve ever seen it put into words like this before, so that’s nice. I also like “hold on gently,” meaning to think in terms of what would be interesting and evocative if it happened, but not be so married to it that you try to brute-force it. Again, that’s more or less my own philosophy too.

    The full-page picture before chapter one appears to be a anthropomorphic tiger with a monocle, which I admit does bring a smile to my face. So, Chapter one: Preparing for Adventure! We start with a brief description of the setting, or at least the underlying metaphysics (I am going to go out on a limb and guess that this is one of those games that has an implied setting in the form of classes and races and stuff, but the actual geography and history are up to you).

    Apparently the world consists of the Mortal Realm, the Hallows Above, the Circles Below, and the Realms Beyond. The universe used to be ruled by the Forgotten Gods, but they were overthrown by the New Gods and cast into the Circles Below. The New Gods now rule from the Hallows Above, and they have made it so that it’s hard to cross between planes, mostly to keep the Forgotten Gods from coming back for a rematch. There are also the Faint Divinities, who are a sort of demigod servitors of the greater gods. Some hang out in the Mortal Realm, others were banished with their makers into the Circles Below to become demons.

    The New Gods can see what’s happening in the Mortal Realm from the Hallows Above, but to actually go there they need to sacrifice something of great importance. Hmm, that’s interesting – usually it’s mortals who sacrifice something to get a god’s attention. It does say that it goes two ways, though, so mortals or demons can theoretically enter the Hallows Above through some great personal sacrifice. Also, arcane magic used in great acts of evil can open a portal to the Circles Below.

    The Realms Beyond are a catch-all term for every other dimension that’s not one of the three main ones – examples are “the Elemental Lands,” “the Astral Realm,” and “the Valley of Death.”

    There is a section on magic, and here’s where it gets complicated – apparently magic takes the form of cards, and every time you level up, if you’re a magic-user of whatever sort, you get more cards. Does this mean that I’m going to have to read through the cards too? Honestly, you’d think with 400 pages in this thing it would cover it all, but I guess not. Oh well. Guess I’ll just have to consider when to go over them.

    Anyway, there is another section that explicitly allows you to “re-flavour” your spells and abilities, as long as it makes no mechanical difference. Well, that’s nice, I know there was at least once when I was playing a 4E Druid in Dark Sun, and I felt that it was kind of off that my spells included damage-dealing “cold winds.” “Tearing sandstorms” felt more setting-appropriate… Anyway, there is also a reference to armour having “Armor Slots you can spend to reduce damage,” which sounds interesting, so let’s see what that’s all about when we get there.