• Dungeons & Dragons, Wizards of the Coast, Giant Skull, videojuegos, RPG, TTRPG, Baldur's Gate 3, noticias de juegos, desarrollo de videojuegos

    ## Introducción

    Recientemente, Wizards of the Coast (WOTC) ha anunciado una colaboración con Giant Skull para desarrollar un nuevo juego de Dungeons & Dragons. Este juego será un título para un solo jugador y se presenta como "épico". Esta noticia surge un año después de que WOTC y Larian Studios terminaran su colaboración, la cual resultó en el exitoso...
    Dungeons & Dragons, Wizards of the Coast, Giant Skull, videojuegos, RPG, TTRPG, Baldur's Gate 3, noticias de juegos, desarrollo de videojuegos ## Introducción Recientemente, Wizards of the Coast (WOTC) ha anunciado una colaboración con Giant Skull para desarrollar un nuevo juego de Dungeons & Dragons. Este juego será un título para un solo jugador y se presenta como "épico". Esta noticia surge un año después de que WOTC y Larian Studios terminaran su colaboración, la cual resultó en el exitoso...
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  • Warhammer Skulls PC Game Deals - Save On Space Marine 2, Dawn Of War, Vermintide, And More

    Following this week's Warhammer Skulls event, which saw a bunch of new Warhammer games and media revealed, a bunch of Warhammer PC games are discounted at multiple online retailers. You'll find big discounts on games from Warhammer Fantasy and 40,000 alike, including Vermintide 2 Collector's Edition for, Space Marine 2 for, and many more. There are even a few freebies to pick up as well. The deals are available at Fanatical, GOG, Humble Bundle, and Green Man Gaming, and while you'll find many of the same games on sale at all four retailers, the deal prices and availability differ. In most cases, the difference is only a few dollars at most. Nevertheless, to help you save the most cash, we've combed through them all to find the lowest prices and most noteworthy exclusives and listed them below. Note that most of these deals will be available for several more days, so you've got time to grab them.Browse all Warhammer Skulls dealsFanaticalGOGHumble BundleGreen Man GamingGOG has some of the most unique Warhammer deals to check out. This includes an exclusive Warhammer Goodie Bag that's free to download. It includes 22 wallpapers for desktop or smartphones and discount codes for Warhammer Fantasy Role Play TTRPG rulebooks and expansions through Cubicle 7 and Warhammer art prints at Warhammer Art. GOG is also giving away the classic Warhammer 40,000 strategy game Rites of War for free.Both freebies are worth grabbing even if you don't purchase anything else from GOG. That said, the retailer has a few exclusive bundle deals you won't find anywhere else, including the Warhammer 40K Bundle that gets you Space Marine, Dawn of War Master Edition, and Dawn of War II Grand Master Edition for just, and the Shooter Dual Pack with Necromunda: Hired Gun and Space Hulk: Deathwing Enhanced Edition for. Of course, GOG also has deals on a bunch of classic Warhammer games you won't find anywhere else, like Final Liberation: Warhammer Epic 40,000 and Man O' War: Corsair - Warhammer Naval Battles. And to top it all off, all games purchased at GOG are entirely DRM-free--so even if other storefronts have a few games on sale for slightly cheaper, it's still worth considering GOG for that reason alone.Continue Reading at GameSpot
    #warhammer #skulls #game #deals #save
    Warhammer Skulls PC Game Deals - Save On Space Marine 2, Dawn Of War, Vermintide, And More
    Following this week's Warhammer Skulls event, which saw a bunch of new Warhammer games and media revealed, a bunch of Warhammer PC games are discounted at multiple online retailers. You'll find big discounts on games from Warhammer Fantasy and 40,000 alike, including Vermintide 2 Collector's Edition for, Space Marine 2 for, and many more. There are even a few freebies to pick up as well. The deals are available at Fanatical, GOG, Humble Bundle, and Green Man Gaming, and while you'll find many of the same games on sale at all four retailers, the deal prices and availability differ. In most cases, the difference is only a few dollars at most. Nevertheless, to help you save the most cash, we've combed through them all to find the lowest prices and most noteworthy exclusives and listed them below. Note that most of these deals will be available for several more days, so you've got time to grab them.Browse all Warhammer Skulls dealsFanaticalGOGHumble BundleGreen Man GamingGOG has some of the most unique Warhammer deals to check out. This includes an exclusive Warhammer Goodie Bag that's free to download. It includes 22 wallpapers for desktop or smartphones and discount codes for Warhammer Fantasy Role Play TTRPG rulebooks and expansions through Cubicle 7 and Warhammer art prints at Warhammer Art. GOG is also giving away the classic Warhammer 40,000 strategy game Rites of War for free.Both freebies are worth grabbing even if you don't purchase anything else from GOG. That said, the retailer has a few exclusive bundle deals you won't find anywhere else, including the Warhammer 40K Bundle that gets you Space Marine, Dawn of War Master Edition, and Dawn of War II Grand Master Edition for just, and the Shooter Dual Pack with Necromunda: Hired Gun and Space Hulk: Deathwing Enhanced Edition for. Of course, GOG also has deals on a bunch of classic Warhammer games you won't find anywhere else, like Final Liberation: Warhammer Epic 40,000 and Man O' War: Corsair - Warhammer Naval Battles. And to top it all off, all games purchased at GOG are entirely DRM-free--so even if other storefronts have a few games on sale for slightly cheaper, it's still worth considering GOG for that reason alone.Continue Reading at GameSpot #warhammer #skulls #game #deals #save
    Warhammer Skulls PC Game Deals - Save On Space Marine 2, Dawn Of War, Vermintide, And More
    www.gamespot.com
    Following this week's Warhammer Skulls event, which saw a bunch of new Warhammer games and media revealed, a bunch of Warhammer PC games are discounted at multiple online retailers. You'll find big discounts on games from Warhammer Fantasy and 40,000 alike, including Vermintide 2 Collector's Edition for $7.19 (was $45), Space Marine 2 for $33.15 (was $60), and many more. There are even a few freebies to pick up as well. The deals are available at Fanatical, GOG, Humble Bundle, and Green Man Gaming, and while you'll find many of the same games on sale at all four retailers, the deal prices and availability differ. In most cases, the difference is only a few dollars at most. Nevertheless, to help you save the most cash, we've combed through them all to find the lowest prices and most noteworthy exclusives and listed them below. Note that most of these deals will be available for several more days, so you've got time to grab them.Browse all Warhammer Skulls dealsFanaticalGOGHumble BundleGreen Man GamingGOG has some of the most unique Warhammer deals to check out. This includes an exclusive Warhammer Goodie Bag that's free to download. It includes 22 wallpapers for desktop or smartphones and discount codes for Warhammer Fantasy Role Play TTRPG rulebooks and expansions through Cubicle 7 and Warhammer art prints at Warhammer Art. GOG is also giving away the classic Warhammer 40,000 strategy game Rites of War for free.Both freebies are worth grabbing even if you don't purchase anything else from GOG. That said, the retailer has a few exclusive bundle deals you won't find anywhere else, including the Warhammer 40K Bundle that gets you Space Marine, Dawn of War Master Edition, and Dawn of War II Grand Master Edition for just $25 (was $100), and the Shooter Dual Pack with Necromunda: Hired Gun and Space Hulk: Deathwing Enhanced Edition for $10.70 (normally $60). Of course, GOG also has deals on a bunch of classic Warhammer games you won't find anywhere else, like Final Liberation: Warhammer Epic 40,000 and Man O' War: Corsair - Warhammer Naval Battles. And to top it all off, all games purchased at GOG are entirely DRM-free--so even if other storefronts have a few games on sale for slightly cheaper, it's still worth considering GOG for that reason alone.Continue Reading at GameSpot
    0 Kommentare ·0 Geteilt ·0 Bewertungen
  • Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy

    The Last Braindance?

    Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy
    Look, all I'm saying is that the declaration of martial law might have made that last three-peat a bit tougher to pull off.

    Image credit: VG247/CD Projekt

    News

    by Mark Warren
    Senior Staff Writer

    Published on May 21, 2025

    Cyberpunk 2077's sequel will let us take a detour from the returning Night City to visit a new location which feels a bit "like Chicago gone wrong". Naturally, this news has me questioning how Cyberpunk's timeline might have affected the most prominent basketball dynasty of the 1990s.
    The tiny nugget of info we got about this second city comes from Mike Pondsmith, creator of the Cyberpunk TTRPG series that CD Projekt's futuristic RPGs are based on. It's the first bit of concrete info about the game - beyond just where it's at in the production process - we've gotten for a while.

    To see this content please enable targeting cookies.

    Speaking to Tvgry during this year's Digital Dragons Conference, Pondsmith touched on his current relationship with CD Projekt's Cyberpunk devs. He's "not as involved directly with the sequel as he was with the first Cyberpunk, but he does still pop by the studio to look at scripts and offer his views on stuff like new cyberware made for Project Orion.
    For instance, he revealed that when he was there recently, he "spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion - because there's another city we visit, I'm not telling you any more than that, but there's another city we visit."
    "Night City's still there," Pondsmith continued, telling us more, "I remember looking at it and going 'yeah, I understand the feel that you're going for in this, and this really does work - it doesn't feel like Blade Runner, it feels more like Chicago gone wrong'. I said 'yeah, you know, I can see this working.'"

    Watch on YouTube
    This chatter starts at around the three hour and 45 minute mark of the video embedded above, if you want to check it out for yourself. I don't know if you'll do the same, but the mention of a Cyberpunk city that might be a bit like Chicago got me wondering what the existing Cyberpunk lore says about the actual Windy City.
    According to the series' Fandom Wiki, Chi-town was "left in a state of absolute devastation" by the collapse of the United States that occurs between 1996 and 2008 in the Cyberpunk timeline, and was subsequently ravaged by a "catastrophic bio-plague" created by the federal government itself. By 2077, the city's "implied to have undergone some level of reconstruction" by rumours of it being connected to Night City via the transcontinental maglev rail network that Cyberpunk 2077's database describes as "currently inoperational", but subject to revitalisation efforts by Night Corp.
    Cool. But here's the thing. If Chicago started to fall apart in 1996 - the year that martial law was declared across the USA in Cyberpunk lore - do Michael Jordan's Chicago Bulls win the 1996, 1997, and 1998 NBA championships to cement themselves as arguably the greatest basketball dynasty of all-time? That's assuming Jordan and the Bulls even exist in the Cyberpunk universe, but I think it's worth exploring anyway.
    The situation is this as far as I can tell - the aforementioned martial law runs from 1996 to 1999, so Jordan and co have that to contend with, in addition to a 1998 midwest drought and the collapse doing so much damage that "an estimated 90%" of Chicago is abandoned by the end of it in 2008. It's MJ though. I'm still banking on him to beat the Jazz in the finals, even if he's got to dribble past bio-plagues and hostile cybernetically-augmented soldiers to do it.
    Do you think his airness still ends up with six rings on his weird cyber-fingers? Also, how do you feel about visiting this second city in Cyberpunk 2? Let us know below!
    #cyberpunk #2077039s #sequel #includes #new
    Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy
    The Last Braindance? Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy Look, all I'm saying is that the declaration of martial law might have made that last three-peat a bit tougher to pull off. Image credit: VG247/CD Projekt News by Mark Warren Senior Staff Writer Published on May 21, 2025 Cyberpunk 2077's sequel will let us take a detour from the returning Night City to visit a new location which feels a bit "like Chicago gone wrong". Naturally, this news has me questioning how Cyberpunk's timeline might have affected the most prominent basketball dynasty of the 1990s. The tiny nugget of info we got about this second city comes from Mike Pondsmith, creator of the Cyberpunk TTRPG series that CD Projekt's futuristic RPGs are based on. It's the first bit of concrete info about the game - beyond just where it's at in the production process - we've gotten for a while. To see this content please enable targeting cookies. Speaking to Tvgry during this year's Digital Dragons Conference, Pondsmith touched on his current relationship with CD Projekt's Cyberpunk devs. He's "not as involved directly with the sequel as he was with the first Cyberpunk, but he does still pop by the studio to look at scripts and offer his views on stuff like new cyberware made for Project Orion. For instance, he revealed that when he was there recently, he "spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion - because there's another city we visit, I'm not telling you any more than that, but there's another city we visit." "Night City's still there," Pondsmith continued, telling us more, "I remember looking at it and going 'yeah, I understand the feel that you're going for in this, and this really does work - it doesn't feel like Blade Runner, it feels more like Chicago gone wrong'. I said 'yeah, you know, I can see this working.'" Watch on YouTube This chatter starts at around the three hour and 45 minute mark of the video embedded above, if you want to check it out for yourself. I don't know if you'll do the same, but the mention of a Cyberpunk city that might be a bit like Chicago got me wondering what the existing Cyberpunk lore says about the actual Windy City. According to the series' Fandom Wiki, Chi-town was "left in a state of absolute devastation" by the collapse of the United States that occurs between 1996 and 2008 in the Cyberpunk timeline, and was subsequently ravaged by a "catastrophic bio-plague" created by the federal government itself. By 2077, the city's "implied to have undergone some level of reconstruction" by rumours of it being connected to Night City via the transcontinental maglev rail network that Cyberpunk 2077's database describes as "currently inoperational", but subject to revitalisation efforts by Night Corp. Cool. But here's the thing. If Chicago started to fall apart in 1996 - the year that martial law was declared across the USA in Cyberpunk lore - do Michael Jordan's Chicago Bulls win the 1996, 1997, and 1998 NBA championships to cement themselves as arguably the greatest basketball dynasty of all-time? That's assuming Jordan and the Bulls even exist in the Cyberpunk universe, but I think it's worth exploring anyway. The situation is this as far as I can tell - the aforementioned martial law runs from 1996 to 1999, so Jordan and co have that to contend with, in addition to a 1998 midwest drought and the collapse doing so much damage that "an estimated 90%" of Chicago is abandoned by the end of it in 2008. It's MJ though. I'm still banking on him to beat the Jazz in the finals, even if he's got to dribble past bio-plagues and hostile cybernetically-augmented soldiers to do it. Do you think his airness still ends up with six rings on his weird cyber-fingers? Also, how do you feel about visiting this second city in Cyberpunk 2? Let us know below! #cyberpunk #2077039s #sequel #includes #new
    Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy
    www.vg247.com
    The Last Braindance? Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy Look, all I'm saying is that the declaration of martial law might have made that last three-peat a bit tougher to pull off. Image credit: VG247/CD Projekt News by Mark Warren Senior Staff Writer Published on May 21, 2025 Cyberpunk 2077's sequel will let us take a detour from the returning Night City to visit a new location which feels a bit "like Chicago gone wrong". Naturally, this news has me questioning how Cyberpunk's timeline might have affected the most prominent basketball dynasty of the 1990s. The tiny nugget of info we got about this second city comes from Mike Pondsmith, creator of the Cyberpunk TTRPG series that CD Projekt's futuristic RPGs are based on. It's the first bit of concrete info about the game - beyond just where it's at in the production process - we've gotten for a while. To see this content please enable targeting cookies. Speaking to Tvgry during this year's Digital Dragons Conference, Pondsmith touched on his current relationship with CD Projekt's Cyberpunk devs. He's "not as involved directly with the sequel as he was with the first Cyberpunk, but he does still pop by the studio to look at scripts and offer his views on stuff like new cyberware made for Project Orion. For instance, he revealed that when he was there recently, he "spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion - because there's another city we visit, I'm not telling you any more than that, but there's another city we visit." "Night City's still there," Pondsmith continued, telling us more, "I remember looking at it and going 'yeah, I understand the feel that you're going for in this, and this really does work - it doesn't feel like Blade Runner, it feels more like Chicago gone wrong'. I said 'yeah, you know, I can see this working.'" Watch on YouTube This chatter starts at around the three hour and 45 minute mark of the video embedded above, if you want to check it out for yourself. I don't know if you'll do the same, but the mention of a Cyberpunk city that might be a bit like Chicago got me wondering what the existing Cyberpunk lore says about the actual Windy City. According to the series' Fandom Wiki (which does note that it needs more citations), Chi-town was "left in a state of absolute devastation" by the collapse of the United States that occurs between 1996 and 2008 in the Cyberpunk timeline, and was subsequently ravaged by a "catastrophic bio-plague" created by the federal government itself. By 2077, the city's "implied to have undergone some level of reconstruction" by rumours of it being connected to Night City via the transcontinental maglev rail network that Cyberpunk 2077's database describes as "currently inoperational", but subject to revitalisation efforts by Night Corp. Cool. But here's the thing. If Chicago started to fall apart in 1996 - the year that martial law was declared across the USA in Cyberpunk lore - do Michael Jordan's Chicago Bulls win the 1996, 1997, and 1998 NBA championships to cement themselves as arguably the greatest basketball dynasty of all-time? That's assuming Jordan and the Bulls even exist in the Cyberpunk universe, but I think it's worth exploring anyway. The situation is this as far as I can tell - the aforementioned martial law runs from 1996 to 1999, so Jordan and co have that to contend with, in addition to a 1998 midwest drought and the collapse doing so much damage that "an estimated 90%" of Chicago is abandoned by the end of it in 2008. It's MJ though. I'm still banking on him to beat the Jazz in the finals, even if he's got to dribble past bio-plagues and hostile cybernetically-augmented soldiers to do it. Do you think his airness still ends up with six rings on his weird cyber-fingers? Also, how do you feel about visiting this second city in Cyberpunk 2? Let us know below!
    0 Kommentare ·0 Geteilt ·0 Bewertungen
  • Critical Role’s Daggerheart TTRPG solves some of D&D’s biggest problems

    The popularity of the actual play show Critical Role helped make 5th edition Dungeons & Dragons wildly successful. But now, Critical Role Productions has become more than a booster and frequent collaborator for D&D: It’s become a competitor. After years in development, Daggerheart, a tabletop RPG from Critical Role’s publishing imprint, Darrington Press, launches today. And the book shows just how much lead designer Spenser Starke and the book’s other designers have learned from playing 5e, as they address some of that game’s biggest issues.Problem: Failure is boringThere are few things as satisfying as rolling a natural 20 in a clutch situation in D&D, but D&D’s d20 system has a big drawback. It’s inherently very swingy, with a wide range from success to failure, and it can lead to situations where failure means the PCs accomplish nothing, and the story doesn’t move forward in a meaningful way. Roll low, and you might miss an attack, miss a key clue needed to progress the plot, or be unable to bypass a locked door to get to the next goal.Daggerheart changes the math by having players roll two d12s and add the results, which generally smooths the probability curve in favor of success. But the more significant change is a system inspired by how Fantasy Flight’s Star Wars roleplaying game represents the pull of the light side and dark side of the Force. One of the d12s represents hope, while the other is fear, and the higher number determines which aspect is dominant in the totalled roll.Succeeding with hope is nothing but good news for the PCs. Failing with hope gives them a hope point, a resource that can be spent on numerous special abilities, as a sort of consolation prize. Fear, in turn, gives the game master a fear point they can use to introduce complications or activate abilities for antagonistic NPCs.That system, combined with a collaborative narrative focus, means there’s never an instance where a roll has no effect. If you can’t pick that lock, you might hear guards approaching, or even trigger a trap, depending on whether you failed with hope or fear. Miss a roll with fear in combat, and an antagonist will get a turn to act. Failure always has consequences that move the game forward.Image: Darrington PressProblem: Advantage and disadvantage are too significantOne of 5e’s key mechanics is the concept of advantage and disadvantage — rolling two d20s and taking the better or worse result, respectively. It’s an elegant way to avoid having numerous modifiers for conditions like being aided by an ally or trying to strike a hidden foe. But the math makes those edges and penalties too significant.Daggerheart keeps the concept, but changes the effect to adding or subtracting a d6. The game also simplifies D&D’s laundry list of conditions — “grappled,” “paralyzed,” “heavily obscured,” etc. — to just three options: “hidden,” “restrained,” and “vulnerable.” It creates a convenient way to modify rolls without making GMs worry about the specific mechanics too much.Problem: Species and background choices are too importantIn the original 5e ruleset, players had to limit their species and background choices to ensure they got attribute boosts to the key stats for their class, or risk not being able to hit as frequently or do as much damage as players who made the more optimized choices. The 2024 ruleset removed attribute bonuses from species, but instead shunted them into backgrounds. That means you’re operating at a real disadvantage if, for story reasons, you want your wizard to have been a soldier instead of a scribe.Attributes are entirely divorced from these decisions in Daggerheart, and just assigned based on what’s best for your character class. The other decisions give you flavorful minor abilities that might be better for some classes, but are fairly broadly applicable, like a giant having extra hit points, or a person who grew up in the wilderness being able to move silently. It keeps the mechanics from getting in the way of the fantasy.Image: Darrington PressProblem: Spellcasters have a lot more choices than non-castersAdmittedly, this isn’t a problem for everyone. Some new TTRPG players can be intimidated by lots of options, and might prefer the simplicity of playing a fighter who’s mostly going to move and attack on their turn, rather than considering which spells to use and prepare. Wizards of the Coast worked to offer more complexity to martial characters in the 2024 rules with the weapon mastery system, but mostly created more subclasses that are hybrids of casters and weapon-wielders.No matter your class, Daggerheart characters all have equivalent options, thanks to a card system reminiscent of 4e D&D or Gloomhaven. Every level, characters get to choose new cards, which could represent a wizard using a runic ward, or a bard bolstering their allies with a pep talk. The modularity of the system also makes it easier to multiclass by just taking cards associated with other classes, at the price of digging deeper into your base abilities.There’s still more work to be doneFor all the problems they’ve solved, the Daggerheart designers left some big holes that need filling. The downtime action section is very thinly sketched. The game is deeply ambivalent about loot, preferring to abstract treasure rewards and costs into amounts like “a handful of gold” or “a chest of gold.” Upgrading gear is important to stay competitive, but the section on weapons is the weakest past of the entire book: Weapons follow a clear linear progression based on character tier, but their stats are printed over and over again, rather than being condensed with the formula.And GMs are encouraged to come up with their own gear, but there are no tools provided. Special items only available at higher tiers have random names, like Wand of Essek or Aantari Bow, with no descriptions to give them the character of powerful D&D magic items.But overall, Daggerheart is a strong evolution of medieval fantasy roleplaying. It shows a deep understanding of Dungeons & Dragons’ flaws, addressing them by drawing on the strengths of other systems. Even for groups not ready to fully make the switch to a new game, the book can provide some inspiration for making a D&D game a bit better.Daggerheart is available for purchase now at through Critical Role shops and local game stores in the Darrington Press Guild, which offer a PDF free with a physical copy. The core set will arrive and book stores including Barnes & Noble and Books-A-Million starting June 3. The free beta playtest is still available at DriveThruRPG.For those who want to see Daggerheart in action, Critical Role has released several one-shots and specials. “Age of Umbra,” new eight-episode series run by Matthew Mercer will launch on May 29.See More:
    #critical #roles #daggerheart #ttrpg #solves
    Critical Role’s Daggerheart TTRPG solves some of D&D’s biggest problems
    The popularity of the actual play show Critical Role helped make 5th edition Dungeons & Dragons wildly successful. But now, Critical Role Productions has become more than a booster and frequent collaborator for D&D: It’s become a competitor. After years in development, Daggerheart, a tabletop RPG from Critical Role’s publishing imprint, Darrington Press, launches today. And the book shows just how much lead designer Spenser Starke and the book’s other designers have learned from playing 5e, as they address some of that game’s biggest issues.Problem: Failure is boringThere are few things as satisfying as rolling a natural 20 in a clutch situation in D&D, but D&D’s d20 system has a big drawback. It’s inherently very swingy, with a wide range from success to failure, and it can lead to situations where failure means the PCs accomplish nothing, and the story doesn’t move forward in a meaningful way. Roll low, and you might miss an attack, miss a key clue needed to progress the plot, or be unable to bypass a locked door to get to the next goal.Daggerheart changes the math by having players roll two d12s and add the results, which generally smooths the probability curve in favor of success. But the more significant change is a system inspired by how Fantasy Flight’s Star Wars roleplaying game represents the pull of the light side and dark side of the Force. One of the d12s represents hope, while the other is fear, and the higher number determines which aspect is dominant in the totalled roll.Succeeding with hope is nothing but good news for the PCs. Failing with hope gives them a hope point, a resource that can be spent on numerous special abilities, as a sort of consolation prize. Fear, in turn, gives the game master a fear point they can use to introduce complications or activate abilities for antagonistic NPCs.That system, combined with a collaborative narrative focus, means there’s never an instance where a roll has no effect. If you can’t pick that lock, you might hear guards approaching, or even trigger a trap, depending on whether you failed with hope or fear. Miss a roll with fear in combat, and an antagonist will get a turn to act. Failure always has consequences that move the game forward.Image: Darrington PressProblem: Advantage and disadvantage are too significantOne of 5e’s key mechanics is the concept of advantage and disadvantage — rolling two d20s and taking the better or worse result, respectively. It’s an elegant way to avoid having numerous modifiers for conditions like being aided by an ally or trying to strike a hidden foe. But the math makes those edges and penalties too significant.Daggerheart keeps the concept, but changes the effect to adding or subtracting a d6. The game also simplifies D&D’s laundry list of conditions — “grappled,” “paralyzed,” “heavily obscured,” etc. — to just three options: “hidden,” “restrained,” and “vulnerable.” It creates a convenient way to modify rolls without making GMs worry about the specific mechanics too much.Problem: Species and background choices are too importantIn the original 5e ruleset, players had to limit their species and background choices to ensure they got attribute boosts to the key stats for their class, or risk not being able to hit as frequently or do as much damage as players who made the more optimized choices. The 2024 ruleset removed attribute bonuses from species, but instead shunted them into backgrounds. That means you’re operating at a real disadvantage if, for story reasons, you want your wizard to have been a soldier instead of a scribe.Attributes are entirely divorced from these decisions in Daggerheart, and just assigned based on what’s best for your character class. The other decisions give you flavorful minor abilities that might be better for some classes, but are fairly broadly applicable, like a giant having extra hit points, or a person who grew up in the wilderness being able to move silently. It keeps the mechanics from getting in the way of the fantasy.Image: Darrington PressProblem: Spellcasters have a lot more choices than non-castersAdmittedly, this isn’t a problem for everyone. Some new TTRPG players can be intimidated by lots of options, and might prefer the simplicity of playing a fighter who’s mostly going to move and attack on their turn, rather than considering which spells to use and prepare. Wizards of the Coast worked to offer more complexity to martial characters in the 2024 rules with the weapon mastery system, but mostly created more subclasses that are hybrids of casters and weapon-wielders.No matter your class, Daggerheart characters all have equivalent options, thanks to a card system reminiscent of 4e D&D or Gloomhaven. Every level, characters get to choose new cards, which could represent a wizard using a runic ward, or a bard bolstering their allies with a pep talk. The modularity of the system also makes it easier to multiclass by just taking cards associated with other classes, at the price of digging deeper into your base abilities.There’s still more work to be doneFor all the problems they’ve solved, the Daggerheart designers left some big holes that need filling. The downtime action section is very thinly sketched. The game is deeply ambivalent about loot, preferring to abstract treasure rewards and costs into amounts like “a handful of gold” or “a chest of gold.” Upgrading gear is important to stay competitive, but the section on weapons is the weakest past of the entire book: Weapons follow a clear linear progression based on character tier, but their stats are printed over and over again, rather than being condensed with the formula.And GMs are encouraged to come up with their own gear, but there are no tools provided. Special items only available at higher tiers have random names, like Wand of Essek or Aantari Bow, with no descriptions to give them the character of powerful D&D magic items.But overall, Daggerheart is a strong evolution of medieval fantasy roleplaying. It shows a deep understanding of Dungeons & Dragons’ flaws, addressing them by drawing on the strengths of other systems. Even for groups not ready to fully make the switch to a new game, the book can provide some inspiration for making a D&D game a bit better.Daggerheart is available for purchase now at through Critical Role shops and local game stores in the Darrington Press Guild, which offer a PDF free with a physical copy. The core set will arrive and book stores including Barnes & Noble and Books-A-Million starting June 3. The free beta playtest is still available at DriveThruRPG.For those who want to see Daggerheart in action, Critical Role has released several one-shots and specials. “Age of Umbra,” new eight-episode series run by Matthew Mercer will launch on May 29.See More: #critical #roles #daggerheart #ttrpg #solves
    Critical Role’s Daggerheart TTRPG solves some of D&D’s biggest problems
    www.polygon.com
    The popularity of the actual play show Critical Role helped make 5th edition Dungeons & Dragons wildly successful. But now, Critical Role Productions has become more than a booster and frequent collaborator for D&D: It’s become a competitor. After years in development, Daggerheart, a tabletop RPG from Critical Role’s publishing imprint, Darrington Press, launches today. And the book shows just how much lead designer Spenser Starke and the book’s other designers have learned from playing 5e, as they address some of that game’s biggest issues.Problem: Failure is boringThere are few things as satisfying as rolling a natural 20 in a clutch situation in D&D, but D&D’s d20 system has a big drawback. It’s inherently very swingy, with a wide range from success to failure, and it can lead to situations where failure means the PCs accomplish nothing, and the story doesn’t move forward in a meaningful way. Roll low, and you might miss an attack, miss a key clue needed to progress the plot, or be unable to bypass a locked door to get to the next goal.Daggerheart changes the math by having players roll two d12s and add the results, which generally smooths the probability curve in favor of success. But the more significant change is a system inspired by how Fantasy Flight’s Star Wars roleplaying game represents the pull of the light side and dark side of the Force. One of the d12s represents hope, while the other is fear, and the higher number determines which aspect is dominant in the totalled roll.Succeeding with hope is nothing but good news for the PCs. Failing with hope gives them a hope point, a resource that can be spent on numerous special abilities, as a sort of consolation prize. Fear, in turn, gives the game master a fear point they can use to introduce complications or activate abilities for antagonistic NPCs.That system, combined with a collaborative narrative focus, means there’s never an instance where a roll has no effect. If you can’t pick that lock, you might hear guards approaching, or even trigger a trap, depending on whether you failed with hope or fear. Miss a roll with fear in combat, and an antagonist will get a turn to act. Failure always has consequences that move the game forward.Image: Darrington PressProblem: Advantage and disadvantage are too significantOne of 5e’s key mechanics is the concept of advantage and disadvantage — rolling two d20s and taking the better or worse result, respectively. It’s an elegant way to avoid having numerous modifiers for conditions like being aided by an ally or trying to strike a hidden foe. But the math makes those edges and penalties too significant.Daggerheart keeps the concept, but changes the effect to adding or subtracting a d6. The game also simplifies D&D’s laundry list of conditions — “grappled,” “paralyzed,” “heavily obscured,” etc. — to just three options: “hidden,” “restrained,” and “vulnerable.” It creates a convenient way to modify rolls without making GMs worry about the specific mechanics too much.Problem: Species and background choices are too importantIn the original 5e ruleset, players had to limit their species and background choices to ensure they got attribute boosts to the key stats for their class, or risk not being able to hit as frequently or do as much damage as players who made the more optimized choices. The 2024 ruleset removed attribute bonuses from species, but instead shunted them into backgrounds. That means you’re operating at a real disadvantage if, for story reasons, you want your wizard to have been a soldier instead of a scribe.Attributes are entirely divorced from these decisions in Daggerheart, and just assigned based on what’s best for your character class. The other decisions give you flavorful minor abilities that might be better for some classes, but are fairly broadly applicable, like a giant having extra hit points, or a person who grew up in the wilderness being able to move silently. It keeps the mechanics from getting in the way of the fantasy.Image: Darrington PressProblem: Spellcasters have a lot more choices than non-castersAdmittedly, this isn’t a problem for everyone. Some new TTRPG players can be intimidated by lots of options, and might prefer the simplicity of playing a fighter who’s mostly going to move and attack on their turn, rather than considering which spells to use and prepare. Wizards of the Coast worked to offer more complexity to martial characters in the 2024 rules with the weapon mastery system, but mostly created more subclasses that are hybrids of casters and weapon-wielders.No matter your class, Daggerheart characters all have equivalent options, thanks to a card system reminiscent of 4e D&D or Gloomhaven. Every level, characters get to choose new cards, which could represent a wizard using a runic ward, or a bard bolstering their allies with a pep talk. The modularity of the system also makes it easier to multiclass by just taking cards associated with other classes, at the price of digging deeper into your base abilities.There’s still more work to be doneFor all the problems they’ve solved, the Daggerheart designers left some big holes that need filling. The downtime action section is very thinly sketched. The game is deeply ambivalent about loot, preferring to abstract treasure rewards and costs into amounts like “a handful of gold” or “a chest of gold.” Upgrading gear is important to stay competitive, but the section on weapons is the weakest past of the entire book: Weapons follow a clear linear progression based on character tier, but their stats are printed over and over again, rather than being condensed with the formula.And GMs are encouraged to come up with their own gear, but there are no tools provided. Special items only available at higher tiers have random names, like Wand of Essek or Aantari Bow, with no descriptions to give them the character of powerful D&D magic items.But overall, Daggerheart is a strong evolution of medieval fantasy roleplaying. It shows a deep understanding of Dungeons & Dragons’ flaws, addressing them by drawing on the strengths of other systems. Even for groups not ready to fully make the switch to a new game, the book can provide some inspiration for making a D&D game a bit better.Daggerheart is available for purchase now at through Critical Role shops and local game stores in the Darrington Press Guild, which offer a PDF free with a physical copy. The core set will arrive at Amazon and book stores including Barnes & Noble and Books-A-Million starting June 3. The free beta playtest is still available at DriveThruRPG.For those who want to see Daggerheart in action, Critical Role has released several one-shots and specials. “Age of Umbra,” new eight-episode series run by Matthew Mercer will launch on May 29.See More:
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  • Play Indiana Jones or Lara Croft in the new TTRPG Outgunned Adventure

    Last year, Italian games studio Two Little Mice struck a deal to have Swedish tabletop publisher Free League distribute the Ennie-winning game Outgunned, which lets gaming groups play out heist or action movies like Ocean’s Eleven and Mission: Impossible. As part of that deal, Free League just released the first book in Outgunned’s genre line, Outgunned Adventure, which focuses on pulp films like Indiana Jones, The Mummy, and Tomb Raider.

    The standalone book uses Outgunned’s Director’s Cut RPG system, which has players roll between two and nine six-sided dice and score successes based on how many land on the same face. As the name suggests, characters are meant to be outmatched by dastardly villains they need to face through shootouts and fast talking. Failure is common, but PCs can “fail with style” — for instance, getting lost while searching for something might mean the players find something they weren’t expecting. Being too noisy on an infiltration might just lead to an exciting fight with a dangerous enemy they hoped to avoid.

    The core rulebook includes 10 new roles, like Scoundrel, Technician, and Captain. Those combine with action movie tropes to provide a wide range of character options. You’ll explore ancient temples, run from traps, and fight on top of trains, while searching for treasure and solving mysteries. GMs looking to start playing quickly can pick up the Fall of Atlantis three-part campaign — Disney’s Atlantis: The Lost Empire is another major influence on the game — and an Adventure Director Screen, which provides a quick rules reference. The print books come with PDF copies, fulfilled through DriveThruRPG.Like the base game, Outgunned Adventure was the product of a highly successful crowdfunding campaign, raising more than €480,000 last summer. Two Little Mice has also just kicked off a campaign for its next genre book, Outgunned Superheroes. It has already raised more than €224,000, and high pledge levels include other Outgunned products, including the Action Flicks setting books and the John Wick-inspired World of Killers.
    #play #indiana #jones #lara #croft
    Play Indiana Jones or Lara Croft in the new TTRPG Outgunned Adventure
    Last year, Italian games studio Two Little Mice struck a deal to have Swedish tabletop publisher Free League distribute the Ennie-winning game Outgunned, which lets gaming groups play out heist or action movies like Ocean’s Eleven and Mission: Impossible. As part of that deal, Free League just released the first book in Outgunned’s genre line, Outgunned Adventure, which focuses on pulp films like Indiana Jones, The Mummy, and Tomb Raider. The standalone book uses Outgunned’s Director’s Cut RPG system, which has players roll between two and nine six-sided dice and score successes based on how many land on the same face. As the name suggests, characters are meant to be outmatched by dastardly villains they need to face through shootouts and fast talking. Failure is common, but PCs can “fail with style” — for instance, getting lost while searching for something might mean the players find something they weren’t expecting. Being too noisy on an infiltration might just lead to an exciting fight with a dangerous enemy they hoped to avoid. The core rulebook includes 10 new roles, like Scoundrel, Technician, and Captain. Those combine with action movie tropes to provide a wide range of character options. You’ll explore ancient temples, run from traps, and fight on top of trains, while searching for treasure and solving mysteries. GMs looking to start playing quickly can pick up the Fall of Atlantis three-part campaign — Disney’s Atlantis: The Lost Empire is another major influence on the game — and an Adventure Director Screen, which provides a quick rules reference. The print books come with PDF copies, fulfilled through DriveThruRPG.Like the base game, Outgunned Adventure was the product of a highly successful crowdfunding campaign, raising more than €480,000 last summer. Two Little Mice has also just kicked off a campaign for its next genre book, Outgunned Superheroes. It has already raised more than €224,000, and high pledge levels include other Outgunned products, including the Action Flicks setting books and the John Wick-inspired World of Killers. #play #indiana #jones #lara #croft
    Play Indiana Jones or Lara Croft in the new TTRPG Outgunned Adventure
    www.polygon.com
    Last year, Italian games studio Two Little Mice struck a deal to have Swedish tabletop publisher Free League distribute the Ennie-winning game Outgunned, which lets gaming groups play out heist or action movies like Ocean’s Eleven and Mission: Impossible. As part of that deal, Free League just released the first book in Outgunned’s genre line, Outgunned Adventure, which focuses on pulp films like Indiana Jones, The Mummy, and Tomb Raider. The standalone book uses Outgunned’s Director’s Cut RPG system, which has players roll between two and nine six-sided dice and score successes based on how many land on the same face. As the name suggests, characters are meant to be outmatched by dastardly villains they need to face through shootouts and fast talking. Failure is common, but PCs can “fail with style” — for instance, getting lost while searching for something might mean the players find something they weren’t expecting. Being too noisy on an infiltration might just lead to an exciting fight with a dangerous enemy they hoped to avoid. The $51 core rulebook includes 10 new roles, like Scoundrel, Technician, and Captain. Those combine with action movie tropes to provide a wide range of character options. You’ll explore ancient temples, run from traps, and fight on top of trains, while searching for treasure and solving mysteries. GMs looking to start playing quickly can pick up the $21 Fall of Atlantis three-part campaign — Disney’s Atlantis: The Lost Empire is another major influence on the game — and an Adventure Director Screen, which provides a quick rules reference. The print books come with PDF copies, fulfilled through DriveThruRPG.Like the base game, Outgunned Adventure was the product of a highly successful crowdfunding campaign, raising more than €480,000 last summer. Two Little Mice has also just kicked off a campaign for its next genre book, Outgunned Superheroes. It has already raised more than €224,000, and high pledge levels include other Outgunned products, including the Action Flicks setting books and the John Wick-inspired World of Killers.
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