JakeEkiss
Filthy casual
- Joined
- Apr 2, 2025
- Messages
- 1,923
This is valid, and it's sort of a known quantity for the game's learning curve, which is why I bought their starter adventure, because it does the "unlock" thing for you as the Director as well as the players. I knew about Malice going in, and the adventure lists it on the goblin encounter sheet in case you've played DS before, but the adventure itself doesn't talk about what to do with Malice until encounter 2. Players, though they have features they can modify with their heroic resource, also don't get their heroic abilities which are powered by it until encounter 2 as well. So they've made a real attempt to make the learning curve easier.My biggest complaint about this is just the concern that it could get to be way too much very quickly. I've been playing D&D since I was a kid and I -still- sometimes forget all the stuff my character can do. Especially at later levels.
Add to that, at least from what I've run so far, the design philosophy they brought to flee mortals carries over here. They want the baddies to be real straightforward to run. The basic goblins have a stat line, a skill line, one signature ability (the attack they'll use every round) and the assassin has their 'slip away' feature. It's definitely a game with medium to high crunch, but I can tell how they're working to make stuff easier for me to work with it.
In our first session the players were really active reminding each other about accumulation of their heroic resource, even though they don't have much to do with it yet.
The reason he's one of the few D&D tubers I ever watched regularly is because the majority of running the game videos are totally game agnostic advice. There's only a few that reference any D&D mechanics at all. The only one I can really think of having any mechanics in it is the tactics video where he talks about splitting movement and ranges.I've been watching Matt's content for a really long time and sometimes it can be hard to get a read on him because he gives amazing advice -FOR D&D-, but he also likes a lot of games that are very non-D&D-like. So it was hard to figure where he'd go with his own game system when given the opportunity. I'm glad he really settled into his core D&D advice of 'you're all here to have fun together.'
To your point though, yeah, he's on record being very much not the adversarial DM type. He's gotten shit for it because he openly talked about doing things like tweaking monster HP and such mid combat to attenuate for how an encounter was going. His point about that was that generally you're running an encounter for the first time with your players, so you're alpha-testing it. Encounter design does not end when initiative is rolled.