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Daggerheart Gamemasters, you need to stop designing adversaries. Not because I or anyone else are coming out with adversary packs, but because you don’t need to. Not in the way we’ve been approaching it so far. Right now, myself included, we’ve been focused on writing down all the exact features for every adversary. Stop that.
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The Imposition Dice System has been in development for a while now. One of the first things we nailed down was the dice resolution mechanic during personal play tests. It felt fun, interacted well with the other mechanics, and flowed. However, when presenting it to players and getting deeper into play tests I discovered it…







