I found an excellent video today on Daggerheart's combat rules. Please pay attention to numbers 6-10, which outline how the action economy of the game works between the players and the referee.
Oh, and please watch the video all the way through, like, and subscribe! The only way to keep these informative, positive, and helpful videos going is to show the creator appreciation, and this elevates the good and helps demote the clickbait and low-quality junk content in the hobby.
What I find fascinating is that the referee usually does not have a turn during combat. What? The referee only gets "the spotlight" when one of the three following happens:
- A player rolls with fear.
- A character misses.
- The GM spends a fear point to take the spotlight.
Now, a monster does not need to go when the GM has the spotlight; the GM can just make something happen, trigger a new environmental condition, or somehow make a ruling that increases tension. Or, a monster can take an action, such as attacking, and so on.
If the players roll well enough, and the referee spends no fear, the monsters may never have a chance to go. This happens! It is fine in the system, and it is one of those "blow-out" encounters that also occur in 5E. Or, a referee can interject with a fear point and force a monster action. Given the 2d12 dice the players roll, there will be enough fear rolls and points created to keep the monsters doing their actions.
There are dozens more tips and reminders in the video, but understanding this point will go a long way in helping people learn the system faster. This is really helpful, and it got my mind thinking in the Daggerheart GM style.
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