darjr
I crit!
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You’re right by RAW, but I don’t see why a referee couldn’t spend a fear to gain a bonus based on a PC’s experience. Or give a penalty to a PC.I think you are confusing "add an adversary's experience to a roll." with compelling one. They may absolutely add an adversary's experience to a roll with fear. They have 0 mechanics to touch a players experiences which are by nature positive and additive bonus available to use by the player for a cost of hope.
From the book
You can spend a Fear to:
• Interrupt the players to make a move.
• Make an additional GM move.
• Spotlight an additional adversary during a battle.
• Use an adversary’s Fear feature.
• Use an environment’s Fear feature.
• Add an adversary’s Experience to a roll.
Not particularly, theres a single column list of them. None of them actually allow invoking experiences negatively.GM Move: "Use a PC's Backstory Against Them" / "Show the Collateral Damage" / "Reveal an Unwelcome Truth" can lean into an Experience, but isn't quite a Compel from how I understand that mechanic.
Note though "Make an additional GM move" is extremely broad.
Because it's a violation of the conceptual basis of the rules. In other words, a d«bleep»-move. And if one is of that mindset where that doesn't matter, Daggerheart probably isn't the best game to use.You’re right by RAW, but I don’t see why a referee couldn’t spend a fear to gain a bonus based on a PC’s experience. Or give a penalty to a PC.
Not particularly, theres a single column list of them. None of them actually allow invoking experiences negatively.
Those exemplars are fine for Fate, where the negative aspect is compel-worthy, but never back down is something I'd challenge the player on in char gen/advancement, as being relatively irrelevant, given the lack of compels in general, even as reaction rolls.I was referring to how “make an additional GM move” is “do anything the game suggests a GM can do.” Thus what you can spend fear on is actually “everything the game allows you to do if it feels dramatically appropriate in this moment.”
Additionally, whenever the spotlight pivots back to the GM they can make a move as hard as they want so long as it doesn’t negate the roll. Again, I don’t think it ever rises to the “Compel” level, but I might ask the player - hey, you’ve got the experience “stand up for what’s right” or “never back down” or whatever, are you going to let X happen?
DH CRB 183 said:USE A PC’S BACKSTORY AGAINST THEM
Integrating a player’s backstory into your move can have a huge impact on the PC and make the story much more personal to them. Maybe someone from their past shows up, a mistake they made long ago catches up with them, or the scene parallels a past experience, giving them the chance to make a different choice. Grounding the move in a character’s history ensures their next decisions matter all the more to them
Those exemplars are fine for Fate, where the negative aspect is compel-worthy, but never back down is something I'd challenge the player on in char gen/advancement, as being relatively irrelevant, given the lack of compels in general, even as reaction rolls.
"Undermine the hero" is NOT a prescribed move. You are thinking of "undermine a success" aka turning a success with fear into a failure.I'd argue that a compel use actually violates the "pitfalls to avoid"... as it both undermines the hero, and in essence, leaves no room for their expected choice of attributes. It also smacks of singular solution.
It's great if your GM uses forced actions. Otherwise, it's little use; in DH core, only for the forced movement effect resistance rolls triggered by certain Adversary abilities. Not totally worthless, but not a mechanically good choice."never back down" is a fantastic Experience? Says a lot about your background + really usable, not unlike a lot of the "phrase" or "characteristics" experiences.
No, I think I'll just reject any advice of yours since you see things in the rules I do not, and have an aggressive anti-player streak in your advice."Undermine the hero" is NOT a prescribed move. You are thinking of "undermine a success" aka turning a success with fear into a failure.
There is nothing in DH that suggests experiences cannot be employed by the GM. At the very least, an experience can "provide a golden opportunity" in the right fictional circumstance.
I would suggest that if you are so powerfully opposed to the GM making life hard for the PCs, you might want to stay with 5E.