Had a great time with my first in person Daggerheart game. I had 5 PCs covering the usual suspects, capability wise.
The story had the PCs investigating why the ghostly entities of a local keep got up in arms. Much combat ensued, until the PCs forced the banshee to explain why she was so upset...
I was just thinking that assuming people share the spotlight, individual players get fewer rolls for the same amount of Fear going to the GM. That suggests that the PCs will indivudally have less Hope when there are 6 of them versus 4, or whatever. I am not sure how many abilities require more...
I should have specified: I want to use NPC/monster stats. I am happy to modify them, thought, including using pertinent class features. But I am not going to build whole PCs.
I feel like I would rather run out too soon rather than hoard it, since every roll potentially gives me fear back.
I wonder, though, if more players messes up the individual character Hope vs GM total fear balance (if there is one).
My first DH game schedule for tomorrow ballooned to 6 PCs. If you have run DH for a large group: what are some things I should be aware of or otherwise keep in mind? Thanks.
He does a little of that. I am not sure the stream would benefit from too much more. But sure, there is a balance to be found and everyone watching is going to have a different degree of "that is too much rules talking; back to the funny voices, screen monkey!"
ETA: Just to be clear, I am looking for NPC/monster statblocks and additional abilities. I do not have the time or inclination to create complete PC types.
In my current 5E 2024 campaign, the BBEG has wrested control of the mage community (think Palpatine vs Jedi) and has mage hunting enforcers...
Or, it is making the case of "why D&D?" and Mercer can be thanked for that.
As many have said, at the very least AoU shows that DH does heroic fantasy combat in half the time with twice the drama.