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  1. dbm

    Daggerheart General Thread [+]

    For the final time: that is a player’s choice to make. The system supports this by actually making it a choice available to them.
  2. dbm

    Daggerheart General Thread [+]

    The incentive is an automatic crit success for the characters final action. The player decides if that is worth it or not, based on the context. You can argue that it is a poor incentive, you can’t say it doesn’t exist. I think it is a fine incentive personally.
  3. dbm

    Daggerheart General Thread [+]

    That’s the answer to your question. The player decides, not the rules.
  4. dbm

    Daggerheart General Thread [+]

    I disagree; if you pick the death option you get to act and that is an automatic critical success. Sounds like an incentive to me. The factor X you are missing here is that Matt made it clear that, if the characters dies, they won’t get a replacement character as it was just a short campaign...
  5. dbm

    Dungeon Mastering as Management: A Leadership Case Study

    I totally agree with this premise, and think it extends well beyond meeting management. Making plans, adapting to changing circumstances, understanding individual skill sets and capitalising on them. All skills for both GMing and ‘leadership’. My group are pretty demanding when it comes to...
  6. dbm

    Daggerheart General Thread [+]

    I didn’t say when the backstory is generated… :)
  7. dbm

    Daggerheart General Thread [+]

    I think you can separate players into two broad groups: those who give their characters backstories for the GM to put story hooks on those who have a blank backstory in case the GM tries to put story hooks on it The former typically see plot twists as a good thing, the later typically want...
  8. dbm

    Studio Agate Takes Over 7th Sea From Chaosium

    Looking at the survey, it seems both mechanics and world are potentially up for changing specifics.
  9. dbm

    Eberron: Forge of the Artificer Page Count, Contents Revealed

    I would suggest those are not core books in WotC’s opinion and so unlikely to ever be reproduced as a 2024-based book.
  10. dbm

    Eberron: Forge of the Artificer Page Count, Contents Revealed

    This being the key part. Until replaced, not ‘forever’. This book is the replacement for all the stuff they think has lasting value.
  11. dbm

    Eberron: Forge of the Artificer Page Count, Contents Revealed

    I doubt their strategy is to encourage people to use old books, if only because they won’t be keeping those in print. So anything key to the setting should be included in the new book. What is considered ‘key’ could vary by person of course..,
  12. dbm

    What Is Your Go-To Pick-Up TTRPG?

    Going back to the core premise- you have just minutes to prep a game. Another great thing about Savage Worlds support is that their campaign books have adventure generators in them. For example, we play long sessions on a weekend, and one time I had consumed all my planned materials but we...
  13. dbm

    What Is Your Go-To Pick-Up TTRPG?

    I read them in PDF, only open them when it’s time to run them 🙂
  14. dbm

    What Is Your Go-To Pick-Up TTRPG?

    SWADE has a lot of support materials available. I have the equivalent of about 5 Kallax cubes of first-party stuff covering a full spectrum of genres… Some of the really useful stuff in this context is archetype cards with lots of pre-made characters, and several bestiaries. Once you have...
  15. dbm

    Realistic Combat that's Simple(ish)

    Verisimilitude tends to be the word people use. Do the rules plausibly support what is happening in the fiction? That can be both in terms of giving players reasonable options to leverage, and in terms the mechanism generating plausible outcomes. This is where simple HP systems fail if, for...
  16. dbm

    Realistic Combat that's Simple(ish)

    While the Hero system is a big beastie overall, I did think Combat Skill Levels were a cool and simple flourish. For people unfamiliar, these are in effect a modifier which can be applied to attack, defence, or damage (potentially with limitations on that) and characters can allocate these...
  17. dbm

    Realistic Combat that's Simple(ish)

    Many, many, RPGs do this. Arguably only D&D and its close relatives use the ‘roll versus AC’ model. GURPS has this as mentioned. Savage Worlds does it with a similar rules weight to 5e when take as a whole. The target number to hit an enemy is derived from their fighting skill rating. The best...
  18. dbm

    [Gumshoe] Merryshire Detective Club (a.k.a. Shires Out)

    They run the mafia in Eberron…
  19. dbm

    Daggerheart General Thread [+]

    I dunno - the ‘Mother’ monster in Age of Umbra had a big sweep attack that kept hitting multiple PCs per strike. Given that homebrew will need to be a big thing for DaggerHeart monsters giving solos lots of multi-attacks or area effect attacks seems like a way to square that circle.
  20. dbm

    Daggerheart General Thread [+]

    The environments rules seem to be a good tool for those kinds of ideas
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