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  1. Z

    Daggerheart General Thread [+]

    We can appreciate the general game and yet still provide some criticism of what's worded in there or presented (the Fear #s, the fact that Solos aren't, etc). Especially since this came about from questions regarding fear accumulation for a group larger then the optimal size as suggested by teh...
  2. Z

    Daggerheart General Thread [+]

    12 because they try and do multiples of 6 wherever they can as a design conceit, and a cap around that much so that you can hold a max roll of d4 + 5 after a long rest and still either have a bit of space to accumulate or not overcap a bunch. Not much higher to remind you to spend fear to add...
  3. Z

    Daggerheart General Thread [+]

    No, I think that listing actual amounts of fear was a bad move they should’ve avoided. The table is weird, and would been probably better off without hard numbers. Like, spending 4 fear in a standard battle will often leave things incredibly underwhelming. The guidance in the paragraphs above...
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    Draw Steel News

    Not to turn this into an argument between games, but in DH each class/subclass is going to have a primary stat/Trait (either via their Spellcast trait or what the player decides to focus on for a couple) and there’s only a handful of weapons aligned with said primary. So it’s really “pick a 1h...
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    Draw Steel News

    I guess the sort of “VTT in center of fancy gaming table” hybrid approach would work well?
  6. Z

    Daggerheart General Thread [+]

    I'm not complicating it. Here, let me try and be really clear: In Daggerheart, there are various circumstances at which the GM gains Fear. This Fear is held/banked/accumulated/placed in front of you unless you spend it immediately upon gain to take a move that requires it. Daggerheart also...
  7. Z

    Daggerheart General Thread [+]

    No, what I’m arguing is that it should be a separate thing. If you start a scene with a significant amount of fear and you come out strong per the ideas about how to spend your fear, I don’t think that means then that you never spend fear again in that scene. Like you said there’s clearly some...
  8. Z

    Daggerheart General Thread [+]

    The store, your accumulated amount, that which you have going into a scene. That’s totally a thing. You’re expected to show this accumulation. Any additional fear you get with a scene that you immediately spend may not be explicitly added, and what you spend at the start of a scene or in a row...
  9. Z

    Daggerheart General Thread [+]

    I think it was suggesting how much you should think about spending from the bank, or at least that's how I treat it. If a PC rolls with fear, I'm probably going to do something with that as well - but also considering just what the scene is and where I spend it. Are we battling implacable undead...
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    Daggerheart General Thread [+]

    Remember that you start out with Fear that scales by PC count, and your Long Rest fear gain is likewise d4+ PC count. If you feel like you're not getting enough Fear to act, you could consider scaling the Short Rest from 1d4 to 1d4+1. Do you have the rules yet? Have you read through the "how...
  11. Z

    Daggerheart General Thread [+]

    It doesnt matter how many players there are, they are still rolling action rolls one by one. The only difference is they have more potential aggregate Hope storage for Tag Team / Helping. But you also have more adversaries to prompt rolls, etc. I might bias towards ones with area effect...
  12. Z

    Daggerheart General Thread [+]

    Assuming the d20 doesnt screw ya. I need to use more Fear on making PCs vulnerable. Scary, prompts actions, and if they don't fix it time to punish via Advantage.
  13. Z

    Daggerheart General Thread [+]

    Not really, it notes it's designed for 2-5 players + GM. It's right in the adversary document posted above on the DH site. There's two versions, one using the standard adversary guidelines and then the one Matt used (probably because of the number of players) that's dialed up a bit.
  14. Z

    I don't get the arguments for bioessentialism

    The absurd age of many species is something that most TTRPG fantasy doesnt really reckon with well at all. Somebody mentioned a few pages back that most species wind up feeling like interesting "skins" in the video game sense over a human base with some funky quirks. One of my favorite deeply...
  15. Z

    Daggerheart General Thread [+]

    I snuck a copy despite having already paid for the PDF! I'm way more into this now then I ever expected.
  16. Z

    Daggerheart General Thread [+]

    Hm, maybe a Mark type of thing as the class feature a la the Ranger? Spend a hope and make an attack, on success "when they deal damage to anybody but you, they must mark a stress; something else." One subclass around moving to marked targets, one around shielding allies or something?
  17. Z

    Daggerheart General Thread [+]

    There’s also the bit of how the interlocking systems (recovery + fear gain) and admonition to consider combat from its narrative weight + lack of initiative mean that you’re not doing the screen transition “Roll for Initiative” but just making an appropriate GM Move or showing how the world...
  18. Z

    Daggerheart General Thread [+]

    Are you setting up an adversary action via GM move and pivoting to one of the players and asking “what do you do?” Leaving the spotlight unfocused without a natural person to pick it up and a group who doesn’t want to step on toes is going to absolutely lead to drag and people going “oh no you...
  19. Z

    Alternatives to map-and-key

    It’s a counter. When you succeed it goes up, when you fail the failure side goes up or some other complication. It’s non-spatial except in the most abstract degree. A key (heh) difference between counter based iterative play and map-and-key style play is generally concrete and explicit goals...
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    Alternatives to map-and-key

    Yeah. I think the key is probably the forward facing nature of this? Like "you will achieve this goal when you get to full" changes the context of how the players and GM interact with the obstacles? There's no hidden guesswork, your actions iterate or are insufficient to address the problem at...
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