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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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<blockquote data-quote="Ruin Explorer" data-source="post: 9706453" data-attributes="member: 18"><p>Just to be precise, if a player either:</p><p></p><p>A) Fails a roll</p><p></p><p>or</p><p></p><p>B) Rolls with Fear, regardless of success</p><p></p><p>Then after that action, play passes to the GM who <em>automatically</em> gets to spotlight one (1) enemy NPC (which might be in combat or a social situation or whatever) or otherwise make a "hard move" as it were.</p><p></p><p>The DM can, at any point, regardless of failure or Fear, spend 1 Fear to act next (after the current action is resolved, and indeed before a player acts if they haven't said what they're doing), and in combat/hostile social situations can keep spending 1 Fear, spotlighting one (1) enemy NPC each time - but it can't be the same one repeatedly (unless that NPC has a special trait like Relentless). Even if you have a lot of Fear, you're going to eventually run out of enemies to spotlight (and you may not want to spend Fear to spotlight all of them).</p><p></p><p>I note I made a rules error the first time I ran and assume Relentless 2 meant you could spotlight an NPC 2 <em>extra</em> times for Fear but that is not correct, even though it might make sense. In fact Relentless 1 doesn't exist, 2 is the lowest possible value, because it's not <em>extra</em>, it's <em>total </em>times per GM turn, however those spotlights happen. I.e. if a PC fails a roll, you could spotlight your Relentless 2 NPC with the "free" spotlight, and then spend 1 Fear to make them act again, but that's it for that NPC until a PC fails or Fears another roll - you could still use Fear to activate other NPCs, but not that one again.</p><p></p><p></p><p>Yeah we got full-on death mechanics in Session 2, and if the player had rolled poorly, his PC would have been out, because he picked the risky option, which would definitely put Daggerheart towards the deadlier end of the RPG spectrum, even though the player can always choose that the PC isn't dead. It actually reminds me a little of <a href="https://store.steampowered.com/app/763890/Wildermyth/" target="_blank">Wildermyth</a>, an incredible but very overlooked PC procedurally generated tactical RPG with really strong story elements, where when a character gets reduced to 0 HP, you can choose whether they die, or whether they definitely live on, but injured.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9706453, member: 18"] Just to be precise, if a player either: A) Fails a roll or B) Rolls with Fear, regardless of success Then after that action, play passes to the GM who [I]automatically[/I] gets to spotlight one (1) enemy NPC (which might be in combat or a social situation or whatever) or otherwise make a "hard move" as it were. The DM can, at any point, regardless of failure or Fear, spend 1 Fear to act next (after the current action is resolved, and indeed before a player acts if they haven't said what they're doing), and in combat/hostile social situations can keep spending 1 Fear, spotlighting one (1) enemy NPC each time - but it can't be the same one repeatedly (unless that NPC has a special trait like Relentless). Even if you have a lot of Fear, you're going to eventually run out of enemies to spotlight (and you may not want to spend Fear to spotlight all of them). I note I made a rules error the first time I ran and assume Relentless 2 meant you could spotlight an NPC 2 [I]extra[/I] times for Fear but that is not correct, even though it might make sense. In fact Relentless 1 doesn't exist, 2 is the lowest possible value, because it's not [I]extra[/I], it's [I]total [/I]times per GM turn, however those spotlights happen. I.e. if a PC fails a roll, you could spotlight your Relentless 2 NPC with the "free" spotlight, and then spend 1 Fear to make them act again, but that's it for that NPC until a PC fails or Fears another roll - you could still use Fear to activate other NPCs, but not that one again. Yeah we got full-on death mechanics in Session 2, and if the player had rolled poorly, his PC would have been out, because he picked the risky option, which would definitely put Daggerheart towards the deadlier end of the RPG spectrum, even though the player can always choose that the PC isn't dead. It actually reminds me a little of [URL='https://store.steampowered.com/app/763890/Wildermyth/']Wildermyth[/URL], an incredible but very overlooked PC procedurally generated tactical RPG with really strong story elements, where when a character gets reduced to 0 HP, you can choose whether they die, or whether they definitely live on, but injured. [/QUOTE]
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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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