Daggerheart Discussion

I think that Environment player side stuff generally works best to structure an obstacle, or give them an option that class and domain do not provide. Otherwise the looseness of DH’s action system serves very well to let players come up with creative solutions and adjudicate on the fly.
 

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I'm still working away at my more sword & sorcery / lowered powered mashup of Shadowdark & Daggerheart, but I got distracted by thoughts of "can I take Destiny 2's tropes and make that into a TTRPG based off DH's core engine."

Limited classes, elemental subclasses, a split between Powers for combat (Class / Grenade / charged Melee / Super) and more narrative side stuff where I'm just gonna grab stuff from FITD games for inspo. Weapon loadouts that matter, emphasis on ranged combat and movement.

Need to slam together a Tier 1 setup to playtest some ideas:
  • Replicating a "shield" style system using DH's armor concept. My thought: everybody starts with 3 baseline, and certain Classes/subclasses add more. Spend as much as you want to counter damage.
  • How movement feeling can we make DH combat? Gotta do some arena testing, multi level stuff (each class has innate movement abilities on an Agil roll to jump and stuff).
 

I know it's hard to quantify, but how complex would you say DH is? I find Shadowdark very easy to use. Dragonbane is easy to use. D&D 5e is moderately complex and Fantasy AGE is at the top of the complexity I like, because of its build-your-own-class-as-you-gain-levels system. I won't touch Pathfinder.
 

I know it's hard to quantify, but how complex would you say DH is? I find Shadowdark very easy to use. Dragonbane is easy to use. D&D 5e is moderately complex and Fantasy AGE is at the top of the complexity I like, because of its build-your-own-class-as-you-gain-levels system. I won't touch Pathfinder.
Moderate, I guess? You can always look at the SRD and decide for yourself.
 

I know it's hard to quantify, but how complex would you say DH is? I find Shadowdark very easy to use. Dragonbane is easy to use. D&D 5e is moderately complex and Fantasy AGE is at the top of the complexity I like, because of its build-your-own-class-as-you-gain-levels system. I won't touch Pathfinder.
If I had to quantify it, I would say DH is approximately the same level of complexity as 5E. There is more complexity in the basic fighty stuff and slightly less in the character stuff.
 

I think it’s one step less complex then 5e for most players, and it does a better job of”packaging” it’s abilities, but you do start at basically L3 with subclass and all that.

Looser in terms of tactical combat or adjudication IME/IMO. Say something that seems like it’s reasonable your character could accomplish in the fiction (wrap in Experience / class / ancestry), test it via Action Roll (2d12+ stat), reframe scene based on result and progress.
 


I'm actually playing in a DH game literally at the moment, and I'm wondering if there's any better advice in the corebook as to what translates as a complication, particularly the different levels of it? I think in practice the GM is ignoring the note about complications with misses and hits with Fear, but before I mention it, it'd be helpful to know if there's more information on what those translate into than the very limited descriptions under the notes about same in the SRD.
 

I'm actually playing in a DH game literally at the moment, and I'm wondering if there's any better advice in the corebook as to what translates as a complication, particularly the different levels of it? I think in practice the GM is ignoring the note about complications with misses and hits with Fear, but before I mention it, it'd be helpful to know if there's more information on what those translate into than the very limited descriptions under the notes about same in the SRD.

There is, in fact, an entire GMing chapter with a bunch of suggestions and ideas on this. Specifically, page 150 talks about how you can interpret the various roll outcomes.
 

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