Daggerheart General Thread [+]

As I’m throwing together stuff for my games, I’m having a lot of fun messing with the dice. Splitting the roll and giving each a context makes for interesting vibes: roll your hope dice twice and take the higher has a fun ring; or roll the fear dice twice and take the lower. I know there’s some abilities that let you roll a bigger die for one, but also like “Overwhelming Dread: While within Close range of the the blah roll a d10 for your hope die” matches core mechanic to encounter in a really cool way.
 

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Not sure if this was posted, I couldnt find it, or if anyone has issues with it but some math.

They have not accounted for the several 1st level abilities that allow totals up to +6 at level 1...
They haven't explicated their numerical ranges.
And the "+4" in best area? Requires spending a hope on the experience.
Also fails to mention that the GM rolls d20's, instead of the Duality Dice... so all those D&D comparisons are also DH GM comparisons.

Starting Trait (=Attribute) range is -1 to +2, -1 to +5 for Trait at 8+
Experiences are +2 to +5, +3 to +6 instead for clank.
Reroll the DD: Human, Katari Goblin
a couple level 1 cards also allow increasing bonuses.
Orderborne can swap a d20 for the light d12 in some circumstances...
So it's just a first order approximation of the game as played.
Also, doesn't show the curve shift and reshape for player advantage of disadvantage...
1756433908634.png

I need to redo it with the d20 Orderborne die, too...
 

As I’m throwing together stuff for my games, I’m having a lot of fun messing with the dice.
Yeah, it's a great temptation.
“Overwhelming Dread: While within Close range of the the blah roll a d10 for your hope die” matches core mechanic to encounter in a really cool way.
In an irony, it leaves the crit rate stll 1/12... 10/120 vs 12/144.
But it also ups the odds of fear. but it's also only a net -1 to the average and -2 max.
 

Yeah, it's a great temptation.

In an irony, it leaves the crit rate stll 1/12... 10/120 vs 12/144.
But it also ups the odds of fear. but it's also only a net -1 to the average and -2 max.

Sure, but I generally don't really care nearly as much about the mechanical bit (within bounds of not breaking things) as the effect of signaling something narrative via mechanical effect. Saying "your hope die is smaller" just feels totally different then "roll with disadvantage" or "take -2" or whatever.

_____

Added a 4th player tonight in the most perfect way possible - we'd finished last session with an ogre bursting through the wall of the old halls under the Moathouse-ish thing. Replaced one of the prisoners with the new PC who jumped all over reasons why he'd been captured to fit into our little world. Let him share some details of what lay ahead, and of course a bard is always welcome.

After the usual slightly too long to solve a light puzzle hall ("surely the ancient wizard who built this place wasn't so egotistical as to actually use his name as the passcode...."), they faced off against the evil cleric who had caused all the troubles in this area (and who mocked them for taking so long to get in, warning him they were coming).

Built him as a 2 phase boss with Horde allies. Worked really well, adding in a couple of Environmental effects (a rug that I could spend a Fear to animate and restraint/vuln a PC if they failed an Agil reaction roll; a smoking brazier that used the dizzied effect on PCs who were close). Everybody was beaten up hard, including two death moves. But this gave the amazing moment for the bard to use his song that restores an HP and rally them up - really dramatic turn, some cool actions, and then a final Smite to end the cleric's spider demon form.

4 sessions and we're done with Arc 1/Tier 1. Now to pick which of many threads to follow.
 

Knights of Last Call just started a series of short videos about DaggerHeart. Originally, Derrik did this as one loooooong video, but he's splitting them up, along with doing some editing. I think this first video, on what DaggerHeart is not, is really interesting for people who are considering the game. I think it might also be controversial, because it's saying it's something really different from 5E or PF2. I suggest taking a look if you're interested or new to the game.

Edited to add: this is part one of 12, and is 15 minutes long.

 

Session 3 of our Age of Umbra campaign last night -- which started as a "test the system" one shot, then a "pick up game" second session and now is the campaign.

I need to remember to implement more clocks, both short and long term. Otherwise I am starting to get a good feel for spending fear both in and out of combat. SO far anyway I have not run into anything that made wish I was doing it in 5E instead.
 

Session 3 of our Age of Umbra campaign last night -- which started as a "test the system" one shot, then a "pick up game" second session and now is the campaign.

I need to remember to implement more clocks, both short and long term. Otherwise I am starting to get a good feel for spending fear both in and out of combat. SO far anyway I have not run into anything that made wish I was doing it in 5E instead.

Im terrible about using clocks etc in most games that offer them, but I'm setting up a set of countdowns to move when the party does Long Rests with all the narrative threads they've uncovered. Trying to avoid the Skyrim etc problem and show that if they pick one thing to tackle the other threads may advance and a new problem is in store!

I've been encouraging more uses of Group Rolls as well, it's nice letting the other players say cool stuff and make a roll without rapidly driving the overall check towards failure.
 

Not to spam the thread a bit, but we just got done with session 0 of my "Keepers of the Emerald City" modern urban fantasy setup and I'm so stoked.

We have:
  • The Rogue Calanthe "Callie" Sullivan (Highborne Cait-Sidhe/Katari, 20), scion of new money fae. Experiences "Oops, I did it again! :'(" and "XOXO, Gossip Girl" (Myspace Page). Wields her innate Fae shadow magic & a pink-handled keychain dagger (and mace)! Works as a Bottle Girl at a magical community oriented club.
  • The Guardian Beckett "Kit" Evans (Slyborne crow-blood Shifter, 26), experiences "Fortune Favors the Bold" and "Always have an Exit Strategy." Street kid and survivor, wields mystical tats and fists and can take a punch. Works as a barista.
  • The Ranger Kazuma Ishiki (Slyborne Yokai/Infernis, 23), punk rocker. Experiences "Animal I have Become" and "Points of Authority." Wields 1911s akimbo (shortbow), wearing a good punk spiked leather jacket. Lives above the record store he works at.
  • The Sorcerer Tom Grace (Wanderborne, Human, 21), raised in a religious community/cult in eastern Washington. Fled when his powers started manifesting and he burned the church down. Works as a cook, wields the powers of urban elements (mains electricity, fires of sodium and gas, flowing concrete).
 
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So, my group and I have run several one-shots, and now started our first long-form campaign. I've gone through the rulebook a couple times now and am slowly but surely picking up all the different bits and bobs.

One thing that I didn't notice much the first few goes through was loadout, vault, and recall cost (since at the lowest levels, the don't come up). I finally noticed them looking over my School of Knowledge Wizard and extrapolating them over the levels.

Overall, I like the notion. One of the real issues with games having spells/'powers' (atomic blocks of rules text opening up new action options) is having a huge list of them can slow down what-to-do decision making, especially for newer players. Keeping the list of active options smaller (with a high-cost option to switch them out if needed) has clear and obvious benefits to a game (provided it is built with that assumption in mind). I did notice some things and some implications.

Firstly, I now realize that the School of Knowledge bonus ability (and option everyone has at level-up, once per tier) of getting an extra domain card is slightly less valuable than I thought, since you can have all the domain cards you want, but still will only have up to 5 readily available. I'm not a power-gamer, and I think the game works best with limitations, so I'm not upset. It does mean some more careful planning and some things being less valuable than I assumed. It will be interesting.

More notably, I realized that there were no level-up options, class features, spells, species, communities, etc. that modified your loadout limit. Given that you can get extra stress, hope, hp, domain cards, armor slots, damage thresholds, and even proficiency, it seems notable that this is left out as a number to tweak with various options. Has anyone else noticed this? Do you think it was intentional, and what the reasoning is ('we really thought limiting in-the-moment options to be super-important' being the most straight-forward)?
 

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