Daggerheart General Thread [+]

There's also the Extended Downtime section on pg 181 where you can skip forward a chunk of time. Perfect for 'Between Sessions' if your adventure finished, and there's a couple of days (or longer) before the next adventure starts. It recommends you gain 1d6 Fear per player!

My players joked that constantly increasing Fear is the reason why the world needs adventurers. Partly because as soon as I hit 12 Fear I start spending it on environmental effects like Rain. :geek:

I totally missed this - I was up front that I’m generally considering a short rest to be from a brief breather to a night’s rest; and a long rest to be some time skips forward for a few days or such in the urban fantasy frame. Added in a bunch of scene prompts for the long rests in particular to bring some of that FITD downtime-as-play loop element in, so that the investigation/goal oriented play can somewhat avoid trailing off into low impact scenes.

Unrelated: while not super required for the dungeon crawling environments, thinking a little bit about added in an exploration environment that could cover overland travel / potentially work to abstract hex crawling.

What’s the major factors of the latter? Time vs random encounter checks vs supplies?
 

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