Daggerheart General Thread [+]

I'm brand new to the game, just a couple days in, so it's likely I've overlooked some rules. But I'm scratching my head at a few things like:

When do allied NPCs with stat blocks take their turn?
What do heavily obscured areas do, especially Mysterious Mist?
Do you get all Foundation cards at character creation, or just one?
Do you get all Specialization cards when upgrading, or just one?
Can I move a Close distance after attacking, like making an attack then backing away?
Does using an Armor slot to reduce damage to 0 prevent negative effects from enemy attacks, like poison?
Can you mitigate Stress or Hope expenses? Like can a Firbolg use Unshakeable on their own Charge?
 
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When do allied NPCs with stat blocks take their turn?

Page 167.

What do heavily obscured areas do, especially Mysterious Mist?

Whatever makes sense in the fiction, Adv/Disad are an easy answer.
Do you get all Foundation cards at character creation, or just one?

Do you get all Specialization cards when upgrading?

Can I move a Close distance after attacking, like making an attack then backing away?

Do you have access to the rules? These are all answered in there. For features, you get the entire Feature when you pick the subclass or advance. Movement is on p104.

Edit: I'll say that if you want to make the action roll first and then move you run the risk of the spotlight pivoting away on a roll with Fear or failure. Like "yeah, so he parries your blow and as you go to backpedal away his foot comes out and hooks your leg and you go sprawling as he looms over you. I'm going to say you're vulnerable, and spend a Fear to activate..."

Does using an Armor slot to reduce damage to 0 prevent negative effects from enemy attacks, like poison?

GM's pick based on the fiction, but the rider is "When you succeed on an attack against a target."

Can you mitigate Stress or Hope expenses? Like can a Firbolg use Unshakeable on their own Charge?

That would be the point wouldn't it? If you can meet the condition to trigger, you can trigger.
 

I can't think of a reason that DH wouldn't work solo. In fact, the "with hope" and "with fear" aspects of rolls would actually be helpful from an oracle standpoint.
Correct.

The major hurdle for soloists is combat. If you have to roll initiative, both sides' attacks and damages, it can become tedious, unless you are in a war gaming mood. Removing initiative and linking it instead to success is a good idea*. I often use average (fixed) damage instead of rolling to speed things up.

* I could use that with any RPG system come to think of it.
 

Page 167.
I read over the section, but it seems to recommend not giving them stat blocks and just having them interject when narratively appropriate, but I'm running a training wheels game as we learn the rules and my players essentially promoted a side NPC into a party tank. Set him up with armor, he adventures with the group now, he's practically a DMPC through no intention of my own. :P

Do you have access to the rules? These are all answered in there. For features, you get the entire Feature when you pick the subclass or advance.
Yeah, the problem I ran into is that they keep using the singular form of the word "Card" and not the plural "Cards" when talking about Foundation Features. I thought that was just them speaking generally, but saw that Class Feature specifically DOES mention plurals "or several".

That would be the point wouldn't it?
I don't know, so that's why I asked. :P I know a lot of games that say "If you don't pay the price, the ability doesn't trigger" and couldn't find a decisive statement one way or the other.
 
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Yeah, the problem I ran into is that they keep using the singular form of the word "Card" and not the plural "Cards" when talking about Foundation Features. I thought that was just them speaking generally, but saw that Class Feature specifically DOES mention plurals "or several".

The subclass ability “tiers” are all on a single card. See the card handout or starting on page 407. When you get the tier, you get the card and everything on it.


read over the section, but it seems to recommend not giving them stat blocks and just having them interject when narratively appropriate, but I'm running a training wheels game as we learn the rules and my players essentially promoted a side NPC into a party tank.

Per page 166, I’d simply handle it narratively. The game is intended to keep the spotlight firmly on PCs. If you must, look at the Guard collection of stat blocks for a Difficulty to roll against and set of Action.


I don't know, so that's why I asked. :P I know a lot of games that say "If you don't pay the price, the ability doesn't trigger" and couldn't find a decisive statement one way or the other.

Order of operations it, make a ruling if you need to.
 

The subclass ability “tiers” are all on a single card. See the card handout or starting on page 407. When you get the tier, you get the card and everything on it.
Oh! I see that now. Since we're all online PDF players and don't actually use cards, we were all going by the information in the class section. But you're absolutely right, the Pg 407 section clearly shows multiple Foundation abilities on a single "card."

Thank you for all the answers!
 

Oh! I see that now. Since we're all online PDF players and don't actually use cards, we were all going by the information in the class section. But you're absolutely right, the Pg 407 section clearly shows multiple Foundation abilities on a single "card."

Thank you for all the answers!

For sure, answering hypotheticals and questions always helps confirm one's own understanding of a new game!
 

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