Daggerheart General Thread [+]

Don't mind me, just trying my hand at some practice homebrew.

Homestead.jpg

FARMBORNE
Being part of a farmborne community means you're from a rural region without the luxuries of city life. You might be from an idyllic and relaxed shire where the crops are bountiful, and easy living is how you spend your hours between first and second breakfast, or your people might plow a slim harvest from brutal lands where rationing food and suffering through hard times is a seasonal occurrence. These communities range from small family groups in burrows, to vast plains of wheat or cotton with sturdy homesteads scattered about. Many people look down on farmborne as undereducated or out of touch, but some of the greatest heroes both tiny and large have come from communities like this. People rarely seek out the farmborne, but they often come into cities dreaming of a better life than the one they live, or as refugees from some attack that left their home a smoking wreck. Farmborne are often stubborn, hard-working, family-oriented, suspicious, kind, and understand the meaning of sacrifice.

COMMUNITY FEATURE:
Determined: When you have no Hope remaining, you gain +1 on Action rolls.
 
Last edited:

log in or register to remove this ad



As a positive, I really love how there's almost no darkvision in the game. There's the Vial of Moondrip as a consumable potion, and one spell that creates a specific zone of darkness you can see through, but otherwise nothing. Underborne only gives advantage, you don't actually see anything. Darkness is deep, the atmosphere of a dungeon is appropriately gloomy, and if you dare not take a torch then you are likely to be eaten by a Grue.
I can do proper horror!
 


Someone posted this to the Daggerheart subreddit. Hadn’t heard of the channel before. It’s a great video that makes a lot of good points. I’ll be following the channel with much interest.

 

Someone posted this to the Daggerheart subreddit. Hadn’t heard of the channel before. It’s a great video that makes a lot of good points. I’ll be following the channel with much interest.
I admit, I don't even see the problem with the Guardian as long as they are doing something. Pop their Unstoppable and stomp around the battlefield grappling, disarming, and doing all kinds of non-damaging disruptive stuff. It's a once per long rest ability to be a badass for one scene, so I'm inclined to let them be a badass. It's not like it slows me down, unless they are literally just standing there never taking a turn.

And even if they didn't take a turn, if they were actively engaged at the table, valiantly defending a chokepoint while shouting "HOLD THE DOOR" or something while I made them take reaction rolls, that would still be fine.

True disengagement seems to be the real issue.
 

I admit, I don't even see the problem with the Guardian…
Well, it’s one example of the larger issue. Which is gamers trying to win, beat the system, and optimizing the fun out of the game.
True disengagement seems to be the real issue.
That’s certainly one issue, yes. But again, the problem is gamers trying to win instead of playing the game. It’s a fiction-first storytelling game. It’s about heroics and drama. Treating it like a math problem to solve or a tactical skirmish game to win misses the point of the game entirely.
 

I don’t know…I see players trying to ‘min max’ the fear situation by doing nothing is a non-issue. Well, it is an issue, sort of, but it’s the exact same issue as “the players refuse to leave the safety of the tavern”. If they’re not going to engage with the adventure, that’s an out of game issue, that no rule set will solve.

Anyway, as that video pointed out, the GM can act whenever appropriate…the Fear mechanics is just one side of it.
 


Pets & Sidekicks

Remove ads

Top