Daggerheart General Thread [+]

I was just thinking that assuming people share the spotlight, individual players get fewer rolls for the same amount of Fear going to the GM.
Yes, it's just they have a deeper pool, so can absorb a lot more without having to spend it. Whereas you will have to be bailing the boat as it were!

That suggests that the PCs will indivudally have less Hope when there are 6 of them versus 4, or whatever.
I think if they use their Short Rest 2 Hope ability it will make up for it - but they might not. It's unpredictable. I'll be interested to hear what actually happens.

I am not sure how many abilities require more than one hope though -- the class foundation abiltiies I guess, and Tag team?
It's 1 Hope per applicable Experience as well, and at L1 that's a max of 2, so you might see that occasionally. I didn't see any players active both Experiences even though a few could have (generally it's mechanically better to use "Help an Ally" for 1 Hope leading to Advantage - i.e. an average of +3.5 - but that requires more cooperation and attentiveness).
 

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I do wonder if the size of the GM pool should scale with more/less PCs? 2 PCs vs 6 PCs are vastly different. I guess having getting more Fear means the GM is more pushed to spend them.
Yeah as I have 4 PCs, the "default" number I'll be interested to see if 12 is fine with any number of PCs (it might be), or if it's kind of annoying and maybe 18 would make more sense with 6.
 

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Make sure you read the fine print. It’s not great imho.
 


Make sure you read the fine print. It’s not great imho.
What is it you would say is problematic?

Previously the licence seemed to be pretty normal for an actual licence specific product licence rather than OGL 1.0-style "do what thou wilst shall be the whole of the law" deal.

I get that some people feel anyone who wants to develop software for DH should be allowed to, but like, that's a choice, and it's not as simple a one as some people have suggested.
 



What is it you would say is problematic?
The only section I found somewhat problematic was Section 11.2, which essentially says "If we change the license, you have to accept the changes or you can't update your content." I doubt Darrington Press would ever change their license in an abusive or exploitative way within the tenure of the current owners. But they could.

But this is all relative. Plenty of companies use licensing agreements with claims that they could change it at the drop of the hat. This is not abnormal or even unreasonable, but people are wary after the WotC shenanigans.
 
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The more Daggerheart games I'm running, the more I'm coming to realize that Fear is a psychological currency to facilitate making crap up. I say this with kindness and humor. As a GM, I always have the power to make crap up in whatever form I think is both fair and fits the narrative, but the currency of Fear does a few things:

The players can see how much Fear you have and watch you spend it. This makes the nonsense you do feel both justified (because you paid for it) and limited (because you only have so much Fear). People are often more tolerant of the GM making crap up when they think there is a bounded amount or trade-off happening.

It helps absolve you of any potential guilt you might have for making crap up. If you had any lingering doubts about adding an adversary to combat just because you didn't telegraph it? You think the hallway could use a good gas trap right now even though you didn't put it in your notes ahead of time? Begone guilt, the rules of Fear say you absolutely can, AND you're spending currency to make it happen!

So Fear isn't giving you anything you didn't already have as a GM. It just pats you on the back and says "Go ahead. Spend a few of me and do that cool thing you want to do." Then it whispers in the player's ears "That thing he just did? It's cool. He paid for it." :geek:
 

Had a great time with my first in person Daggerheart game. I had 5 PCs covering the usual suspects, capability wise.

The story had the PCs investigating why the ghostly entities of a local keep got up in arms. Much combat ensued, until the PCs forced the banshee to explain why she was so upset.

Long story short: a scavenger had managed to steal a locket, and the specter and her minions wanted to MURDER until the locket was returned.

It turned out that a little sneak thief tossed the keep and stole the locket (thereby waking the banshee) and ended up with the bandits.

The PCs managed to avoid combat with the bandits and were able to both set the unquiet dead to rest AND let the NPC add more to their knowledge of the source, with the help of various PCs

One thing I discovered was I had a constant overflow of fear.
 

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