Daggerheart General Thread [+]

I don't know that you'd really need much, if anything, to convert it. You already have a campaign frame inspired by Eberron (Five Banners Burning). The game encourages reskinning and reflavoring so most things could be covered there.

Ancestries. The clank (warforged) and katari (shifter) ancestries are core. You can make half-elves with the mixed ancestry rules. Which leaves the changeling and kalashtar. Uncanny Disguise (level 1 midnight) has the basics of what you'd need. Just modify that a bit and make it an ancestry trait. Kalashtar are easy to build with the mixed ancestry rules. Slightly tweak the fungril telepathy and you're 50% of the way there.

Prosthetics and disability get 3-4 pages of coverage.

Artificers could be a reskin or reflavor of just about any existing class, most likely the wizard but you could make a case for most of them really.

Dragonmarks are the only "tough" part. That could be handled any number of ways. A lot of the abilities are similar to spells in Daggerheart already. Use those. Maybe make a dragonmarked community that gives you access to those spells. Not as extras but a replacement domain card. "You can swap one domain card for..." or similar.

Honestly the dragonmarks are fictional permissions when applied to NPCs. I’ve found the “feat”/species style things that just give you a couple bonus magic abilities boring compared to the weight and status the houses carry in society.

Maybe a half-ancestry ability + House Scion / iforgetthenameforspontaneous marks as communities.
 

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Honestly the dragonmarks are fictional permissions when applied to NPCs. I’ve found the “feat”/species style things that just give you a couple bonus magic abilities boring compared to the weight and status the houses carry in society.

Maybe a half-ancestry ability + House Scion / iforgetthenameforspontaneous marks as communities.
Something akin to a "Book of ______" like for some of the codex powers could work for a "Rune Mark of _______." At every tier you gain the option to take add of these Dragonmarked powers for your loadout.
 

Honestly the dragonmarks are fictional permissions when applied to NPCs. I’ve found the “feat”/species style things that just give you a couple bonus magic abilities boring compared to the weight and status the houses carry in society.

Maybe a half-ancestry ability + House Scion / iforgetthenameforspontaneous marks as communities.
Yeah. Maybe. I've never liked dragonmarks generally or dragonmarked PCs specifically so I'd probably drop it as a PC option entirely.
 

I don't know that you'd really need much, if anything, to convert it. You already have a campaign frame inspired by Eberron (Five Banners Burning). The game encourages reskinning and reflavoring so most things could be covered there.

Ancestries. The clank (warforged) and katari (shifter) ancestries are core. You can make half-elves with the mixed ancestry rules. Which leaves the changeling and kalashtar. Uncanny Disguise (level 1 midnight) has the basics of what you'd need. Just modify that a bit and make it an ancestry trait. Kalashtar are easy to build with the mixed ancestry rules. Slightly tweak the fungril telepathy and you're 50% of the way there.

Prosthetics and disability get 3-4 pages of coverage.

Artificers could be a reskin or reflavor of just about any existing class, most likely the wizard but you could make a case for most of them really.

Dragonmarks are the only "tough" part. That could be handled any number of ways. A lot of the abilities are similar to spells in Daggerheart already. Use those. Maybe make a dragonmarked community that gives you access to those spells. Not as extras but a replacement domain card. "You can swap one domain card for..." or similar.
So….a whole conversion.

And even then, it doesn’t do the job. Artificer absolutely needs a new class. Changeling and Kalashtar are whole new heritages in spite of how you downplay getting “halfway there”, Katari doesn’t really do much for being a shifter.

Does the mentioned frame even have airships and extra magitech rules (like Motherboard has a bunch of new mechanics)?

Even ignoring Dragonmarks which aren’t hard to make into multiclass options for greater marks and communities for the basic benefit, and then campaign frame rules for faction benefits does the rest of the work, are still enough design work to constitute a conversion.

I mean, it’s a whole project, not half an hour of faff.
 

Something akin to a "Book of ______" like for some of the codex powers could work for a "Rune Mark of _______." At every tier you gain the option to take add of these Dragonmarked powers for your loadout.

Sure, you could go that way. It's just almost more of a Subclass in DH terms then anything else really.
 

Daggerheart screams for an Eberron conversion.
And not just because Eberron is my fav campaign world. Artificer is the main miss, I'd also write up a new ancestry for Shifters (I hadn't thought of using Katari, which would work in a pinch), Changelings and Kalashtar. Dragonmarks are a challenge ... I'd suggest pulling from 4e again and add Themes to Dragonheart.

When I've noodled around on creating new Domains, it's no wonder I settled on Creation, for Artificers (I'd go Codex + Creation), and Psionic (which can fuel a few Psionic classes, Grace + Psionic for Telepaths, Bone + Psionic for a Metamorph or Soulknife, etc.)
 
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Does the mentioned frame even have airships and extra magitech rules (like Motherboard has a bunch of new mechanics)?

This just fiction.

Changeling and Kalashtar are whole new heritages in spite of how you downplay getting “halfway there”, Katari doesn’t really do much for being a shifter.

I would simply tailor the frame itself to what's there for how much effort I want to put in. You dont actually have to port the entirety of Eberron to get it in. You can simply say "no PC changelings" and move on (what I would do).

Like, you really don't have to port an entire 3 D&D edition setting + billions of blog posts worth of concepts over into hard mechanics to get "eberron."

Edit: in fact coming at it from the perspective of a focused Frame is ideal. Eberron is too freaking big, with too much Stuff going on to use easily in play. DH tells us: use the fiction that matters for your specific campaign only, so the players can onboard it.
 

Edit: in fact coming at it from the perspective of a focused Frame is ideal. Eberron is too freaking big, with too much Stuff going on to use easily in play. DH tells us: use the fiction that matters for your specific campaign only, so the players can onboard it.
It helps that Eberron can support a lot of frames. Depending on what you want to spotlight, you can borrow from 5 Banners Burning for a political intrigue campaign between the 5 Nations, Expeditions into Xen'drik or the Mournlands can focus on dungeon delving, can do a more noir-ish urban inquisitives in Sharn ...

That is the beauty of the Campaign Frame, you can pare down these big worlds to focus on the relevant parts for the campaign you want to run.
 


This just fiction.
So could literally any pet of the mechanics in a campaign frame be. That doesn’t mean it would be remotely satisfying.
I would simply tailor the frame itself to what's there for how much effort I want to put in. You dont actually have to port the entirety of Eberron to get it in. You can simply say "no PC changelings" and move on (what I would do).
Great. Sounds terrible. “Let’s Play Eberron but no options uniquely Eberron just play elves and such.” Nope.
Like, you really don't have to port an entire 3 D&D edition setting + billions of blog posts worth of concepts over into hard mechanics to get "eberron."
Straw Man. No one claimed ya did.
Edit: in fact coming at it from the perspective of a focused Frame is ideal. Eberron is too freaking big, with too much Stuff going on to use easily in play. DH tells us: use the fiction that matters for your specific campaign only, so the players can onboard it.
Which doesn’t actually address any of what I said lol

I run focused campaigns in Eberron as it is. I basically run games how Daggerheart advises, actually. The campaign pitch, specific tone and priorities and the like, rules specific to the campaign to make it feel like the story being explored, the whole works, even down to the players adding to the campaign brief though in Eberron this is more limited than in a homebrew world where whole nations and major factions and nearly anything else they want are designed with heavy player input or entirely by the players.

But the player that wants to run an airship wants mechanics to make running an airship matter, and have consequences.

Mechanics matter. This isn’t less true in DH than in D&D. There’s a reason that some frames have corruption mechanics, faction mechanics, etc, because those elements are meant to be important and matter to the players in every scene where they come up.

If I run Sharn By Night, I am probably going to want to add a little more crunch to high flying parkour challenges, investigation as a major recurring challenge, maybe borrow some mystery building rules from other games, and add a simple but meaningful mechanic for becoming a vampire and dealing with the consequences.

If I run Skyward To Freedom, where the pitch is basically that your dear friend and longtime patron has invented sky ships that operate without bound elementals and don’t need Lyrander heirs, and his older designs have gotten out and been replicated by Bloodsails pirates and then others, and now the continent is itching for a war in the sky (mirroring the rise of aircraft in WWII) and the Houses are hunting you and your friends covertly…(which I am going to soon)
Then I am absolutely going to need solid vehicle rules, including satisfying ways to run the ship in conflict scenes without anyone feeling useless or bored.

For anyone curious I’m working on porting the very basics of the vehicle combat rules from SW5e. Stuff like the deployments (converted to simpler DH mechanics with one or two special moves per deployment), power dice, shield dice, etc. No need for the detailed movement rules, since DH has solid rules for chases, and movement is otherwise about ranges, no need for all the super detailed ventures and gambits and the like, but the skeleton provides what players want from being a ship’s Bosun without getting bored.


Anyway, the point is, converting Eberron as a general project would be about making a half dozen or so campaign frames in the World of Eberron, with some shared mechanics that make multiple campaigns in the same world feel connected. That’s the point of a large setting.

If you don’t have interest in that, cool. Don’t try to tel people who do that there’s no point to it, though. That’s just rude and useless.
 

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