Girl By Moonlight (Magical Girl Forged in the Dark game used to play an Escaflowne inspired mecha game)
Heck yeah
Girl By Moonlight (Magical Girl Forged in the Dark game used to play an Escaflowne inspired mecha game)
One thing to note here is the Fear/Hope amounts are retained across sessions - they don't reset.I imagine over time probability will even this out but in the span of a single session, variance like this can definitely lead to a session that flops for the DM, the players or both.
Yeah this is an important point - if the PCs are short on Hope, but also ignore Prepare, which can give 2 Hope per Short Rest, that's a fairly significant thing to overlook. It can be worth resting just to get that Hope, if the situation isn't so narratively urgent that you can't spend an hour resting, especially if the DM is already at or close to full Fear, which seems to be what @RenleyRenfield was describing. My group used it a lot, including letting themselves retain a small amount of HP or Stress or Armour damage in order to get Hope.@RenleyRenfield out of curiosity, were you all able to rest and use the Prepare activity together to ensure there was some hope balance going? Or did you find yourselves needing to use both activities for recovery moves?
It's a 54% chance to generate a Hope on a roll. If you were generating "buckets" of Fear but not much Hope, it might be worth double-checking the Hope/Fear rules were followed correctly. For example, my players kept forgetting 2x the same value == Crit Success. So even if you roll two 1s, that's a Crit Success, but I had players reporting stuff like two 4s as "failure", and only when I quizzed them on whether it was with Hope or Fear did we get to me realizing they were actually describing a Crit.And these are on all types of rolls, so investigation, persuasion, searching around... all of it generated buckets of Fear points. And getting 1 Hope every other round was not fun. (maybe if we were lucky two rounds of Hope in a row, but just as often 2 rounds of Fear in a row...)
Um, no.When you have 4 players each generating 2 to 3 Fear per turn, the GM gets lots of Fear = fast. Again, thems the maths and thems the results we witnessed in person.
There's no "each" (my bold and colour). If that was the case you were getting the rules very seriously wrong. If that's just a typo for "total" (a pretty big typo but still, it happens) then that might kinda make sense, but still only kinda, because there's no such thing as a "turn" in Daggerheart and on average, for ever 3 Fear generated, you'll generate 3.24 Hope.