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.
If you’re trying to get one Barnes & Noble has copies and ships within 1-2 days.Just as a fun exercise, I'm continuing to monitor Amazon's projected ship dates for copies of Daggerheart core (still not a single copy available through FLGS locally in the Salt Lake City market).
For today, July 16, they've now revised delivery dates to a range of August 12 - September 10.
Which is, well .... LOL, to be honest.
Guessing what must have happened is they (Amazon) sold out of their initial inventory at a speed totally unanticipated, saw how popular an item it was, and tried backfilling stock through small, random distributors wherever they could find them.
Now even the small odds-and-ends distributions are gone, but since they're not showing it as technically "out of stock," would seem to indicate Darrington has given them a time frame for getting in copies via a second print run, so they're comfortable showing that it's not technically "out of stock," but don't really know when it will actually be shippable again.
You know, because I always love ordering stuff with projected delivery dates encompassing a full four-week window that doesn't even open until a month from now.
But really the bottom line is . . . well done, Darrington Press. I don't think anyone anticipated how popular DH would be.
Oh for sure and I've seen this with a lot of games - any game with a relatively low number of rolls (including 5E and I suspect Shadowdark) has the potential for long runs of bad or good rolls. I don't think from my mighty experience of two sessions (lol) that this causes a serious problem. Slightly gratifyingly was that the two players I met up with for drinks today were going on and on about how great Daggerheart was and how we needed to arrange regular sessions.Mathematically this may be true. IS true.
However thats over N dice rolls, where N is a very large number.
How many rolls* are being made in an encounter, a session? Swings absolutely will happen.
Oh for sure and I've seen this with a lot of games - any game with a relatively low number of rolls (including 5E and I suspect Shadowdark) has the potential for long runs of bad or good rolls. I don't think from my mighty experience of two sessions (lol) that this causes a serious problem. Slightly gratifyingly was that the two players I met up with for drinks today were going on and on about how great Daggerheart was and how we needed to arrange regular sessions.
Yep. That's one big reason why D&D 5E stuck success at 65% and fixed the leveling, PC, and monster math around that. We tend to feel failure twice as much as success, so if you win 2/3 of the time and fail 1/3 of the time it feels like you're at 50/50.Yeah, I have not played DH, likely will not, but I'm reading through things and just wanted to point out the obvious, that in a game of dice, swings can and will happen, and people do not remember passing the roll/test/check by 2 or 3 or 5 all night long, but they remember the fails, and crits.
If a game adds ADDITIONAL weight behind those rolls, there's bound to be some note stored in the brain about it.
A game of 40K I have discussed on this board before points it out, and the turn 1 'I concede' as he packed up his toys due to my hot dice.![]()