Daggerheart General Thread [+]


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I’m looking forward to seeing the Vault / recall stuff in play. Looks like there’s some interesting build potential there with 0 / 1 recall cards sitting in your vault & Per Rest abilities in your hand to swap around.
There's also some curious play potential around swapping in a card during a rest, using it, then swapping the card out.
For example, one of my players has Book of Tyfar and we've discussed them casting Magic Hand at the start of their day, then swapping the domain spell out. There's no listed duration on Magic Hand, so it seems plausible.

I've also absolutely destroyed the hand in combat before, since there's nothing about it being invulnerable. So there is some risk to the tactic of casting it at the beginning of the day and not being able to resummon it until they rest.
 

For example, one of my players has Book of Tyfar and we've discussed them casting Magic Hand at the start of their day, then swapping the domain spell out. There's no listed duration on Magic Hand, so it seems plausible.

Seems as intended, p107 “Ongoing Spell Effects:”

“Once a spell's effect is in play, as long as it doesn’t mention an expiration, it continues until a PC or the GM ends it, or until the fiction changes in a way that would naturally stop it. This means that if you cast a spell and then switch out that domain card for another in your vault, the spell’s effect can remain active, even though that card is no longer in your loadout.”
 

Seems as intended, p107 “Ongoing Spell Effects:”

“Once a spell's effect is in play, as long as it doesn’t mention an expiration, it continues until a PC or the GM ends it, or until the fiction changes in a way that would naturally stop it. This means that if you cast a spell and then switch out that domain card for another in your vault, the spell’s effect can remain active, even though that card is no longer in your loadout.”
Yeah, the only thing in question is whether or not you can swap a card in, use the card's ability, then swap it back out again during the same rest. I ruled "Yes" to enable more fun options, but I could see someone ruling "No" and deciding the swap is one time and you have to wait until next rest (or pay the Recall).
 

Yeah, the only thing in question is whether or not you can swap a card in, use the card's ability, then swap it back out again during the same rest. I ruled "Yes" to enable more fun options, but I could see someone ruling "No" and deciding the swap is one time and you have to wait until next rest (or pay the Recall).

Ah, gotcha. I’m going to guess the intent is “from loadout at start of rest to vault” but it’s probably not breaking anything to be more generous.
 

Inspired by the shadow dark melding thread & thoughts about an ancient ruin my players might be exploring I thought I'd do a little brainstorming on a generic environment you could layer over any dungeon-y style place:

THE SHADOWED DARK
Exploration, all tiers
A place of velvet deep shadows that long to swallow you down, they twist at the edge of your light hungry to snuff it out.
Impulses: Conceal dangers and opportunities, smother the light, play on your fears
Difficulty: Scaling, 12/14/17/20
Potential Adversaries: Per area set

FEATURES:
Lightless Depths - Passive: This place does not want you here, it crawls with shadow and hidden threats. Any PC who wishes to light the way may spend a Hope to create a Light (Countdown 4). The range of the strong light is equal to the die remaining on the countdown:
4 - Close, glimmers to Far.
3 - Close
2 - Very Close
1 - Melee

When in the Shadowed Dark, a PC must mark a stress before taking an action roll if there is no light source.

What does the light source look like? A wizard’s harsh white staff tip? A warm lantern clipped to a rogue’s belt? A firefly spirit hovering over a ranger’s shoulder?

Hasty Relight - Passive:
If time or danger threatens and a PC wishes to create a light source, they should say how they do it and make an appropriate Action Roll in addition to spending a Hope. On any failure, show how the adversaries or environment take advantage of the brief lack of light. On a Critical, show how regaining the light gives the PCs an advantage.

Torches Gutter - Action: Spend a Fear to show how the Shadowed Dark attacks their light, or how time is passing. All Light Countdowns decrement by one.

No Hope Without Light - Action: Spend 3 Fear to end all currently active Light countdowns. This should be saved for dramatic moments or major failures.

Time Passing - Passive: On Short Rests in the Shadowed Dark, any Light Countdowns decrement by 2. On a Long Rest, Light Countdowns expire.

Lurking Darkness - Passive: The Shadowed Dark uses the Lurking Darkness and Keep Watch mechanics from the Age of Umbra frame.
 


Inspired by the shadow dark melding thread & thoughts about an ancient ruin my players might be exploring I thought I'd do a little brainstorming on a generic environment you could layer over any dungeon-y style place:

THE SHADOWED DARK
Exploration, all tiers
A place of velvet deep shadows that long to swallow you down, they twist at the edge of your light hungry to snuff it out.
Impulses: Conceal dangers and opportunities, smother the light, play on your fears
Difficulty: Scaling, 12/14/17/20
Potential Adversaries: Per area set

FEATURES:
Lightless Depths - Passive: This place does not want you here, it crawls with shadow and hidden threats. Any PC who wishes to light the way may spend a Hope to create a Light (Countdown 4). The range of the strong light is equal to the die remaining on the countdown:
4 - Close, glimmers to Far.
3 - Close
2 - Very Close
1 - Melee

When in the Shadowed Dark, a PC must mark a stress before taking an action roll if there is no light source.

What does the light source look like? A wizard’s harsh white staff tip? A warm lantern clipped to a rogue’s belt? A firefly spirit hovering over a ranger’s shoulder?

Hasty Relight - Passive:
If time or danger threatens and a PC wishes to create a light source, they should say how they do it and make an appropriate Action Roll in addition to spending a Hope. On any failure, show how the adversaries or environment take advantage of the brief lack of light. On a Critical, show how regaining the light gives the PCs an advantage.

Torches Gutter - Action: Spend a Fear to show how the Shadowed Dark attacks their light, or how time is passing. All Light Countdowns decrement by one.

No Hope Without Light - Action: Spend 3 Fear to end all currently active Light countdowns. This should be saved for dramatic moments or major failures.

Time Passing - Passive: On Short Rests in the Shadowed Dark, any Light Countdowns decrement by 2. On a Long Rest, Light Countdowns expire.

Lurking Darkness - Passive: The Shadowed Dark uses the Lurking Darkness and Keep Watch mechanics from the Age of Umbra frame.

This is really great btw.
 


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