Daggerheart General Thread [+]

I don't know if we knew this already, but I just saw that the Fantasy Grounds core rules for Daggerheart will be $59.99.

Some folks are upset about that, but I think it is fair. Building things for a VTT is real work, especially when it is a new game system and not just yet another 5E monster book or whatever.

The real issue for me is that I have been running DH totally TotM with Demiplane and Discord, and I am not sure I actually need the FGU version.

If you link your Demiplane and Roll20 accounts together then you can bring over stuff from Demiplane. I genuinely don't see the need for a FGU version unless you are really deeply invested in it as a VTT.
 

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If you link your Demiplane and Roll20 accounts together then you can bring over stuff from Demiplane. I genuinely don't see the need for a FGU version unless you are really deeply invested in it as a VTT.
It isn't like it is free on Demiplane and Roll20. I own it on Demiplane because I knew it would be some time before there was a FGU version.

FGU is my primary VTT. I have never been able to get Roll20 to be half as goood for my purposes, and Foundry is a step to technical for me.

But as I said, it is more about the question of whether DH needs a VTT at all.
 

It isn't like it is free on Demiplane and Roll20. I own it on Demiplane because I knew it would be some time before there was a FGU version.

FGU is my primary VTT. I have never been able to get Roll20 to be half as goood for my purposes, and Foundry is a step to technical for me.

But as I said, it is more about the question of whether DH needs a VTT at all.

No, it's not free on Demiplane or Roll20, but at least then you aren't double-dipping since you already have it on Demiplane, that's all I meant.

Not to derail the thread, but what do you find missing in Roll20 that you find in FGU? I'm not super familiar with FGU.

Ah, okay, I see what you mean. Yeah, DH can run without a VTT much more easily than something like 5E or PF2.
 
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I don't know if we knew this already, but I just saw that the Fantasy Grounds core rules for Daggerheart will be $59.99.

Some folks are upset about that, but I think it is fair. Building things for a VTT is real work, especially when it is a new game system and not just yet another 5E monster book or whatever.

The real issue for me is that I have been running DH totally TotM with Demiplane and Discord, and I am not sure I actually need the FGU version.
From what I understand, it's going to be very impressive for an FG module. Lots of automation bells and whistles and custom dice.
 


I always feel so weird with VTT discussions, I like my stuff as simple and close to tabletop-analogue style as possible. Clearly in the minority there though.

Regarding the "expansion" I'm not sure I see anything interesting there but hey, they've got more time. I don't really have any interest in using a stock Frame when I can exercise my creativity so easily with the baseline tools, and I was reflecting last night after play that I like never use environments. I'll just write out rules snippets that generally have a wider applicability or a small note like a PBTA Custom Move for a situation. I wonder if they're more useful as Action snippets for people coming from the conventional side?
 

I always feel so weird with VTT discussions, I like my stuff as simple and close to tabletop-analogue style as possible. Clearly in the minority there though.

Regarding the "expansion" I'm not sure I see anything interesting there but hey, they've got more time. I don't really have any interest in using a stock Frame when I can exercise my creativity so easily with the baseline tools, and I was reflecting last night after play that I like never use environments. I'll just write out rules snippets that generally have a wider applicability or a small note like a PBTA Custom Move for a situation. I wonder if they're more useful as Action snippets for people coming from the conventional side?
I think it is worth using environments as intended, whether those are published ones or ones you make with the homebrew kit guidelines. You are obviously comfortable with doing it the way you are, but you might find the more robust environment design adds something to the game. I did.
 

I think it is worth using environments as intended, whether those are published ones or ones you make with the homebrew kit guidelines. You are obviously comfortable with doing it the way you are, but you might find the more robust environment design adds something to the game. I did.

There's nothing they do that I don't do by default via the standard moves except break out a custom array of outcomes (apart from the Cult Ritual which I think I'll grab for an upcoming showdown). I was looking through the T1 and T2 ones in particular last night to see if there was anything interesting to spend Fear on that wasn't damage and there really isn't. Most of everything else in there I handle via my Moments and Hooks, or just idk the standard rhythm of narrative gameplay I'm used to.
 

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