Daggerheart General Thread [+]

I actually like the idea, especially to learn the game.

I have a question. Read the rules last night, from the STD. Do sorcerers only have one spell at level one, or did I miss a domain card? The lack of spells seemed less than ideal to me?
Coincidentally, I'm playing a sorcerer. A "cyborg" clank/faerie, that was rebulit by a dwarven artificer after getting torn apart by some creature. The clank half of him is powered by a crystal in his chest that generates electrical energy. So he is a lightning elementalist with metal wings that can "cast" Rain of Blades, flinging metal "feathers" from his wings, and Wall Walk, by statically charging people to let them climb walls.

Sorry, very roundabout way of saying I have 2 spells with my sorcerer.

Edit: Uncanny Disguise, Rune Ward, and Unleash Chaos are also available spells.
 

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I did a session zero yesterday as a player with a group of strangers at the FLGS. Interesting group of people, two of the players were completely new, the GM and another player played another short game earlier in the year. I've played in an online game for 10 sessions before we lost a couple players and the game fell apart.

The one thing that kind of bugs me that I'm trying to not let bug me is that we're doing something kind of wrong. Instead of choosing 2 domain cards for your PC, we have two cards available while all the rest of the options are in our vault, available to change out. It's an interesting way to do it, but the GM thinks this is how it actually works. I tried to explain how it actually works, but I didn't want my first impression to come off as rules lawyer, so I dropped it. I'll probably just lean into thinking of it as an interesting house rule.

Anyone think this will break the game? It certainly will let everyone try different domain powers out, I guess, but I don't think it makes the party OP, since we're still limited to what we can actually use at a time.

If you're playing with using actual rules for recall costs, I don't think it's too bad. And you never know – even your brief question might have been enough for them to reread the rules afterward. I know that when I run games, I tend to stick with my interpretation of a rule for a session just to avoid changing things up mid-stream, but am perfectly willing next session to say "hey I was wrong about X, here how it should work..."

All this to say I wouldn't give up on the game, esp if this was the only concern.
 

If you're playing with using actual rules for recall costs, I don't think it's too bad. And you never know – even your brief question might have been enough for them to reread the rules afterward. I know that when I run games, I tend to stick with my interpretation of a rule for a session just to avoid changing things up mid-stream, but am perfectly willing next session to say "hey I was wrong about X, here how it should work..."

All this to say I wouldn't give up on the game, esp if this was the only concern.
Oh, no this wouldn't be a reason to give up on the game. As a forever GM, I have this quirk where I like to play a new game by the book, thus my concern. But it's probably not worth dwelling on.
 

Coincidentally, I'm playing a sorcerer. A "cyborg" clank/faerie, that was rebulit by a dwarven artificer after getting torn apart by some creature. The clank half of him is powered by a crystal in his chest that generates electrical energy. So he is a lightning elementalist with metal wings that can "cast" Rain of Blades, flinging metal "feathers" from his wings, and Wall Walk, by statically charging people to let them climb walls.

Sorry, very roundabout way of saying I have 2 spells with my sorcerer.

Edit: Uncanny Disguise, Rune Ward, and Unleash Chaos are also available spells.
You get two you can cast at a time at first level? It's not that there aren't choices, it's you only get to choose one or two, correct?
 


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