Daggerheart General Thread [+]

Last Tuesday's DH game was a post-arc downtime (for the Seattle based game, I framed Long Rests as like time passing / a few days or so). I grabbed a bunch of the excellent downtime activities from a couple Forged in the Dark games I've run that make them character beats - vibing at a bar with your buds, strolling the sights of the city to clear your head, curled up together on the couch repairing each other's armor, etc. Worked great, got to see the inside of one character's apartment as they all crashed out there and had some good (high as f) conversations.

Then I was thinking about what I wanted to focus in on before we moved into more narrative/duty stuff and I decided I wanted to highlight some character backstory elements I'd asked the players to bring with them. Specifically some NPCs that mattered to them, and their mentors - the death of whom was the inciting incident behind the campaign and these young folk being thrust into a position of responsibility.

Scrolling around our Miro playspace, my attention alit on a NPC one of the players had described as a "fellow apprentice of their mentor who resented me." Perfect! Framed in on him putting in a shift at his restaurant where he works as a line cook for rent, asked a couple provocative questions, and then dropped the proposal from the NPC - she had the keys to a storage unit owned by their former teacher, but she knew that the PC would have a better chance of getting through any wards - was he interested in checking it out? He was, and I suggested they grabbed the rogue along the way.

This meant I had to split screen over to the other two, so I asked the Guardian what musical instrument did he find in his mentor's penthouse closets when he was quietly sorting through them as he recovered from the adventure? We established it was a classical guitar, perfect link to bring in the 4th PC who runs a record shop and knows all about that stuff.

So we bounced between the two PCs up north at a rural storage unit fighting earth elemental defenses and strange wards, as the other two played a clearly haunted (or at least spirit residued) guitar, heavy with his mentor's memories and regrets - ghosts of the past swirling about (and unwanted attention showing up).

0 of that planned, everything built out from PC backstories and collaborative back and forth to establish facts about their relationships and the people and things that matter to them.
 

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I’ve been fiddling around with target numbers. I believe the general rule of thumb for success chance in 5e is 70%? Given how crits drive probability, assuming a +2 average modifier 13 should be our t1 setting. But if you wanted to make things a little harder for a non-primary stat / push people to get Help or use Experiences, 14 is probably the best.

Not sure if I should push up at T2 or Level 3, but the scaling of 13/15/17/19 is pretty in line with some of the environments, they just seem to keep things easier for T1.

The other option would be doing a 4e skill challenge thing and scoping an easy/standard/hard check by tier, probably like 10/13/16 for T1? I’m generally a fan of the 4e methodology of “make challenges on-par with tier of play and succeed automatically at what used to be hard” instead of static DCs. The Environmental scaling suggest this as well.
 

I’ve been fiddling around with target numbers. I believe the general rule of thumb for success chance in 5e is 70%? Given how crits drive probability, assuming a +2 average modifier 13 should be our t1 setting. But if you wanted to make things a little harder for a non-primary stat / push people to get Help or use Experiences, 14 is probably the best.

Not sure if I should push up at T2 or Level 3, but the scaling of 13/15/17/19 is pretty in line with some of the environments, they just seem to keep things easier for T1.

The other option would be doing a 4e skill challenge thing and scoping an easy/standard/hard check by tier, probably like 10/13/16 for T1? I’m generally a fan of the 4e methodology of “make challenges on-par with tier of play and succeed automatically at what used to be hard” instead of static DCs. The Environmental scaling suggest this as well.
I think DH PCs are meant to succeed a lot (and I prefer it this way) because "with fear" is still a drama inducing factor regardless of raw success.
 

I think DH PCs are meant to succeed a lot (and I prefer it this way) because "with fear" is still a drama inducing factor regardless of raw success.

I mean, that’s what Experiences and Help are for. A TN of 13 with a +2 modifier is already a 72% chance of success; just over half the time with hope. A success with fear means “complicate the situation” not “negate the success.”

Anyway, I think 12 was too low for T1. I’m probably switching over my DS! game to DH, but I have rediscovered my love for goal-oriented skill challenges to structure play. Probably build out a framework for that along with some TN charts.
 

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