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Daggerheart General Thread [+]
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<blockquote data-quote="Ruin Explorer" data-source="post: 9691091" data-attributes="member: 18"><p>There are - Splendor has stuff that heals Stress for example, and if you roll a crit you recover 1 Stress as well as gaining 1 Hope. There's other stuff too of course.</p><p></p><p>I do think that we'll see more people picking Stress potions given the choice after these sessions - everyone picked healing potions because of the obvious value this time around, but a lot of the party were nearly out of Stress at the end of the boss fight. Of course the Rogue managed to be out of Stress at the end of the very first fight in the first session because he was absolutely spamming the shadow teleport (and I hadn't quite processed it was "shadow-to-shadow" rather than just "to shadow" so was applying too low a bar - corrected this later on).</p><p></p><p></p><p>Yeah and most of the Short Rests we saw at least half the PCs picking clearing Stress. The "do two things" on a rest works pretty well I note! Like, it actually causes players to think about their priorities and then influences how they use resources later. </p><p></p><p>Also the Rogue was very much saying "Hey guys, shall we do another Short Rest?!" after pretty much every fight lol. I was able to discourage this somewhat due to situations they were in at least. I think Age of Umbra gives you a lot of potential for er... discouraging unnecessary resting.</p><p></p><p></p><p>Yup. Combat thus generates a lot of it but the six cap is pretty low, hence people reaching for Tag Team attacks to spend it (which generally seem to be a better usage than most of the class-based 3 Hope deals).</p><p></p><p>We did start calling "Reaction rolls" just "Saving throws", because it made it easier to distinguish them from normal rolls. I was surprised how instantly the players understood they didn't generate Hope/Fear too (literally only once did someone get confused).</p><p></p><p>I note the Rogue's player was pleased when he picked up the Rogue character sheet and IMMEDIATELY saw the rules for stealth ("Cloak") and sneak attacks presented prominently on it. That's when he went from cynical about the game to more positive, and then the shadow teleport option for his subclass and that the default suggested weapons were dagger + dagger had him saying "Wow okay this game knows what I want out of a Rogue!" (he was a big 4E Rogue fan).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9691091, member: 18"] There are - Splendor has stuff that heals Stress for example, and if you roll a crit you recover 1 Stress as well as gaining 1 Hope. There's other stuff too of course. I do think that we'll see more people picking Stress potions given the choice after these sessions - everyone picked healing potions because of the obvious value this time around, but a lot of the party were nearly out of Stress at the end of the boss fight. Of course the Rogue managed to be out of Stress at the end of the very first fight in the first session because he was absolutely spamming the shadow teleport (and I hadn't quite processed it was "shadow-to-shadow" rather than just "to shadow" so was applying too low a bar - corrected this later on). Yeah and most of the Short Rests we saw at least half the PCs picking clearing Stress. The "do two things" on a rest works pretty well I note! Like, it actually causes players to think about their priorities and then influences how they use resources later. Also the Rogue was very much saying "Hey guys, shall we do another Short Rest?!" after pretty much every fight lol. I was able to discourage this somewhat due to situations they were in at least. I think Age of Umbra gives you a lot of potential for er... discouraging unnecessary resting. Yup. Combat thus generates a lot of it but the six cap is pretty low, hence people reaching for Tag Team attacks to spend it (which generally seem to be a better usage than most of the class-based 3 Hope deals). We did start calling "Reaction rolls" just "Saving throws", because it made it easier to distinguish them from normal rolls. I was surprised how instantly the players understood they didn't generate Hope/Fear too (literally only once did someone get confused). I note the Rogue's player was pleased when he picked up the Rogue character sheet and IMMEDIATELY saw the rules for stealth ("Cloak") and sneak attacks presented prominently on it. That's when he went from cynical about the game to more positive, and then the shadow teleport option for his subclass and that the default suggested weapons were dagger + dagger had him saying "Wow okay this game knows what I want out of a Rogue!" (he was a big 4E Rogue fan). [/QUOTE]
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