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Daggerheart General Thread [+]
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<blockquote data-quote="FrozenNorth" data-source="post: 9855537" data-attributes="member: 7020832"><p>I find it really varies from session to session. I have sessions where the players are constantly flush with hope and steamrolling fights and others where they are constantly on the back foot.</p><p></p><p>DH can feel very swingy. The party could easily go 4 times in a row without any villain acting and since combats are fairly quick, this could mean combats that are essentially over immediately after they start.</p><p></p><p>My recommendations:</p><p>1. Use Reaction Rolls and Group Rolls. These use player resources, including Hope, but don’t generate Hope or Fear.</p><p>2. Throw in some tough Difficulties and telegraph them to your players. You want to convince the fanatical cultist to identify his hideout. Roll Diff 20 presence check. Players will invoke Experiences and Help each other out.</p><p>3. Use your Fear pool to manage their Hope pool: spend Fear liberally with Hard moves when they are flush, lay off or use softer moves when they aren’t.</p><p>4. Remember that players don’t have perfect vision into the game. They may be hoarding Hope because they fear a major battle. They can still be enjoying themselves/finding the adventure challenging even if sitting on a pile of Hope.</p><p>5. Don’t sweat the small stuff. It’s pretty easy to adjust on the fly in DH. If they blow through one session riding high on Hope, next session a series of bad rolls can leave them scrambling.</p><p></p><p>Overall, I really like the Fear pool mechanic. I like the fact that it gives me a lot of control to pump on the gas or brakes depending on how the party is doing, without it feeling like the enemies themselves are going easy on them.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 9855537, member: 7020832"] I find it really varies from session to session. I have sessions where the players are constantly flush with hope and steamrolling fights and others where they are constantly on the back foot. DH can feel very swingy. The party could easily go 4 times in a row without any villain acting and since combats are fairly quick, this could mean combats that are essentially over immediately after they start. My recommendations: 1. Use Reaction Rolls and Group Rolls. These use player resources, including Hope, but don’t generate Hope or Fear. 2. Throw in some tough Difficulties and telegraph them to your players. You want to convince the fanatical cultist to identify his hideout. Roll Diff 20 presence check. Players will invoke Experiences and Help each other out. 3. Use your Fear pool to manage their Hope pool: spend Fear liberally with Hard moves when they are flush, lay off or use softer moves when they aren’t. 4. Remember that players don’t have perfect vision into the game. They may be hoarding Hope because they fear a major battle. They can still be enjoying themselves/finding the adventure challenging even if sitting on a pile of Hope. 5. Don’t sweat the small stuff. It’s pretty easy to adjust on the fly in DH. If they blow through one session riding high on Hope, next session a series of bad rolls can leave them scrambling. Overall, I really like the Fear pool mechanic. I like the fact that it gives me a lot of control to pump on the gas or brakes depending on how the party is doing, without it feeling like the enemies themselves are going easy on them. [/QUOTE]
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