Daggerheart Post-Mortem


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Being able to do this (as the default) is one of the biggest plus of the system. Having simple consequences which can add up (fear)
And honestly, saying "Thank you for the Fear" and grinning is enough most of the time as a consequence. 😈

I once used glass beads as Fear counters and the clink they'd make dropping them into the bowl was great.

What sometimes tends to be more challenging for me is a failure with Hope outside of combat.
 

What sometimes tends to be more challenging for me is a failure with Hope outside of combat.
Yeah, that is usually highly situation dependent. One thing you can revert to is the opportunity to try again without having to change the circumstances (which I usually require rather than let people just keep rolling for stuff).
 

What sometimes tends to be more challenging for me is a failure with Hope outside of combat.
One piece of advice that I've read for this and other non-binary systems is to limit die rolling. If you can't think of what a failure with Hope would look like outside of combat, just don't ask for the roll.

If you still want to have rolls, maybe have a clock for an impending doom that's always running so you can advance it. That's a reliable consequence that doesn't take much brain power.
 

One piece of advice that I've read for this and other non-binary systems is to limit die rolling. If you can't think of what a failure with Hope would look like outside of combat, just don't ask for the roll.

If you still want to have rolls, maybe have a clock for an impending doom that's always running so you can advance it. That's a reliable consequence that doesn't take much brain power.

Conversely - do lots of dice rolling but frame each out on with the success/failure changing the situation. Cool, you’re trying to navigate a ruined district overrrun with monsters and fail with hope? The way you picked is blocked by said monsters but they haven’t noticed you yet - what do you do?

IME the more obstacle-forward you play systems like this (multi-axis outcomes that are expected to be Interesting on roll outcomes and Fail Forward) the more obvious outcomes become.

I rarely call for action rolls when it’s just like “normal TTRPG puttering” but as soon as we have objectives and risk? The dice are coming out.
 

What sometimes tends to be more challenging for me is a failure with Hope outside of combat.
One of my fav things to do with failure/hope is offer an opportunity. Yes, you failed, but maybe you can pull a success out of this if you're very invested in that...but if you fail again, ruh-roh
 

Hmm for me the encounter budger rules in daggerheart are actually a big painpoint. Its a lot more complicated than D&D 4E (while also not being intuitive) while also not being well balanced.

Intuition is really just a sum total of expectations gained from experience. Anything that diverges from prior experience will be unintuitive.
 
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