OB1
Jedi Master
Looking to get some feedback from my fellow EnWorlders as I develop a Hope/Fear mechanic (ala Daggerheart) to slot into 5e games (will work for D&D but my goal is to use it in Neon Odyssey when it comes out). While Daggerheart overall didn't work for me as a system, I think the core concept is a great way to emulate cinematic storytelling (which is what I go for in my games). I try to keep my homebrew rules as small as possible, while allowing them to have ripple effects through the game.
One other note, while I'm using the Hope/Fear terminology from Daggerheart here, I plan to change it for the final version of the rule, I just haven't landed on what to call it yet and am open to feedback.
Goal: Provide a visible token system that PCs and DMs use to influence the game narrative and also builds tension that is gained through the exploration/social pillars of the game.
Mechanic: Skill check rolls now use 2d10 instead of 1d20. Players designate one die hope and one die fear. When rolling a skill check if the hope die is larger, PC gains one hope, if fear die is larger, DM gains one fear. If doubles are rolled, a check that is successful earns 1 hope for each PC while a check that is unsuccessful earns the DM fear equal to the number of PCs.
Spending Fear and Hope: PCs and DM can spend fear and hope by declaring their use prior to ANY roll, along with the quantiy they would like to spend. Then, they roll that number of d6s along with the regular dice of the roll and add it to the result (the d6s increase one size at each tier of play). Yes, by any roll that includes damage dice, healing dice or any other roll in the game.
That's the core rule, and I'd love feedback on just that part. However, there are 4 additional rules I am strongly considering right off the bat.
Long Rest - When the PCs decide to take a long rest, they lose half of their hope tokens unless they are resting in a designated 'safe' spot such as their bastion, a safe inn, or similar location.
Short Rest - A PC can spend 2 Hope to gain the benefits of a short rest in 5 minutes.
Combat - If the DM initiates combat that isn't immediately preceded by a failed skill check, the DM loses half of her fear tokens. (Strongly considering this to just be any time the DM 'shoots first'. I want the DM using their own Fear tokens outside of combat, rather than hoarding them to use in combat).
Special DM use of fear - A DM can spend 2 fear to instantly recharge a monster ability.
One other note, while I'm using the Hope/Fear terminology from Daggerheart here, I plan to change it for the final version of the rule, I just haven't landed on what to call it yet and am open to feedback.
Goal: Provide a visible token system that PCs and DMs use to influence the game narrative and also builds tension that is gained through the exploration/social pillars of the game.
Mechanic: Skill check rolls now use 2d10 instead of 1d20. Players designate one die hope and one die fear. When rolling a skill check if the hope die is larger, PC gains one hope, if fear die is larger, DM gains one fear. If doubles are rolled, a check that is successful earns 1 hope for each PC while a check that is unsuccessful earns the DM fear equal to the number of PCs.
Spending Fear and Hope: PCs and DM can spend fear and hope by declaring their use prior to ANY roll, along with the quantiy they would like to spend. Then, they roll that number of d6s along with the regular dice of the roll and add it to the result (the d6s increase one size at each tier of play). Yes, by any roll that includes damage dice, healing dice or any other roll in the game.
That's the core rule, and I'd love feedback on just that part. However, there are 4 additional rules I am strongly considering right off the bat.
Long Rest - When the PCs decide to take a long rest, they lose half of their hope tokens unless they are resting in a designated 'safe' spot such as their bastion, a safe inn, or similar location.
Short Rest - A PC can spend 2 Hope to gain the benefits of a short rest in 5 minutes.
Combat - If the DM initiates combat that isn't immediately preceded by a failed skill check, the DM loses half of her fear tokens. (Strongly considering this to just be any time the DM 'shoots first'. I want the DM using their own Fear tokens outside of combat, rather than hoarding them to use in combat).
Special DM use of fear - A DM can spend 2 fear to instantly recharge a monster ability.






