Let's Read Daggerheart +

Reynard

aka Ian Eller
Supporter
I think it is worth starting a Daggerheart thread that is less about people's excitement (or lack thereof) and plans, but rather actually reading the book (and cards and additional materials) and discussing it specifically in context of the text.

I don't want to do this as a rigid thing though. First off, anything official and post-playtest is fair game: book, cards, SRD, adventure, etc.
Second, it does not have to be in order. the idea is for us to talk about the game as it is written, but rulebooks aren't novels and it is okay to skip around. All I would ask is that folks cite what specific text in the book they are talking about, either by giving page numbers or light copy/pasting from the SRD.

Finally, I made this a + thread because it is NOT intended to be a place to argue about DH. if you are here, you are at least making a good faith effort to read the game and understand it.

Thanks and let's talk!
 

log in or register to remove this ad


One thing that came up as a big question when I was having my group make characters:

How do you handle equipment that isn't a weapon or armor? I see each class has two examples of a trinket to add, but the D&D staples of the likes of rations, camping equipment and "dungeon survival" gear isn't in the book anywhere (that I could find).

I'm guessing it's assumed the PCs have the foresight to have "basic" gear with them, but is there any supplemental material for those of us who want to get a bit more into the notable equipment aspect of things without getting too bogged down about every piece of equipment?
 


One thing that came up as a big question when I was having my group make characters:

How do you handle equipment that isn't a weapon or armor? I see each class has two examples of a trinket to add, but the D&D staples of the likes of rations, camping equipment and "dungeon survival" gear isn't in the book anywhere (that I could find).

I'm guessing it's assumed the PCs have the foresight to have "basic" gear with them, but is there any supplemental material for those of us who want to get a bit more into the notable equipment aspect of things without getting too bogged down about every piece of equipment?
Under Loot , there is a section on Consumables. And while "food, torch, rope, etc" of base sundry items for adventure is not listed - I think that is where you would use that rule. it seems to fit perfectly with their description of =

"Consumables are loot that can only be used once. You can
hold up to five of each consumable at a time.
...
Common (1d12 or 2d12). Common consumables might be
found at an abandoned camp or readily available at a local
store."


I would then pair that with the Environments section, which the GM could use to put pressure on characters who did not bring the ideal Consumables for a given Environment. At which point rolls could be harder or characters could suffer more Fear.

So while the examples in the book of Equipment and Consumables are rather fantasy and combat oriented (i see Bedroll in there!) , all the bits and bobs hard-rules are there for 'survival'

As well, in Character Creation Step 5 = you explicitly state your Inventory starting items as they say

"CHOOSE OTHER STARTING ITEMS
Your inventory includes anything else your character is
carrying. The top of your character guide lists all their starting
inventory items, which include the following:
• Torch (useful for illuminating a dark room)
• 50 feet of rope (useful for climbing a wall or rappelling down a cliff)
• Basic supplies (tent, bedroll, tinderbox, rations, etc.)"
 

Under Loot , there is a section on Consumables. And while "food, torch, rope, etc" of base sundry items for adventure is not listed - I think that is where you would use that rule. it seems to fit perfectly with their description of =

"Consumables are loot that can only be used once. You can
hold up to five of each consumable at a time.
...
Common (1d12 or 2d12). Common consumables might be
found at an abandoned camp or readily available at a local
store."


I would then pair that with the Environments section, which the GM could use to put pressure on characters who did not bring the ideal Consumables for a given Environment. At which point rolls could be harder or characters could suffer more Fear.

So while the examples in the book of Equipment and Consumables are rather fantasy and combat oriented (i see Bedroll in there!) , all the bits and bobs hard-rules are there for 'survival'

As well, in Character Creation Step 5 = you explicitly state your Inventory starting items as they say

"CHOOSE OTHER STARTING ITEMS
Your inventory includes anything else your character is
carrying. The top of your character guide lists all their starting
inventory items, which include the following:
• Torch (useful for illuminating a dark room)
• 50 feet of rope (useful for climbing a wall or rappelling down a cliff)
• Basic supplies (tent, bedroll, tinderbox, rations, etc.)"

I’m debating doing a Blades style inventory system where players just mark a Loadout that I can use for fictional positioning (eg: climbing with a heavy load would probably carry disadvantage), and then mark basic adventuring stuff off as they need it.
 

I’m debating doing a Blades style inventory system where players just mark a Loadout that I can use for fictional positioning (eg: climbing with a heavy load would probably carry disadvantage), and then mark basic adventuring stuff off as they need it.
There are quite a few rules in the book for how many weapons you can carry, how many you can wield, and how to swap armor you have.
It also does say you can carry 5 of each Consumable items... which is odd when the game kinda also has "no limit on carry stuff"
Since its clear on weapons and armor, and on Consumables, then Rarity kinda dictates how many Loot items you will have...

My "feels" here are that characters in Daggerheart are not really carrying a lot. And that they only have a few special items. And that survival 'needed items' should be set by the fiction, in which case they should have considered a cart, mule, etc....

So I might suggest you limit any FitD style Loadout to be purely non-weapon, non-armor bits. Then for all other things, sure, I think a Loadout mechanic is great!

FYI FROM the book = "There are no rules limiting
the size of your inventory, so items that don’t provide a
mechanical benefit but make sense for your character to have
are normally okay—but your GM always makes the final call."
 

Under Loot , there is a section on Consumables. And while "food, torch, rope, etc" of base sundry items for adventure is not listed - I think that is where you would use that rule. it seems to fit perfectly with their description of =

"Consumables are loot that can only be used once. You can
hold up to five of each consumable at a time.
...
Common (1d12 or 2d12). Common consumables might be
found at an abandoned camp or readily available at a local
store."


I would then pair that with the Environments section, which the GM could use to put pressure on characters who did not bring the ideal Consumables for a given Environment. At which point rolls could be harder or characters could suffer more Fear.

So while the examples in the book of Equipment and Consumables are rather fantasy and combat oriented (i see Bedroll in there!) , all the bits and bobs hard-rules are there for 'survival'

As well, in Character Creation Step 5 = you explicitly state your Inventory starting items as they say

"CHOOSE OTHER STARTING ITEMS
Your inventory includes anything else your character is
carrying. The top of your character guide lists all their starting
inventory items, which include the following:
• Torch (useful for illuminating a dark room)
• 50 feet of rope (useful for climbing a wall or rappelling down a cliff)
• Basic supplies (tent, bedroll, tinderbox, rations, etc.)"
Ah, because I was using the generic sheet, it didn't have the back side, with the class suggested Inventory! Thanks!
 

On Flavoring/Reskinning: pg 12

These two paragraphs make it clear that as long as the mechanics do not change, players and GMs can "skin" their equipment and abilities however they like. Obviously, there should be some discussions at the table during Session 0 to make sure everyone is on the same page tone wise.

One thing it does not talk about, though, is how this reflavoring might affect the fiction and the things that are true in play. For example, superhero games often talk about this since powers that are otherwise the same might have different "special effects." I am a little surprised (and maybe it is somewhere else) that DH does not acknowledge the fiction impact of reflavoring. This is especially important for the GM, I think, because "with fear" is a fiction first result and GMs (especially new ones, and ones new to narrative games) might need some guidance on how "the rogue's magic taking the form of gadgets and inventions" can be used in narrative context.
 


Remove ads

Top