Agamon
Hero
Nothing wrong with house ruling stuff from other games for whatever you;re playing, though.If you plan on playing mostly Shadowdark as the base with very little from Daggerheart, I would just play Shadowdark.![]()
Nothing wrong with house ruling stuff from other games for whatever you;re playing, though.If you plan on playing mostly Shadowdark as the base with very little from Daggerheart, I would just play Shadowdark.![]()
You seem to have missed the point of the thread.If you plan on playing mostly Shadowdark as the base with very little from Daggerheart, I would just play Shadowdark.![]()
You seem to have missed the point of the thread.
I think it would be far more interesting to start with a DH base and see what you need to par away or tweak to get a dungeon crawler. Shadowdark is built off d20 after all, and cares about a lot of stuff that DH abstracts away. Keeping that level of abstraction but hitting the vibe of dungeon crawling would be cool. It's possible, Trophy Dark/Gold does it to an even greater degree.
With an emphasis on darkness and dangers therein, Hope & Fear currency are actually excellent thematically. I'm playing around with this a bit around light/dark in the environment I threw together over in the DH thread. I'm reading through the Shadowdark Quickstart to get a feeling for what it brings in to see if I can't put together a kinda swords & sorcery / dungeon crawly Frame thing.
For me it’s about genre. I don’t really like the superhero fantasy of 5E or Daggerheart. If I wanted a superhero fantasy game, I’d play an actual superhero game in a fantasy setting.Yeah I think some of that abstraction is what I want back and some of the more interpersonal stuff I can do without.
Maybe I just love the 2d12 and hope/fear and how it drives the flow.
Hooking that into the Torch Timer is just inspired.
For me it’s about genre. I don’t really like the superhero fantasy of 5E or Daggerheart. If I wanted a superhero fantasy game, I’d play an actual superhero game in a fantasy setting.
I like sword & sorcery. So want the game to reflect that. I’d be fine with abstracting things like gold as Daggerheart does it. Abstracted gold plus Pirate Borg carousing to level up would sing for sword & sorcery. But I think that’s basically how Barbarians of Lemuria does it.
My sense for the point of the thread was mixing Shadowdark and Daggerheart, but what I read was mostly just Shadowdark. So if the point was mixing the two systems, I didn't get much of Daggerheart from what I read in what you would do.You seem to have missed the point of the thread.
This is a pretty good base, though I would prefer using the DH attributes or even further reduce them down to four. Also I would potentially just remove ancestries entirely, especially if I wanted to preserve a more anthropocentric Sword & Sorcery feel. You could still keep Communities and Experiences.OK, at the high level.
Shadowdark
Reactions, Random Encounters, XP system (Downtime, not just Carousing), Darkness Matters, the concept that you are your class at level 1, Gear slots. Roll to Cast. Background and assumed skills.
Daggerheart
Ancestry and Community design, the Hope/Fear mechanic as it pertains to spotlight, initiative as free-form, 2d12 resolution instead of the d20. Domain abilities as Feats. Stress.
I think, I would even go for the Threshold and Armor/HP model over the bags of HP. But I'm rolling that one around.
D&D
Core Ancestry options, Classes, Attributes, Subclasses at 1st. Adv/Disadvantage. Planar, Epic, Magical tone.
Having Ancestries or not doesn't necessarily break the game. It's really more about the vibe you want out of your game. For me, removing ancestries is more about the expressed Sword & Sorcery vibe, which is mostly anthropocentric with a few exceptions (e.g., Elric and Corum), and I think that those non-human characters could just as easily be represented by Communities. Obviously if you want your S&S to be more D&D-esque (e.g., Primeval Thule), then you may want to add other ancestries. I believe that Kelsey Dionne has been on record as saying that she prefers mostly human-focused games since she likes the S&S genre.- I think that unlike @Aldarc I might look at Communities to turn into a SD / D&D style Background. I'd leave Ancestries in, and use the guidance from the Homebrew Kit to ask "what do they mean" and adjust from the DH base. I'd also remove mixed ancestry and drop it down to a limited classic set to start I think.
IMHO, part of my reason for possibly having some of this as cards for your loadout is less about the practicality of dungeon crawling and more about forcing player choices precisely as per Torchbearer or Darkest Dungeon. Are you willing to discard this from your loadout to make room for something else? It also gives the GM something to target with Fear.- Personally I'm less interested in the practicality of dungeon crawling (after all, so many games exist to hit the "do we have enough carts/henchmen/etc" to get our stuff back home) and far more into "can we hit the vibe of crawling through the dark seeking something precious/forbidden." More Darkest Dungeon, less OSE.
IMHO, part of my reason for possibly having some of this as cards for your loadout is less about the practicality of dungeon crawling and more about forcing player choices precisely as per Torchbearer or Darkest Dungeon. Are you willing to discard this from your loadout to make room for something else? It also gives the GM something to target with Fear.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.