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Starting Daggerheart campaign. Any pitfalls?
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<blockquote data-quote="overgeeked" data-source="post: 9724925" data-attributes="member: 86653"><p>The druid does look to be overpowered but not dramatically so. The codex domain is a bit out there, too, as you get three powers per card instead of one, but the classes that get it have less starting HP. I haven't seen any trap choices yet, but I'm the referee not a player.</p><p></p><p>From what I've seen at the table you don't want to focus on only spending hope or stress. You'll want powers that do both so you don't run out. Stress is more valuable than hope. Stress is generally fixed and you mostly get it back through rests, which also give the referee fear. But you get hope from something like 54% of your rolls. So if you're going to be unbalanced on resource needs, lean more on hope than stress. But hope is dice dependent, so...shrug.</p><p></p><p>As a referee to a player, please don't convince yourself to not roll the dice. I've already seen way too much of that. Yes, if you fail or roll with fear the referee gets to move and/or gains a resource. It's not the end of the world, it's all part of the game. Don't optimize yourself out of playing the game.</p><p></p><p>Also, please make an adventurer, not a coward. I've already seen way too much of that, too. The player principles are great. The first one is "embrace danger." It's first for a reason. PCs in Daggerheart are quite robust. They're tougher than equivalent 5E PCs and there's also the fact that <em>your PC cannot die unless you decide they do</em>. The game's default genre is superhero fantasy. Embrace danger. Your PC will be fine.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9724925, member: 86653"] The druid does look to be overpowered but not dramatically so. The codex domain is a bit out there, too, as you get three powers per card instead of one, but the classes that get it have less starting HP. I haven't seen any trap choices yet, but I'm the referee not a player. From what I've seen at the table you don't want to focus on only spending hope or stress. You'll want powers that do both so you don't run out. Stress is more valuable than hope. Stress is generally fixed and you mostly get it back through rests, which also give the referee fear. But you get hope from something like 54% of your rolls. So if you're going to be unbalanced on resource needs, lean more on hope than stress. But hope is dice dependent, so...shrug. As a referee to a player, please don't convince yourself to not roll the dice. I've already seen way too much of that. Yes, if you fail or roll with fear the referee gets to move and/or gains a resource. It's not the end of the world, it's all part of the game. Don't optimize yourself out of playing the game. Also, please make an adventurer, not a coward. I've already seen way too much of that, too. The player principles are great. The first one is "embrace danger." It's first for a reason. PCs in Daggerheart are quite robust. They're tougher than equivalent 5E PCs and there's also the fact that [I]your PC cannot die unless you decide they do[/I]. The game's default genre is superhero fantasy. Embrace danger. Your PC will be fine. [/QUOTE]
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Starting Daggerheart campaign. Any pitfalls?
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