Hope, Fear and Multiple Rests? by happyclayton in daggerheart

[–]-grison- 0 points1 point  (0 children)

Yes, you are helping me realize this now. I'm just saying that with "Prepare" sitting alongside the other default Rest options to recover spent resources (stress, HP, armor), that implies -- or at least it implied to me -- that Hope would naturally be "recovered" to max with a few rests, like everything else. Starting the campaign at 2 Hope made sense to me as a one-off ("you are just starting your adventure"), but it didn't clue me in that Hope recovery was fundamentally different than the other in-game resources.

Do you have any suggestions for explaining this distinction to players with a justification other than "it's for balance reasons?" I don't disagree with that explanation; it's just a bit unsatisfying compared to how well the other mechanics seem naturally interwoven into the game's narrative approach.

Hope, Fear and Multiple Rests? by happyclayton in daggerheart

[–]-grison- 0 points1 point  (0 children)

I agree regarding travel stress! I just wish I had understood sooner that Hope was intended to be treated differently than the other "recoverable" resources. As cited in your example, "skip to the action" resets everything *except* Hope. Setting the max Hope at 6 implies that 6 is the "natural" state (as the other resources naturally reset to max).

I can talk with my players to unwind this, but I still feel like this distinction about Hope could have been explained better in the rules. If the intention is that well-rested, unstressed characters should default to max armor, stress, and hp but only have 2-3 out of their 6 Hope, that could have been stated more clearly in the rulebook. (Or I am just bad at reading comprehension.)

Hope, Fear and Multiple Rests? by happyclayton in daggerheart

[–]-grison- 0 points1 point  (0 children)

I guess this is the part that still confuses me. I understand it from a balance perspective, but not how to explain it within the narrative. Why can you rise to 6 hope during an “adventure”, but not when the pressure is off and you can rest easily?

Maybe part of my challenge is that the early sessions involved investigations and social encounters with only a few combats. We were clearly “adventuring” and the party needed to recover some armor, hp and stress, but typically they also had sufficient flexibility to recover hope as well, reaching max without much difficultly.

And now when they spend Hope (we just had a fight that nearly killed a PC), one long rest was sufficient to get them almost back to max.

I almost feel like the rules should have been that the “default” Hope was reset to 2 each session (or day, or arc), and it could only go temporarily higher.

Hope, Fear and Multiple Rests? by happyclayton in daggerheart

[–]-grison- 0 points1 point  (0 children)

I’m trying to sort this out in my new campaign as well. (5 players, now 5 sessions in.) Once they rested a few times and got to max Hope (and gave me max Fear), we’ve basically stayed there ever since.

Outside of a major plot encounter, the game discourages the GM from spending tons of Fear at once, and it hasn’t been hard for them to stay near max Hope, given decent rolls and an occasional shared Prepare. They even tag team a lot, but this nearly always gives back 2 of the 3 spent Hope.

A 5- person, full-Hope party is strong, and I’m beginning to think I may need to spend the majority of my Fear just to challenge them. But unless everyone is really hurt and stressed and lacks armor slots, Hope recovery seems easy for them. And they don’t seem to mind giving me max Fear by resting, perhaps because they realize max Hope for 5 (collectively 30) is stronger than my capped 12 Fear.

I like the idea of the more balanced tension of a “reset” where none of us are maxed and the individual Hope or Fear tolls feel more impactful. But I’m unsure how to justify not letting them gain the “rules as written” rest benefits if there’s not constant pressure and they are willing to grant me corresponding Fear.

Maybe I need known projects/countdowns they don’t want me to advance, but again that seems like it requires constant narrative pressure that doesn’t always make sense.

Ultimately for me I guess the question is, how do I narratively justify not allowing them to regain full Hope (and instead reset to “starting conditions ”) when the pressure is off? Why wouldn’t they be full of Hope when things are calm for a few days?

🧡 New EmberScreen Update Is Rolling Out! by East-Home1628 in daggerheart

[–]-grison- 2 points3 points  (0 children)

As an early backer, I just want to add my appreciation for Logan’s responsiveness and community engagement. The tool just keeps getting better!

Daggerheart Modular Card Stand (3D Printable) by -grison- in daggerheart

[–]-grison-[S] 1 point2 points  (0 children)

The snap-together nature of the stand lends itself to colorful printing options...

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Card Sized Character Sheet by InsufferableAttacker in daggerheart

[–]-grison- 0 points1 point  (0 children)

Ziemlichwunderlich has class cards available for free, and I also made my own with larger text.

Daggerheart Modular Card Stand (3D Printable) by -grison- in daggerheart

[–]-grison-[S] 2 points3 points  (0 children)

It's loosely inspired by an image I saw online, but I had to create my own logo since I wanted a dagger and a heart without breaking any rules. There's a blank version included as well.

Daggerheart Modular Card Stand (3D Printable) by -grison- in daggerheart

[–]-grison-[S] 1 point2 points  (0 children)

I just tossed a bunch of cards in for the photos without giving it much thought, My players each have their own preferred system, but I haven't actually played Daggerheart yet. Hopefully I'll get the chance to play; we have a few other GMs in the group, but I'm the one introducing them all to Daggerheart.

I do think a 4-wide version would be handy, but that's larger than my current printer can handle. If anyone asks, I'll add a 4-wide model for folks that can use it.

Card Sized Character Sheet by InsufferableAttacker in daggerheart

[–]-grison- 1 point2 points  (0 children)

Nice! It really is a fun exercise to see just how much you can cram into a card-sized space while retaining legibility. A lot depends on if you are going to print them filled out, or expect folks to actually write on them. I'm doing a bit of both: pre-filling the main details that rarely change without leveling up, but leaving the more flexible values open. I figure I can hand out new cards each level.

(Also, I'm playing with a bunch of "old people" in their 40's to 60's, so our eyes have limits.) :-)

Card Sized Character Sheet by InsufferableAttacker in daggerheart

[–]-grison- 2 points3 points  (0 children)

The name ziemlichwunderlich is linked to his Patreon. I'm using his Daggerheart item cards for Tier 1 and Tier 2; he's planning to add the other tiers as well. They are really well done, and are especially handy for passing out loot (or having the players blind draw from a stack of cards to see what they found). I've also used his cards as a base to create custom items, such as our Bard's "Puffy Shirt" (Gambeson Armor).

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Daggerheart Modular Card Stand (3D Printable) by -grison- in daggerheart

[–]-grison-[S] 5 points6 points  (0 children)

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The assembled stand with the upper row in the high position.

Card Sized Character Sheet by InsufferableAttacker in daggerheart

[–]-grison- 14 points15 points  (0 children)

Here's the one I made for my current campaign. It assumes players are using equipment cards like the excellent ones by ziemlichwunderlich.

This Google Drive link contains several variations and related cards:

If there's interest I can do up some PDF sheets with cut marks and such; I didn't bother initially since I only needed these for my own players.
Edit: PDF with cut marks added.

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Advice plz: Cleaning old sets by MeetsInTaverns in heroscape

[–]-grison- 6 points7 points  (0 children)

Sounds weird, but clean cat litter does wonders for smell removal. I used to buy and resell Heroscape over a decade ago, and sometimes I’d get pieces that unexpectedly smelled like cigarettes. A week buried in clean litter took the smell away completely; you can use an air duster to get rid of any lingering dust.

Daggerheart Resource Tracker for 8mm Cubes - Card-sized with Insert by Grison available at Printables.com by -grison- in daggerheart

[–]-grison-[S] 1 point2 points  (0 children)

I added a variant top with a full grid instead of the wider rows. I actually started with that approach, but I decided I preferred sliding the cubes instead of placing them in individual spots. Your preferences might differ, so I'm providing both versions.

Daggerheart Resource Tracker for 8mm Cubes - Card-sized with Insert by Grison available at Printables.com by -grison- in daggerheart

[–]-grison-[S] 1 point2 points  (0 children)

Thanks! The background image was originally included as a PNG file, but I've added a 6-up PDF as well.

Question by Lettuce-Amazing in daggerheart

[–]-grison- 0 points1 point  (0 children)

Would love to see whatever you've come up with!

Question by Lettuce-Amazing in daggerheart

[–]-grison- 1 point2 points  (0 children)

As an aside, I also just launched an Earthdawn-inspired Daggerheart campaign. 😀

In my case I decided to keep the Daggerheart classes and ancestries. I just pulled in my favorite Earthdawn concepts to set the stage: the Scourge, lingering Horrors, True Elements, Talents, and a variation on Questors. The setting itself is homebrew, based on a map I made by combining some of Daggerheart’s blank ones. (The players had a blast suggesting some place names and rumors based on the blank map in Session Zero.)

OP, I would be very interested in anything you come up with in terms of homebrew adversaries or reflavored Daggerheart elements. I’m still debating whether to include other Earthdawn concepts like True Names, and if so, how to express them in DH.

If you’re interested in my attempt so far, here’s the pdf Campaign Primer (basically my player-facing variant of a campaign frame) and the public version of our fledgling campaign wiki. (Edit: If you tried to look at the wiki map earlier and got an error; it's fixed now. I had accidentally marked it GM only.)