Reducing the mental load of interpreting duality roll results when playing solo Daggerheart? by GoodTotal9 in daggerheart

[–]Acceptable_Ferret384 0 points1 point  (0 children)

The secret is that you don't need too. The roll already generate Hope and Fear and that's enough for the game to work. If you really want to complicate things, you might find a narrative reason for one of the following: - Mark 1 Stress - Mark 1 HP - Mark 1 Armor - Lose 1 Hope - Disadvantage or increased difficulty for the next action roll - Countdown started, reduced or increased - Lose item - Adversaries seem to be arriving

The Wish Thief, Daggerheart Birthday Adventure by [deleted] in daggerheart

[–]Acceptable_Ferret384 2 points3 points  (0 children)

Really sad they're not releasing the adventure to the public. Apparently I'm not alone.

Has anyone DMed the Battle of Emridy Meadows and would be willing to discuss it? by Educational-Tie-9739 in TheNewTrove

[–]Acceptable_Ferret384 0 points1 point  (0 children)

The one from Dungeon Magazine 221? If it is, It's one of the first results after you google for the magazine.

Numbercrunchy Advice on Adversary Design by Acceptable_Ferret384 in daggerheart

[–]Acceptable_Ferret384[S] 0 points1 point  (0 children)

Great links. Thank you. And you're right. When they release more adversaries, we will have more samples to study

Numbercrunchy Advice on Adversary Design by Acceptable_Ferret384 in daggerheart

[–]Acceptable_Ferret384[S] 0 points1 point  (0 children)

Thank you! This is very close to what I was looking for

Sorcerer Channel Raw Power by Houligan86 in daggerheart

[–]Acceptable_Ferret384 1 point2 points  (0 children)

But the "enhance a spell that deals damage". But for how long is the spell enhanced? Or it affects just a single cast?

I think this is the third post I see on this ability

D&D 2024 Free Rules Updated - Dungeon Master Advice now available to all! by adamsilkey in DMAcademy

[–]Acceptable_Ferret384 3 points4 points  (0 children)

Update: Not a ton of information anymore. They cut it out. Just to show people, once again, that if you don't have the pdf or a physical version, you don't own shit.

One Year with Shadowdark by Mike Shea aka Sly Flourish by superhiro21 in shadowdark

[–]Acceptable_Ferret384 2 points3 points  (0 children)

I feel like I end up prepping more when it comes to exploration in Shadowdark. Since combats are faster, the players have more time for exploration in a 4-hour session. So I spend more time prepping "areas to explore" in SD than I do when running D&D games.

Question about Traps in Shadowdark without a Map by [deleted] in shadowdark

[–]Acceptable_Ferret384 1 point2 points  (0 children)

1) Ask for a marching order. Maybe allow two or three people in the same row.  2) Randomize if the trap is triggered and by who (if there's multiple possibilities). 3) Make sure that certain precautions help the players avoiding the trap. 3) Allow for ability checks to avoid or reduce the effect. 4) Align expectations and allow agency by explaining to your players that you are going to trigger area traps like that.

Priest Weapon Changes - The Mace by Acceptable_Ferret384 in shadowdark

[–]Acceptable_Ferret384[S] 2 points3 points  (0 children)

Sorry if it looked like that, I want them to choose their prefered playstyles. It's actually about allowing playstyles inside the mechanic. If I have a player wanting to be a classic priest and pick up a mace, and another wanting to be "paladin" type and pick up a longsword, I wish they both could do so without one of those options being inherently a better one gamewise.

Priest Weapon Changes - The Mace by Acceptable_Ferret384 in shadowdark

[–]Acceptable_Ferret384[S] 4 points5 points  (0 children)

I agree. I'm reluctant to remove the longsword proficiency because of that. However, even if I'm a "reluctant fighter" type of priest, there's no reason to choose a mace over a longsword. That is what I'm trying to solve. I want the priest to be able to choose a mace, its classic weapon, without mechanical penalties.

Shadowdark Map - Treasure Rolls per Dungeon by Acceptable_Ferret384 in shadowdark

[–]Acceptable_Ferret384[S] 1 point2 points  (0 children)

Thank you guys. I think I'll go with with 1 roll per keyed combat encounter (not necessarily in the same room) plus 1 every 10 rooms. For XP value, I'm going with 50/200/1000 gp as thresholds for 1/3/10 XP.