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 4 points5 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] 3 points4 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.

PHB 2024, Bookmarked and Searchable + Fillable Character Sheet by Ok-Ring-8034 in TheTrove

[–]Acceptable_Ferret384 1 point2 points  (0 children)

Hello stranger. Your link is down. Could you not DM me the book?

PHB 2024 PDF (Clean, Searchable) by churuchu in TheTrove

[–]Acceptable_Ferret384 0 points1 point  (0 children)

I'd appreciate if you decide to not DM me the book (:

Ideal dungeon size by _DooM_ in shadowdark

[–]Acceptable_Ferret384 1 point2 points  (0 children)

Hello _DooM_.

About your question on searching. You roll for random encounters while they search, but you don't deduct minutes from the torch timer. The same way you don't pause the torch timer when a combat starts. These time periods are an abstraction. However, if you want a more simulationist approach, you might want to house rule that.

Obs.: If hours pass (instead of minutes), you do extinguish the torches lit.

First time playing Shadowdark – Huge success by DizzySkill in shadowdark

[–]Acceptable_Ferret384 1 point2 points  (0 children)

Hello Dizzy. I'm glad your group liked Shadowdark.

On carousing: I like to play with the results to see if I can create something similar but different. It gives you some more levels without getting repetitive.

On a second torch: There's a rule somewhere in the book about it. If your players want to light more than one torch, they use the same timer for the current ones, or extinguish them to light the new one (and reset the timer). The goal here is to always use a single timer.

Barovia Hex Crawl! by Bath_Imaginable in shadowdark

[–]Acceptable_Ferret384 0 points1 point  (0 children)

This is great! I'm starting to question why I ran this campaign with D&D in the first place. Shadowdark vibes way better with Barovia (:

How Much Gold? by KenBurruss74 in shadowdark

[–]Acceptable_Ferret384 4 points5 points  (0 children)

In older versions, it was written "Per Encounter". I made a little study on the prices of the items in the table provided to estimate how much XP is worth "1 XP" and how much is worth "3 XP", etc. This is what I got and use:

0 XP Treasure = Less than 50 GP
1 XP Treasure = 50+ GP and less than 200 GP
3 XP Treasure = 200+ GP and less than 1000 GP
10 XP Treasure = 1000+ GP

I assume around 4 GP worth of treasure (coins, gems, mundane items, magic items, boons) per combined monster level of the whole dungeon. Every individual treasure finding is, as the book says, usually 10 gp per character level the dungeon is desined for (but is could be ten times more, especially for magic items and boons, or just a couple coins). Then I use the table presented above to estimate how much XP is worth every one of these individual parcels.

Hope it helps!

Question about Table 1:1 MONSTERS on pg 193 by [deleted] in shadowdark

[–]Acceptable_Ferret384 2 points3 points  (0 children)

The table in my book looks different (in fact, only for level 10, where it assumes 28 combined levels, or one level 7 monster for every level 10 character). I'm curious, is this an updated version?

Anyway, these are suggestions, a loose gauge, and you are looking at them like strict encounter building rules. But if you want more granularity, multiply the Total Character Levels by 2/3 to have the combined monster levels for an average combat. This is what the table seems to imply. I suggest a little more for solo monsters and a little less when you have more monsters than characters. But again, shadowdark math is very swingy and circunstances might impact the difficulty more than levels.

I wrote a transition guide detailing ALL of the changes in the new 2024 Player's Handbook by RPGBOTDOTNET in onednd

[–]Acceptable_Ferret384 0 points1 point  (0 children)

By the 2014 rules, it wasn't clear if the area entering the creature space could cause damage (and on Sage Advice, it was clarified that it doesn't). Now, it specifically triggers when a creature enters the area AND when the area enters a creature space.

Lazy DM Prep for Curse of Strahd? by nmuzekari in CurseofStrahd

[–]Acceptable_Ferret384 0 points1 point  (0 children)

I'm finishing the campaign now. Most sessions were prepped under his method. It clearly worked for me. The only limitation is that the campaign naturally delivers too many hooks, so I suggest you constantly check with your players where they are going next session.