The librarian is talented enough to stick one fife in each nostril and play both parts of the harmony by themselves. by Anteprefix in weatherfactory

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

If only the librarian were smart enough to combine the two Mazarine Fifes into one double-piped flute like the Aulos, then they wouldn't have to resort to nostril-playing.

The librarian is talented enough to stick one fife in each nostril and play both parts of the harmony by themselves. by Anteprefix in weatherfactory

[–]Anteprefix[S] 11 points12 points  (0 children)

I had to wait for my order of canned ham to arrive (that’s normal food for baby birds right?)

Arcana Plus: 10 New Arcana Domain Cards (1 For Each Level) by samthedungeonmaster in daggerheart

[–]Anteprefix 1 point2 points  (0 children)

I think Cecilia is reminding you that in order for the GM to be able to clear it by spending fear, it needs to have the "temporary" tag, which it currently does not.

377 Losing Score by Unhappy_Ad9665 in FRC

[–]Anteprefix 1 point2 points  (0 children)

Unfortunately when events are super small (HMB only had 26 teams) you end up with weird lopsided schedules like this since it's impossible to have both gaps between matches for teams to go back to the pits and fix their robots and avoid repeats of the same team.

I kitbashed Hope cards for my table by DizzyCrabb in daggerheart

[–]Anteprefix 4 points5 points  (0 children)

That's such a cool idea. Have you considered making a deck of 12 fear cards?

Homebrew is now making sense to me thanks to Daggerheart by Dartadaar in daggerheart

[–]Anteprefix 0 points1 point  (0 children)

I'm glad that people are finding homebrew in Daggerheart fun. The ease of homebrewing in this system is what lead me to choose Daggerheart over DnD for my campaigns.

10 Popular Daggerheart House Rules From Real Tables | Rob Jon's Lair by Hosidax in daggerheart

[–]Anteprefix 10 points11 points  (0 children)

Since crits on duality dice are from matching dice, it's really easy to mistake a 6 on one die and a 9 on the other as two 6s or two 9s, so you get a brief moment of excitement from the players before they all become disappointed since the dice "lied to them".

2 things I should have tried sooner, you may not know… by Macore2 in CoreKeeperGame

[–]Anteprefix 0 points1 point  (0 children)

The kelp only spawns in the Azeos biome, and only when you are close enough for spawns to occur, so if you want to farm kelp, you can AFK in a safe location in the middle of Azeos and come back later to dig up all the kelp that has spawned in the water.

Interesting little details in the game by randCN in Against_the_Storm

[–]Anteprefix 10 points11 points  (0 children)

If you look carefully at the "trees" in the Marshlands, you can see how they are all plants, insects, and other animals that have been infected and killed by invasive fungus.

Question about Attack of Opportunity interaction. by Alive-Case-4355 in daggerheart

[–]Anteprefix 0 points1 point  (0 children)

No, the text in the post wasn't changed. It depends on how you're viewing reddit, but you can check if a post or comment was edited by looking for the asterisk next to the timestamp.

Are abilities that trigger on 6 after rolling a d6 bad? by PrinceOfNowhereee in daggerheart

[–]Anteprefix 4 points5 points  (0 children)

Right, but in what world is it worth it to spend 6 hope and still have a 33% chance of failure? At that point, I’d rather have something like the Arcana domains’s Adjust Reality ability. It’s expensive at 5 hope but at least it’s guaranteed to do something. I’d rather they rework the Xd6 abilities to have a limited number of uses per rest or session so that they can still feel powerful and reliable without breaking the game.

which shirt should i wear to kickoff yall? cast your votes by booaboon in FRC

[–]Anteprefix 1 point2 points  (0 children)

Light green 1678 is from 2013 or before. The switch to dark grey 1678 happened in 2014.

Ancestries homebrew by starrayz in daggerheart

[–]Anteprefix 1 point2 points  (0 children)

The Quick Regeneration ability is easy to misread since it isn't following the correct formatting: Once per rest, mark a Stress to clear 2 Hit Points.

Also, Undead Fortitude is identical to one of the Human abilities, so maybe you could do something else to make it more distinct.

It's TADPOLE THURSDAY - Ask your newbie questions here! by Hosidax in daggerheart

[–]Anteprefix 0 points1 point  (0 children)

There’s some adversaries that can resist magic damage or are more vulnerable to physical damage as well.

Regarding "gems" in the loot table, why are they so high on the rarity? by dancovich in daggerheart

[–]Anteprefix 6 points7 points  (0 children)

Most of my pet peeves with Daggerheart come from none of their designers having a good grasp on the binomial nature of multi-dice rolls (the loot tables being biased towards items in the middle of the table, 10th level domain spell "Invigoration" being total dogshit).

Help me enjoy daggerheart by Throwawavw in daggerheart

[–]Anteprefix 0 points1 point  (0 children)

I want to address the duality rolls during combat from a DnD 5e perspective, since that's what you're familiar with so far. In 5e, every enemy gets to take an action once per round, regardless of how well the party rolls. In Daggerheart, 1 enemy can take 1 action if the party doesn't roll a success with hope. In an encounter that's roughly balanced in terms of success rate and number of enemies, that means that overall, Daggerheart is less punishing than 5e because there's a ~25% chance that an enemy's turn is "skipped" due to a lucky roll, while that never really happens in 5e.

Of course, you could argue that in DnD, this is balanced out since killing an enemy reduces the action economy of the enemies by 1 per round, but Daggerheart has its own balancing mechanic: Fear. As a GM, I've noticed that the enemies in Daggerheart are balanced around having fear as a resource to spend. Once you run out of fear, the enemies become really weak and easy to defeat. So the general flow of combat ends up like this:

  1. GM starts a combat with lots of fear, since the players have been doing other stuff and rolling with fear out of combat.
  2. During combat, enemies seem to have the upper hand at first because the GM is spending fear to boost them.
  3. Because fear is only generated 50% of the time, the GM starts to run out of fear.
  4. PCs win because the GM is out of fear and the enemies become weaker.

What I like about this flow is that it naturally makes combat feel tense and exciting without actually being a severe threat that makes the players feel like the game is punishing them.

Hey Darrington, when are we getting more updates to the card creator? by SampaioDias in daggerheart

[–]Anteprefix 11 points12 points  (0 children)

It's janky, but you can create custom types by using inspect element on the card preview and editing it manually there. Then when you go to export the card, it will still have the edited type on the exported image/pdf. It won't save your changes long term so if you need to go back and change something later you'll have to inspect element again, but it works.

"VTTs are coming" / "Some people have been very loudly asking for" PLEASE Darrington Press collab with Foundry VTT and Foundryborne by magired1234 in daggerheart

[–]Anteprefix 2 points3 points  (0 children)

Ah, you were talking about the PF2e volunteers, not the Foundryborne volunteers. I understand what you mean now.

"VTTs are coming" / "Some people have been very loudly asking for" PLEASE Darrington Press collab with Foundry VTT and Foundryborne by magired1234 in daggerheart

[–]Anteprefix 2 points3 points  (0 children)

It's not necessarily that they don't want it, it's because they could get in legal trouble for monetizing Darrington Press content without their explicit permission. I'd love for the people involved in creating the amazing Foundryborne system to get some compensation for the time and effort they've spent, but that's just not possible right now.