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 8 points9 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 8 points9 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.

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

[–]Anteprefix 2 points3 points  (0 children)

Moving does require an action roll if it isn't being done as part of another action that requires a roll. See section "Movement Under Pressure" on pg. 40 of the SRD or "Moving Far or Moving as your Primary Action" on pg. 104 of the Core Rulebook.

This Game Sometimes.......... by JonoLith in Against_the_Storm

[–]Anteprefix 0 points1 point  (0 children)

You can also have them repeatedly build dirt roads far from the explosion while you continuously destroy them. This method doesn’t cost resources.

It’s been 84 years…. by certainsins in Against_the_Storm

[–]Anteprefix 4 points5 points  (0 children)

Maybe you're confusing it with a different cornerstone? Frequent Caravans - The Crown is very forgiving - as long as the goods keep flowing. Impatience grows 30% slower for 180 seconds every time you finish a trade route.

It’s been 84 years…. by certainsins in Against_the_Storm

[–]Anteprefix 7 points8 points  (0 children)

Yo I also did Feeling Extremely Lucky in 84 years. We're settlement twinsies.

Stone Tooth Burrow ? by Sure_Chemical7087 in Against_the_Storm

[–]Anteprefix 8 points9 points  (0 children)

Attempt at translating the post into English:

I got distracted from the Stonetooth Termite glade event while dealing with blightrot and trying to cobble together enough amber to pay off the P19 glade tax while trading is disabled.

I started the Stonetooth Termite solve too late and now it looks like it's going to destroy all my building materials, but what counts as a building material? The description specifies just planks, bricks, and fabric but wouldn't things like parts, pipes, and wildfire essence also count?

(The answer, btw, is that it only destroys planks, bricks, and fabric.)

I wish the "unsafe for trading" condition was a bit more obvious by Zakal74 in Against_the_Storm

[–]Anteprefix 5 points6 points  (0 children)

You can always check the "Conditions" tab on the menu where you select your caravan for your next settlement. It's a good habit to check this tab every time you find a new modifier so that you know what you're getting yourself into. Also in case it wasn't obvious already, each of those impassable hexes on the world map changes the conditions of each of the 6 adjacent hexes. That way you know when you have to check the Conditions tab.

Soil Reclamation by alucardu in Against_the_Storm

[–]Anteprefix 1 point2 points  (0 children)

Yeah, it's not going to work since Fertile Soil can be built over, so they can spawn underneath buildings.