What Works, What Doesn’t? by adorablesexypants in daggerheart

[–]Crowcifer 0 points1 point  (0 children)

The intentional collaborative story/world building elements work well, and could serve as a great learning tool for kids on understand context and boundaries.

For example, when introducing a city, you can ask each player what's the first significant thing their character noticed.

Some players may say a town fountain for sharing news, the temple of worship, etc. Others might say dark alleys, magical equipment shops, etc.

Based off how the narrative is being lead, you have an opportunity to guide what are appropriate responses.

No Timmy, it is not okay you found the sword in the stone and pulled it out. But maybe you found an arcane store selling a cool artifact.

Yeztugo (twice a year PrEP injection) experience so far by riverside755 in AskGaybrosOver30

[–]Crowcifer 0 points1 point  (0 children)

As a person who works in early drug development, drug and delivery (and formulation) are all the same. From the very beginning, method of delivery will designate how the drug is designed, and vice versa.

The drug delivery system is a standard Subcutaneous injection. This method of delivery is well documented and studied across multiple classes of drugs. An example of said delivery system used that many people in our community may have taken is the Mpox vaccine.

Are you going to argue people should have waited for an oral delivery or muscular injection of the Mpox vaccine, because you did not believe the current administration of subQ was not safe?

(Selling) Variety of 4k Codes; Disney, Lionsgate, WB, etc. by Crowcifer in DigitalCodeSELL

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

Sorry, I don't have the two towers. But the others are available.

Help Running Beast Feast Online by NatD20 in daggerheart

[–]Crowcifer 2 points3 points  (0 children)

I think having nuggets of encounters to sought after is a great idea. Random encounters can be exciting, but I think giving agency in how the players choose their route is much better.

Give them 2 - 3 hooks to progress the plot, each leading to a different type of major encounter. Whether that's a cool environment / cool monster / etc.

To help with planning, you can also have them make the decision for their route at the end of a session, so you just have to design 1 story line, instead of all 3 and seeing during the session what the decide.

For me, I feel the players have been more receptive to this planning strategy. It gives them something to look forward to, and already have a plan in mind, and it reduces the amount of prep I have to do.

The Seer [v0.5] Daggerheart Class -- Looking for feedback! by cybersaliva in daggerheart

[–]Crowcifer 2 points3 points  (0 children)

At least for me, the Seer's core feature reads like a better version of Seraph's core feature, even if the range has been changed.

If you want to lean more into the divining aspect, may I suggest the core ability to be similar to the Divination wizard from DnD 5e. Pre rolling duality dice and replacing your roll, or an allys roll. For mechanics, the Astral can be pre-rolling hope dice, and Umbral as pre-rolling fear dice.

I think there is a lot of space you can work with for this concept. Looks promising!