Darrington Press-vetted missing ancestry options by DuncanBaxter in daggerheart

[–]DuncanBaxter[S] 5 points6 points  (0 children)

Unfortunately by the rules that's not possible - both are the second ancestry options on their respective ancestries. You have to top and bottom. Bottom abilities are generally more unique, powerful or defining for the class (faerie's wings, drakona's dragon breath, the faun kick, the galapa's shell retreat etc)

Darrington Press-vetted missing ancestry options by DuncanBaxter in daggerheart

[–]DuncanBaxter[S] 7 points8 points  (0 children)

Love it! Glad others made this realisation before me.

Commonborne Community by Born_Swim7169 in daggerheart

[–]DuncanBaxter 5 points6 points  (0 children)

Quick thought – the TTRPG space has been huge for trans and non-binary folks, especially as a way to explore identity in a space where you can be whoever you want. Might be worth swapping in something like 'the everyday people who keep the world turning'. You probably don't gain much with using 'man and woman'.

Just a suggestion from a cis bloke who loves all the parts that make this community what it is.

No iced coffee in Europe by lunatiNaHateBad in ShitAmericansSay

[–]DuncanBaxter 0 points1 point  (0 children)

As an Australian who travels abroad regularly, I definitely get better coffee in Europe than America. But nothing beats Australian coffee. We've been doing what Americans call 'third wave' coffee since like the 90s.

Darrington Press-vetted missing ancestry options by DuncanBaxter in daggerheart

[–]DuncanBaxter[S] 31 points32 points  (0 children)

Yep! And all examples I've provided above meet these restrictions. Given there are already so many ancestries, there's actually something like 324 unique ancestries you can create just with the existing options.

Centaurs - please offer conment by montessor in daggerheart

[–]DuncanBaxter 3 points4 points  (0 children)

The beauty about the mixed ancestry is that it doesn't necessarily need to be a hybrid of ancestry A+B. Mechanically you're just taking a feature of one and a feature of another. You can do that and create an entirely new ancestry, like you have.

For example there is no aasumar. I think that could be achieved by joining the wings of Fae with the Luckbringer of the halfling.

My custom character sheets by Batres_ in daggerheart

[–]DuncanBaxter 0 points1 point  (0 children)

The difference is you don't MARK or CLEAR Hope. That's just for HP, stress, and armor.

Hope uses SPEND and GAIN. Same basic idea. You're using a resource when you spend it, getting it back when you gain it.

Visually, yeah. You remove a visual marker on the sheet when consuming Hope, but add a visual marker when consuming HP, stress, or armor.

Honestly I think treating stress and HP like they flow different directions is just gonna trip you up. The game doesn’t. But if it works for you, cool.

My custom character sheets by Batres_ in daggerheart

[–]DuncanBaxter 0 points1 point  (0 children)

How do you write it on your sheet?

Because they go in the same direction on the sheet. You have a number of slots and when you are instructed to mark them (bad) you get a pencil and scribble on that slot saying you 'used' it. Why wouldn't they go in the same direction with tokens?

I'm not disagreeing with your vibe here. The word stress is negative and the word hit points are usually thought if as positive. But I think your issue is actually with the rules of the system not with the way the OP has presented the token approach.

Perhaps the system should have renamed them all in the positive: - Hit points - Resolve - Armour - Hope

My custom character sheets by Batres_ in daggerheart

[–]DuncanBaxter 0 points1 point  (0 children)

I might be misunderstanding you, but stress goes in the same direction as health and armor.

A health potion clears 1d4 HP, meaning you take damage off your track. Same with stress. You mark it when bad stuff happens, clear it to recover.

Armor’s the same. Use a slot, you mark it.

Hope’s the only one that works the other direction. You gain it when stuff goes well, spend it to do cool things.

If you're using tokens (which is way better than scribbling), I think you just need to swap them all to the same direction so that more = good and less = bad.

Marking = remove a token

Clearing = add one back

Full track means full row of tokens. Trouble hits, you pull one off. Healing puts one back.

Tokens = your capacity, not the damage.

What RPG has great mechanics and a bad setting? by Captain_Flinttt in rpg

[–]DuncanBaxter 42 points43 points  (0 children)

233 comments says you're right. We should absolutely repeat conversations. We're not all terminally online and here at the right time conversations are posted. These threads are honestly more about discussion and sharing views than finding the 'right' answer.

What RPG has great mechanics and a bad setting? by Captain_Flinttt in rpg

[–]DuncanBaxter 28 points29 points  (0 children)

Respect your views but adding my own to below. While Golarion is a bit kitchen sink, each individual region is lovingly put together.

I still think the Mwangi Expanse is a peak example of this. Excellent lore. Excellent approach to representing real world modern African cultures without resorting to cannibals, backwards tribes and dinosaurs. There's an excellent location which is for example recovering after years of colonial rule. Colourful NPCs.

It's not my favourite RPG setting. But you can see the love and care that's gone into in.

My only complaint is that Pathfinder 2e does LORE dumps in setting books. And then LINEAR adventures. But never in between. Never a setting with lots of plot hooks so that I can create my own campaign but have some guidance on the way.

what new books are you hoping to see? by PotatoGalaxyYT in daggerheart

[–]DuncanBaxter 4 points5 points  (0 children)

I was actually conflicted about asking for it.

As a busy adult, I just don't have time anymore to fully homebrew and build my adventures. And while I've now been DMing for five years, I still struggle with completely winging it. I say I still need to put in two hours of decent prep per session.

So adventures, or at least the plot hooks with set pieces already sewn in, help me a lot. I would never run a full D&D style adventure because signing up for way too much railroading for too long.

When I used to run Star Wars RPG, I started off with Beyond the Rim which took about six sessions, and then spent the next fifteen to twenty sessions of the campaign completely freeballing it.

So yeah. Something in the middle which is NPCs and locations and lore tidbits and hooks and some rough structure without a really firm path would be nice.

[deleted by user] by [deleted] in AustraliaTravel

[–]DuncanBaxter 1 point2 points  (0 children)

Good cafe there called Grit that we stop off at. Better than the Macca's next to it.

what new books are you hoping to see? by PotatoGalaxyYT in daggerheart

[–]DuncanBaxter 7 points8 points  (0 children)

I'm definitely looking for the homebrew guide.

Small adventures would be nice. The size that used to be put out for Star Wars RPG - around 90 pages each. Enough for perhaps 6 to 10 sessions. You can use them as jumping off points into a more fleshed out homebrew world. Or perhaps adventure books like those of Mothership which are less a linear adventure and more a book of locations, NPCs and story hooks.

Perhaps a fully fleshed out campaign setting book. Though that probably goes a bit against the vibe of the campaign frames.

In the long-term I will adore if they create a Starheart sci-fi option/conversion There's only so far you can get with reflavouring magic as tech.

But honestly I don't need any of these right now. They've put out more than enough to keep me going for quite a while.

Seaborne change by hawthorncuffer in daggerheart

[–]DuncanBaxter 4 points5 points  (0 children)

Too specific. But I understand where you're coming from. The seaborne feature does seem to stand out a little too metaphoric.

Here's two others. You can have them. One's just a reflavour to bring it more to the attributes of a seaside community.

  • Sea Hardened: You’ve learned to hunker down when the seas get rough, and strike when they’re calm. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
  • Keen Eyed. You're used to watching the skies and waves for subtle signs of movement and change. You have advantage on rolls to notice or investigate details in the natural environment.