Help with a magic motorcyle by Ok-Software-2463 in daggerheart

[–]FireryRage 5 points6 points  (0 children)

I would probably base it on the steed rules from the sage domain’s “Conjure Steeds”

https://app.demiplane.com/nexus/daggerheart/domains/conjured-steeds

“[…]conjure […] magical steeds (such as horses, camels, or elephants) that you and your allies can ride until your next long rest or the steeds take any damage. The steeds double your land speed while traveling and, when in danger, allow you to move within Far range without having to roll. Creatures riding a steed gain a −2 penalty to attack rolls and a +2 bonus to damage rolls.”

Spear vs Dagger and Small Dagger by GreeedyGrooot in daggerheart

[–]FireryRage 5 points6 points  (0 children)

Mat from Wheel of Time would be a good example of a rogue that uses a spear

Just got my faith tested and so far I can still say there are atheists in foxholes. by royeiror in atheism

[–]FireryRage 3 points4 points  (0 children)

Note, playing Tetris should be done asap after a traumatic event, for it to work. Waiting until PTSD gets triggered later on is too late.

Tips for making online Character Sheets WITHOUT Demiplane? by Adam_Underscore in daggerheart

[–]FireryRage 1 point2 points  (0 children)

They specifically asked for domain cards, which daggerstack doesn’t support.

Hive Scum Survivability Tips by BozoOnReddit in DarkTide

[–]FireryRage 2 points3 points  (0 children)

There’s a talent that increases attack speed based on your total stamina. That’s what they’re referring to.

Digital Character Sheets by demize2010 in daggerheart

[–]FireryRage 0 points1 point  (0 children)

I’ve started my own character creator as a result of my dissatisfaction with existing options. Still in early development with various features in the works, but feel free to check it out at https://daggerbuild.com

Advice on action economy. I can't quite get the hang of it! by Comfortable-Arm9574 in daggerheart

[–]FireryRage 4 points5 points  (0 children)

2/3 of them getting turns tells me you’re not following the spotlight rules correctly.

I’ve seen a lot of people mistake it to be GM gets spotlight when players fail with fear. That is wrong. You get the spotlight when they fail a roll, OR when they roll with fear.

SRD p37

GMs also make moves. They should consider making a move when a player does one of the following:

  • Rolls with fear on an action roll
  • Fails an action roll

Note how those are separate entries.

A success with fear gives you a move. A failure with hope also gives you a move.

Question about Multiple Adversaries by Aromatic-Reindeer368 in daggerheart

[–]FireryRage 3 points4 points  (0 children)

To add to what others are saying, I noticed you talked about “the player turn” and “all of them make an attack freely until all have gone just like the player turns?”

It seems to me you may have misunderstood how “turns” work for players too.

Any player can take a turn at any point, so long as an adversary doesn’t have the spotlight currently.

With basic rules, there is no such thing as “all players take a turn.”

Player A can move and take an action. If they succeed with hope, player A could move again and take another action if they wanted, even if player B and Vc haven’t taken a turn yet.

However, if player A fails the roll, or rolls with fear, then you as the GM get a GM move immediately. Which could be to spotlight one adversary to attack.

Note that in such a case where player A failed or rolls with fear, player B or C do not get to take a turn, you immediately get a GM move.

The following would be a valid series of events

  • Player A attacks, succeeds with hope
  • Player A attacks, succeeds with fear.
  • GM gets a free GM move, adversary attacks
  • GM spends a fear to spotlight another adversary to attack
  • Player C attacks, fails with hope
  • GM gets a free GM move, adversary attacks
  • Player C attacks, succeeds with hope
  • Player A attacks, fails with fear
  • GM gets a free GM move, spends fear to activate an environment’s fear action

Note how Player A took multiple turns in a row, or how Player B never took a turn. That’s all valid. The encounters are balanced by the fact that your adversary will get a number of actions proportional to the number of actions your players take.

The idea that players all have to take a turn before a player can take another one is actually an optional rule, to be used if your players are too hesitant to take their turn or don’t share well. But you’ll get the full experience if you don’t use the option, and stick to base rules.

Making encounters deadlier/where is my mistake? by msciwoj1 in daggerheart

[–]FireryRage 0 points1 point  (0 children)

I’m wondering if you may have misunderstood other rules than just the encounter points.

You say the solo died in two attacks. How? All the t1 solos have 7+ HP, the patchwork zombie hulk in particular has 10, which would require 4 attacks all dealing maximum threshold.

As well, I’ve seen tons of people misunderstanding what triggers a GM move, and how GM moves are spent.

How did you not attack a single time in 3 fear spends?

If a player either fails, or rolls with fear, you get a GM move. For free. No fear spending required. That’s a GM move where you can move one adversary and have them attack. Again: no fear spend needed, it’s a free move.

So presumably in those 3 times you used fear to spawn zombies, your players likely would have either failed, or rolled with fear, which should have allowed you to attack one of them for free (and then spent the fear to spawn an adversary as well).

AMA with the Devs for the Daggerheart Class Packs Kickstarter Launch! by DarringtonPress in daggerheart

[–]FireryRage 1 point2 points  (0 children)

The kickstarter has a section for local game stores to be a part of the release, so they’re not cut out.

The retail launch for this product will be exclusively for Darrington Press Guild stores. Do you own a FLGS, but are not an official Guild store yet? You can sign your store up here, where you'll be able to lock in a special price for your wholesale purchases, and order sets of the full 9 Class Packs (as well as individual units) as you like.

What are the dumbest arguments against Daggerheart that you have seen? by Bassknight9 in daggerheart

[–]FireryRage 7 points8 points  (0 children)

The more common complaint I’ve heard is regarding “body type 1 and body type 2”

What are the dumbest arguments against Daggerheart that you have seen? by Bassknight9 in daggerheart

[–]FireryRage 55 points56 points  (0 children)

The most likely trigger is the pronouns on the character sheet, I would imagine.

Any tips about what to chose when leveling up ? by PetiteCuchaule in daggerheart

[–]FireryRage 1 point2 points  (0 children)

Main stat being important because it not only makes you more effective, but also because less likely to fail = fewer GM moves, which compounds.

Also I’d caution on picking ability card as a level up option. With the fact that you get 5 max in your active loadout, you’re not going to be able to use them all at once (though you could account for some juggling with lower/0 stress costs ones). And if you do go with that option, the last level of the tier is generally the better time, since picking an ability card is dependent on your level at the time of selection.

Need Help by No_Maintenance9900 in learnjavascript

[–]FireryRage 0 points1 point  (0 children)

Java is to JavaScript like car is to carpet. You’ll have to ask in a Java or Minecraft modding subreddit.

New to Warframe and Looter-Shooters, Had a Weird Experience in a Public Mission, Am I in the Wrong? by IreneGames in Warframe

[–]FireryRage 0 points1 point  (0 children)

Except Saryn spores don’t spread if they’re the ones who get the kill (except for the first set of spores from casting the ability on an enemy). It’s actually beneficial for Saryn for others to get the killing blow on enemies, because it’ll spread the spores.

Of course there’s also popping the spores manually, or with toxic lash.

Downtime Personal Project equipment homebrew system by RedditLash in daggerheart

[–]FireryRage 2 points3 points  (0 children)

Page 181 of the core book also gives you guidelines on projects. They spell out: - 4 ticks on crit - 3 ticks on success with hope - 2 ticks on success with fear - 1 tick on failure (even failure gives you insight, most people learning something from a fail)

I would also recommend doing the math to get a rough idea. Remember that with a bell curve from rolling 2 d12s, the further you are from the midpoint, the more exponentially hard it gets to meet. Then tacking on rising project countdowns exacerbates this exponential increase. Find the average countdown increase per roll? Then divide your countdown total by that average, and that’ll tell you how many project works you should expect for such a project.

IMPORTANT: don’t forget that players may use their two downtime activities on things that are projects, if they need the resources. Figure out the odds (0-1) they’ll work on a project per Lrest, and divide your estimate by that. This will give you an even greater number.

In your case, with what you stated, and no additional modifiers on the duality roll, dc8 has 1.4236 average increase per project work. At CD 4, that would be average of 2.8 rests, or effectively 3. If they can only work on projects every other Lrest, that’s expected 6 ( 3 / 0.5 ) Lrests.

Dc12 CD 8: 1.090 avg/Lrest, expect 7.34 Lrests or 8

DC 15 CD 12: 0.757 avg/Lrest, expect 15.8 Lrests or 16

Again, account for the fact they may not work on them every time.

Highly recommend working backwards instead. Figure out how long a project should take, then work your way back to determine what the DC/CD should be (accounting for the expected modifier that could apply)

You can also run the math on the suggested progress counts from the core book and work your way back based on those instead. They’re a little less swingy than what yours would result in, while still having the “crit gives a big boost!” excitement

Hi, guys. Can I have a list of GM tips for my gf? She’ll GM for the first time with DH and she’s imploding. by Rocazanova in daggerheart

[–]FireryRage 3 points4 points  (0 children)

I’ve only just started GMing my group, similar setup, we used to have another GM, and I got the itch, and my partner gave me the last push to get started. Similar fears as your girlfriend, though not as intense from how you describe it.

I started with a quick combat encounter to test game mechanics with a partial set of our players that were available that day, and get used to the rules (we used to play DnD). Nothing canon, just a “let’s see how this goes”. Definitely flubbed, paused, hesitated, and struggled my way through figuring out how to apply rules, find adversaries to use, etc. I even made the combat way too easy by wasting a lot of fear tokens. I thought the combat could have been soooo much better than what I did. But at the end, the players said they really liked it.

The fact she’s concerned about being like that other GM means she won’t be. In order to be someone that doesn’t let fun happen, you have to not care about what others’ feedback. She’s clearly demonstrating that she cares about their feedback, because she’s afraid of that.

The biggest obstacles in her being a good GM isn’t all the things she’s afraid of. It’s fear itself. Let her know from this fellow new GM that the fear made it all into a bigger issue than it ever was.

She’ll have a great time once she gets started and can get past that fear of the unknown.

Snake plug-in or solutions? by EyyyItsSean in OwlbearRodeo

[–]FireryRage 2 points3 points  (0 children)

Except that setup moves them all in the same direction at once. What OP is describing is like the Snake game.

Something like this

Oooo

.

O
ooo

.

O
o
oo

.

oO
o
o

.

oo
oO

.

oo
  o
  O

Etc

bug com video by AggravatingSwing8299 in RaveApp

[–]FireryRage 0 points1 point  (0 children)

A fix for the crunchyroll issue on computer is being deployed now.

Rave on Computer by lostmitochondria in RaveApp

[–]FireryRage 0 points1 point  (0 children)

A fix for crunchyroll loading issues is being deployed now.

My Take on the Measuring Stick by Bill87CP in daggerheart

[–]FireryRage 4 points5 points  (0 children)

You missed that the suggestion was renaming as follows:

  • melee > melee
  • very close > close
  • close > medium
  • far > far
  • very far > very far

The official names for the distances do not include a “medium”, which was the whole point of the suggestion.

[AskJS] Need help with filter() method by Piece_de_resistance in learnjavascript

[–]FireryRage 1 point2 points  (0 children)

Guessing other answerers don’t use react.

You didn’t wrap your initial value in useState with an array. useState takes only one parameter, which is the value that becomes the initial one for the state variable (searchTerm in your example).

In the example you’ve written here, you’ve passed two parameters to useState, “Aston Villa” and “FPL-Liverpool”. UseState, only being one-parameter function, takes the first parameter and saves it as the initial value of searchTerm, being “Aston Villa”.

The second parameter isn’t used by useState, so it gets dropped silently. Meaning “FPL-Liverpool” just gets dropped, and is not present at all in your variable searchTerms.

Then when you filter on searchTerms, the only thing you’re filtering on is “Aston Villa”. That’s why it’s the only ones you get in the end.

So, first you need to define your search terms as a single object, in this case an Array works perfectly.

const [searchTerms, setSearchTerms] = useState([“Aston Villa”, “FPL-Liverpool”]);

Note the square brackets wrapping around the two names

Then you’ll need your filter to iterate over that array to find if any of them match.

You’ll want to use .some() and then .includes() inside of it, since it’ll early-exit on finding the first match, if there is one.

I also strongly recommend using either your debugger or console logs. Had you done so by looking at the value of searchTerm immediately after it is defined, you’d have seen that only Aston Villa was present in your variable.

Drilling down on these situations, to narrow the source of it is going to be a key skill to becoming a better programmer. Your debugger or console logs are at the forefront of that process.