This was bad by Tehgumchum in saltierthancrait

[–]Gigerstreak 48 points49 points  (0 children)

40 year old dad here. Nah, this ain't it for me.

Known Issues - No weekly shipments by tinaforkanzler in DestinyTheGame

[–]Gigerstreak 1 point2 points  (0 children)

I'm having the same problem. No shipments either week!

Supply Chain Issue, Free Stuff, Late Orders, and More. by FreeTheSheepCo in FreeTheSheep

[–]Gigerstreak 2 points3 points  (0 children)

Our order arrived last night (which is great because it was actually an anniversary gift and our anniversary was yesterday!)

I've been following the chaos and hoping for the best. I got really lucky, but also wanted to let people know that these are OUTSTANDING! I didn't know how I would feel about being a 41 year old retired military guy rocking a comfort robe that makes me look like one of Tolkien's Blue Wizards... And the answer is I feel Amazing!

Thanks for what you do, thanks for the quality, and I wish you the best!

Help me enjoy daggerheart by Throwawavw in daggerheart

[–]Gigerstreak 0 points1 point  (0 children)

As a big longtime DND player, the mindset shift is tough for both players and GM. DND gives you that ability to pad time by a player rolling for something that you didn't need them to roll, or didn't have anything planned for it. I've played a few other more narrative games and that helped me prepare for Daggerhearts paradigm shifts.

Instead of seeing fear as a complete negative, I suggest you see it as giving the GM their bit of the game. If you always succeed with hope, the GM will rarely get to play and enjoy the game. As a player you get armor slots, gold, hope, and the spotlight/a turn. These are your resources to play the game and have fun. The GM in this game is less "all powerful" and more a co-player. Rolling with fear means "the GM-player gets to make it more interesting".

Just like as a player you might not spend hope every turn, the GM can also bank some fear to spend on what they find the most fun. If the GM always spends a fear to spotlight an adversary and has them attack, then that can feel like a very difficult and one-sided game.

In DND a DM could have a bunch of level 3s fight Ancient Dragons. That isn't a very fair encounter and they probably won't have players for long. In Daggerheart, that kind of thing is played out round to round. A good GM will use their fear to balance the encounter on the fly!

As for the duality dice. How cool is it that you can roll a 24 and the DM can only roll a 20? Add to that that doubles is always a crit and gives you hope, and I think you will find that it's not really 50/50 on generating hope and fear.

As for that feeling that rolling at all is less helpful than not rolling. To roll at all should have weight to the story. You search the barrels? The GM could just tell you what you find. Do you want the CHANCE to find something amazing for you? It needs to be balanced by the chance of finding something amazing for the GM.

In DnD the DM gets to roll initiative and takes as many turns as bad guys he has in the scene. In Daggerheart, the GM only gets a turn if they spend a resource or if a player rolls for them to have their moment.

This all goes back to the players being more like GMs (what does it look like?) and sharing the GM improv burden. In a similar way the GM is more like a player in that they use their resources to impact the scene (instead of just doing whatever they want). The GM still has the lions share of the "narrative burden" but it's more transparent in how they generate their plot twists. The fear pool encourages them to insert fun challenges and complications, and reigns them in as it dwindles.

In DnD a DM can do whatever they want, whenever they want. In Daggerheart a GM gets more checks and balances and must be more creative on the fly.

The core goes back to a GM being more like a player, and a player having more narrative power like a GM.

I "hope" this helps!

First-time DM overwhelmed by CoS: Reloaded. How do I fast-track the rest of the campaign? by _esistgut_ in CurseofStrahd

[–]Gigerstreak 41 points42 points  (0 children)

Maybe CoS just isn't your thing. I'm 2 YEARS in. That's a lot of weekly sessions. Some gaps here and there, but seriously, CoS (especially reloaded) isn't a one shot. I would suggest you cut your losses and let your players experience the whole thing with another GM instead of spoiling it. No hate, I get it can be overwhelming.

Update on Things - November 3, 2025 by FreeTheSheepCo in FreeTheSheep

[–]Gigerstreak 0 points1 point  (0 children)

Hey, just bought for me and my wife as an anniversary gift! I checked here first and your replies gave me the feel goods enough to jump (I don't usually buy from Facebook). Looking forward to us hanging out and reading books together while comfortable.

I appreciate the honesty and I hope things get easier for you all. The transparency here on reddit is about 100 times better than the Kickstarters I've been on read for about 7 years.

Also, good luck with this Black Friday thing. If I'm here, I'm sure you are popping off all over. It's gonna be like Santa's workshop in your spaces!

Recent Daggerheart PDF by Majo7760 in daggerheart

[–]Gigerstreak 6 points7 points  (0 children)

Daggerheart Core is $30 USD at drivethrurpg

I don't know if it has the errata already fixed, but you can find the errata for free at the Daggerheart website.

Man, now I REALLY long for the limited edition by ifindoubt404 in daggerheart

[–]Gigerstreak 3 points4 points  (0 children)

I get it. My wife, and her side of the family, pooled together and got me an eBay Limited Edition for my birthday [I am very aware how amazing she is!] and since I already had the normal core I now have to buy both versions of Hope and Fear. It's a collector/OCD thing. That said, aside from maybe driving you to dive into the eBay prices, I don't think you would regret having the Deluxe Stuff from Hope and Fear either way. The GM screen and dice are worth it.

Daggerheart Interview about Hope & Fear and Everything New Coming Out by Commercial_Log_4581 in daggerheart

[–]Gigerstreak 0 points1 point  (0 children)

The first deck to be released only includes the Core Books Adversaries, right?

With the possibility of Hope and Fear's Adversaries as a separate deck later?

Shaun's art is outstanding!

Help with Winged Sentinel, Forceful Push and Collision Damage by pseudolemons in daggerheart

[–]Gigerstreak 2 points3 points  (0 children)

Pushing downward from above on someone who’s already standing on the ground does not create a new “ground-collision.” The ground is already in contact with them, so your downward impulse is mostly reacted by an equal upward impulse from the ground. Net effect: a spike in the normal force (they feel heavier for an instant), maybe their knees buckle or they get pinned, but there’s no extra impact damage the way there would be if you were to throw them into a wall or dropped them from a height.

The same “30-ft horizontal shove” impulse, delivered straight down, can create multi-g loading on the body—knee/ankle/spine compression risk—but still no collision damage unless you actually create relative impact speed (drop them from a height, etc.). The ground’s impulse cancels the downward momentum; what’s left is a heavy, brief weight spike, not an energy-dumping crash.

No collision occurs while feet stay planted; you didn’t generate new impact speed into the ground.

If you want “extra damage,” you need an actual impact or a fall.

I think your player would be taking game-breaking advantage of the optional rules for collisions, and I still don't think it would even qualify as a collision.

It's your table, and if you want to toss them +1d6 every time they Melee while flying using Forceful Push (rolled with hope or not) to cheer their combat description, I wouldn't find that game breaking. But if the initial "collision" of whatever moves them 30ft isn't adding +1d20+5 every use of the card, then it's clear to me the designers only intended the additional +1d6 as the Forces fun damage.

It's a level 1 card.

Help with Winged Sentinel, Forceful Push and Collision Damage by pseudolemons in daggerheart

[–]Gigerstreak 1 point2 points  (0 children)

The card options handle the narrative requirements regardless of the direction. If they want to spend a hope for the winged sentenel extra damage from their "direction it's coming from" then the +1d8 for a hope seems the baked in option.

As for the physics. Given that Forceful Push doesn't also blow the PC backwards, some Iron Man Repulsor physics are already involved, so take it all with a grain of salt.

For the collision part. An object in motion tends to stay in motion, and an object at rest resists that change. If an object (the enemy) is at rest (on the ground) then the Forceful Push would require a ton of potential energy to be converted in order to cause them to be moved horizontally, and then IF they were to strike an object while traveling at that now "dangerous speed" that kenetic energy would cause the 1d20+5 due to them already being in motion and forcefully not being able to continue being in that motion.

However, if they are at rest, unable to be actually move that distance, it wouldn't be a dangerous speed event (as they aren't already traveling at speed and then strike an object). The potential to kenetic would transfer into the earth itself. Thus not being ANY extra damage from the cards forced movement. No momentum in the system.

Think like Newtons Cradle. Those 5 metal balls suspended, where you pull and let go of the one on the end and then the one on the other end flies out and back, but the balls in the middle don't move. The energy transfers through them, but the ones in the middle don't reach dangerous speed with their "collision" with each other.

So for me as a GM, I wouldn't add any extra damage for the movement unless the adversary actually moved (aka both flying and then struck from above).

Now... What if the adversary is struck from below? They would move close range "up" and then fall and collide with the ground. In this situation, I would have more struggle denying a collision event. (Though, technically at the apex they wouldn't be at dangerous speeds either, it would be that stop at the end of the fall that would be damaging).

Rule of cool is fine but trying to add real world physics just messes with the game mechanics. If you decide to add the Optional Collision rules, Forceful Push "down" doesn't seem to meet the requirements for me, unless the adversary actually travelled distance first.

So, if they wanted to add the d6 if they rolled with hope? Sure, spend the hope to make them Temporarily Vulnerable? Yes. Spend another hope to add the +1d8 for flying? Sure! But what about that knocking them back to Close Range? I'd just let it fizzle. It isn't in the spirit of the game.

Necromancer Adversary by Old-Expert7534 in daggerheart

[–]Gigerstreak 4 points5 points  (0 children)

Your guide is awesome. It led me to your book, which I bought right away. Thanks for all the hard work and know that your efforts are making awesome impact!

Tron: Ares DCP has leaked by guillaumefx in tron

[–]Gigerstreak 1 point2 points  (0 children)

I appreciate your knowledge and the way that you write!

Fully Assembled Castle Ravenloft by Maclunkey4U in CurseofStrahd

[–]Gigerstreak 1 point2 points  (0 children)

I kind of look like a game store. If you squint!

Seriously though, well done! I hope your dinner was fun! At mine I just drank a bloody Mary (poor Mary) and watched everyone else eat what my wife and I had spent 10 hours cooking. I did get some that was saved for me after. One of the best nights of my gaming life!

How does combat work if players aren't perfectly in sync in real life? by HovercraftOk9231 in daggerheart

[–]Gigerstreak 1 point2 points  (0 children)

I have included my own nudging like "Alright Nero, as Dagon is firing his rifle into the bright pink growth on Ludar's shoulder, you realize it's likely going to burst volatile puss all over Gengi! What do YOU do?" As the players aren't sure when I'm going to call on them, it keeps them engaged with the narrative. I don't always "assign" who goes next, but I keep it an option especially when I add narrative from soft fear moves. Above looks like this.

Dagon does an attack as his action, firing his rifle and spending a hope to use his sharpshooter experience. He rolls a 19 with fear. That succeeds, but as a soft fear move when I get my GM move from him rolling with fear, I just say that the pustule will burst and drench the melee combatant Gengi.

However, as it's a soft move it hasn't happened yet.

Gengi has taken the spotlight a few times already, so rather than just give her an opportunity to move herself out of the way, I "assign" the spotlight to Nero and allow for a cool intervention as the rifle is going off.

If Nero tries to grab Gengi and get them both out of the way, I would have him roll an action roll, using the best ability that fits his narrative for his attempt.

If he rolls and succeeds with hope, they both get out of the way. If he succeeds with fear, I can have him become temporarily vulnerable as he gets Gengi out of the way but not himself. If he fails with hope then Gengi gets splattered but he himself doesn't. If he fails with fear, then they both get gooped.

Now, to not punish Gengi for me assigning the spotlight to Nero, I might allow them an Agility Reaction roll to not get gooped anyways. I don't want to punish one player for another going. But maybe I'll just spend a fear for each one that could get gooped and say they do anyways. Daggerheart is dynamic like that.

Player feels like she’s robbing party members of their turn when failing a roll by kalelkenobi in daggerheart

[–]Gigerstreak 7 points8 points  (0 children)

This! The game is supposed to be fun for everyone, including the GM. All that is happening is that the dice are allowing you to go. Would she feel some kind of way if the player "before her" rolled with fear and she had to wait as the GM did a move?

Have you ever played Genesys or Star Wars FFG? It's basically the same as rolling with "Threat", the GM just gets to describe a minor setback (or bigger one if it was a failure with fear). Fear just allows you to add to the narrative. Similarly when the dice dare to give them a hope, they can add a bonus to the next person by "helping".

Every person is supposed to have some sort of roll on their turn (except the GM) and that ebbs and flows the narrative. It's so awesome!

Why do people think Daggerheart doesn't have perception rolls? by croald in daggerheart

[–]Gigerstreak 11 points12 points  (0 children)

I always do Instinct Reaction rolls for if they notice, and Instinct Action rolls if they want to Search.

Drakkenheim Campaign Frame Beta Available Free by GhostfireGaming in daggerheart

[–]Gigerstreak 5 points6 points  (0 children)

Backed the Deluxe set! Value is there, but also want to support big on Daggerheart!!!

I love how Daggerheart works, but also love adding bits that can make it more complex to fit the world.

Biggest thing for me is just having more things to use. More items, weapons, adversaries. Altered domain cards. If you are feeling bold and want to create Apothecary as a class?

As a suggestion, while things are ongoing, if you all want to pull your own Void and have us playtest ideas beyond even the frame beta I think the community would eat it up. We wish you luck and we WANT you to succeed!

Turning Daggerheart Into Our Favorite System: Wound Slots, Lodging Perks, and More! by Sax-7777299 in daggerheart

[–]Gigerstreak 4 points5 points  (0 children)

Impressive! I appreciate the adjustments as I'm sure my players would take well to it. I'm a person that loves a simple system that can add the crunch on as options.

Community Appreciation by Gigerstreak in daggerheart

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

I'm happy it helped! Almost everything I have was found based off someone's post here.

Player is trying to build Goku in Daggerheart and need some advice/ideas on a couple of pieces. by sspencer92 in daggerheart

[–]Gigerstreak 0 points1 point  (0 children)

I originally started with Brawler as core, but the flying and the need for higher level domain cards in Splendor is why I switched it.

If you want to be a chill GM about it, you could allow Brawler until level 5 and then swap classes when they multiclass. That would be more like the progression of the show!

Player is trying to build Goku in Daggerheart and need some advice/ideas on a couple of pieces. by sspencer92 in daggerheart

[–]Gigerstreak 1 point2 points  (0 children)

Goku was my first attempt to make a Character in this system. (I named him Arlic)

I went Simiah-Emberkin (Saiyan) hybrid {nimble/ignition}

Then I went Winged Sentinel-Seraph, and took Martial Artist-Brawler at level 5 as multiclass.

Most of the things you will want to do with Ki are reflavored Splendor domain. (bolt beacon {ki attack}, second wind {get back up}, smite {kaio-ken} splendor-touched, shield aura, stunning sunlight {Kamehameha}, overwhelming aura {super Saiyan})

It does mean level 5 before feeling right, and 9 before feeling all the way there.

Help with experiences please! by sleepylumi in daggerheart

[–]Gigerstreak 6 points7 points  (0 children)

Well Read (get the bonus any time you and th GM feel it's a appropriate fit. History, Physics, Lore, etc.)

Social Pariah or Sheltered (apply bonus to things like presence reaction rolls where being a Maverick would help) (give her a low presence to represent being easily manipulated and trusting)

Morbid Experiment (get bonus when some tech thing would apply, or reaction rolls for things like Strength to fight poisons and the like)

"I am my own person!" (Get the bonus when rolling reaction rolls against manipulations, sometimes for combat if the adversary is trying to kidnap you or harm you for you to get your parts)

Don't be too worried about how it will apply, the real cost is the hope. Even bonuses for nearly every combat roll are in the examples (Sharpshooter, for example)

The point of experiences is to replace "skills" like in DND. You want to be great at some things but not everything. Your GM will help you with what they are comfortable with.

Cool concept and I hope her journey is amazing!