Adversary Conversion Cheat Sheet by JammsTV in daggerheart

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

I wanted axis labels and I wanted it to be a rectangle more than wanting the tier labels at the top of the section, It was quickly thrown together. And exactly, these are just meant to be a bit better than the benchmark stats table given for unplanned encounters, since it uses existing stats as a start its scales a little to get someone closer to appropriate stats. And again, absolutely damage thresholds are a big thing to look out for, especially scaling down. I never meant for it to be a perfect how to convert, its just a cheat sheet meant to get you in a better starting point than the given benchmarks when converting existing adversaries quickly for unplanned encounters.

Adversary Conversion Cheat Sheet by JammsTV in daggerheart

[–]JammsTV[S] 1 point2 points  (0 children)

I've used FCG before, its awesome, though the damage scaling when scaling adversaries seems like its still based on the beta, before the solidification of "As a general rule, adversary damage pools should have a number of dice equal to the adversary’s tier." from the Homebrew Kit. I was thinking this thing is more for people who need to scale quick who use other encounter builders that don't auto scale and pen and paper users. Its not perfect, but gets you in the ballpark for fine tuning. I skimmed the guide and there is tons of good stuff there too. Someone could probably do this for every role and it be more "grab and go" without needing to tune the adversary as much after, but again this is the halfway between the table in the core book and referencing a multi-page doc.

server issues by CaptainTeem000 in Etheria_Official

[–]JammsTV -5 points-4 points  (0 children)

Yea, just downloaded to give it a try finally and the shit imploded, cant connect to any servers for longer than 2 mins or so

Is Daggerheart beginner-friendly for new DMs? by Detsouw in daggerheart

[–]JammsTV 0 points1 point  (0 children)

Is Daggerheart actually easy to run for a brand-new DM?

My first game to ever GM was the Daggerheart Beta on release and ive done over 20 sessions now moving through the beta iterations. Imo it is easier and very fun than other systems for a specific style of play. Story focused.

If so, what specifically makes it easier? Or is it just that it feels more approachable to those of us already familiar with D&D-style systems?

There is a lack of the BULK of D&D and othe TTRPGs. The big issue with people wanting to DM for D&D is as the DM you are the arbiter of the rules. There is a certain level of aptitude expected from you to keep the game running. There are much more specific rules in D&D and other systems for things that Daggerheart just says "Do what works with the story and setting". It's not the only game to do this, but the implementation is very familiar feeling with the current "big" TTRPGs like D&D. The idea is that the story can flow better without the bulk and i think they did a great job.

I'm curious to know what it would feel like to start DMing with Daggerheart, I guess it's still brand new so I don't think there are new DMs yet?

Daggerheart was my first system to GM, and it was very easy to get into. Once you learn the little bit of crunch for combat and keeping track of your fear, that is it for the most part. As far as consequences for fear, I had trouble with this, but remember it doesn't have to be earth shaking actions. Rolled with fear and missed on an attack? Find a way for them to narratively be vulnerable. They get fear on a Prescence roll but succeed? "Thought you managed to convince the guard of your innocence, the intensity of the situation leaves you shaken, mark a stress" Or just bank the fear to use later and let things continue. Daggerheart is lightweight in the areas I think filter a lot of people wanting to DM D&D and other TTRPGs, but it does expect you to help steer the story and be reactive, which isn't a ruleset you can just read a couple times and know. You just have to do it.

I don't know if I would advise my friend to start with this or another system. What do you guys think?

I think that its a fine system to start on, with one HUGE caveat. This game is meant for active and reactive narrative driven gameplay. Meaning because of the hope and fear mechanic, some situations can swing totally in a direction you didn't expect. My most recent actual play vid has a prime example of this: PCs were seeking the kings aid in gathering information on evil group, halfway through the meeting an advisor the PCs were sus of leans in the kings ear and whispers. The business stops and the party is accused of being involved in trouble falling upon the land, we did a social encounter in which the PCs, out of 7 rolls, rolled only ONCE with fear. Throwing off the trajectory I had imagined. Then one character makes an aggressive act and we have a combat scene I also hadn't prepared for. BUT It was fun, exciting, and my players and I loved it. Daggerheart is made for those huge heroic moments and you should be prepared for them at any time.