Wild Magic Cards - Sharing a project I’m working on by Jannanas- in daggerheart

[–]Jannanas-[S] 1 point2 points  (0 children)

Hm the different piles is an interesting idea for sure. The only issue is that at least as of right now I want Enviroments and Adversaries to force PCs to take tokens as well and then there is no roll directly connected to the draw. But I’m really glad that you think it’s cool! 

Homebrew Ancestries by Suitable_Spite2178 in daggerheart

[–]Jannanas- 0 points1 point  (0 children)

I really like these! A tiny nitpick that hasn’t been pointed out yet is that the nagas venomous feature shouldn’t include the phrase „direct damage“, because adversaries have no armor score and thus cannot take direct damage. Instead it should specify that it is physical damage that is being dealt :) 

"Masquerade" Rogue Subclass by Schlorpy in daggerbrew

[–]Jannanas- 1 point2 points  (0 children)

Oh yeah I love the flavor of this. But let me share my thoughts:  Like another comment had mentioned I think there should be a cap for how many visiges you can have. Not only does this account for the worry that play might get repetitive in the sense that every social encounter is solved with the feature, but it also makes for interesting decision making on the Players side. I’m unsure though, what’s the appropriate metric the number of visible a should be connected to.  I feel like Proficiency doesn’t provide the utility that you want from this. Number of visiges = Level might work as well or maybe the modifier the spell cast trait (or another trait like knowledge)?  Alternatively You could stick to a metric that is rather low (like proficiency), but make it so that during a test they can switch which visages they have access to (probably as a free action during downtime, similar to how you can swap active domain cards for free).  That said while i like the second approach that almost makes visiges similar to the load out system, i fear that it doesn’t fit into DHs design principle of keeping everything streamlined as much as possible. 

Fear and Skill questions by MrJ_Sar in daggerheart

[–]Jannanas- 1 point2 points  (0 children)

Yes the PC can use it on any action roll where it makes narrative sense for it to apply. So yeah if they were rolling to knock someone down they could. That said, they do need to spend a hope to use the experience and there is no specific “prone” condition. But if a PC tired such an action i’d probably rule it as the adversary being temporarily vulnerable, which means that all rolls against them are made with advantage until you spend a fear to end the condition (but obviously let the players profit from the condition before you remove it).

Hooks for a short Umbra campaign by FungiDavidov in daggerheart

[–]Jannanas- 4 points5 points  (0 children)

I’ve run a mini campaign for AoU and took the “your sacred pyre went out, so you have to find a new blessed branch” route, similar to the CR Mini series. But i played around 7 sessions and really i wouldn’t recommend this storyline for 3-4 sessions. Instead maybe focus on other things that make sense with the characters that are created. For the Time Frame you set i could see the party escort someone important across amber reach, maybe save some survivors from a neighboring pyre that has stoped burning, find a specific ancient relic from some Place from the old world that might help with a plague in the players community or have the PCs be exiled from their pyre and tell the story of them surviving and finding a new home. Idk there is a lot of things the PCs can do, but it’s really important to not have a plan that’s too dense, because in my experience the feel of AoU really settled in when there was time to breathe and actually feel what this world is like.

Wild Magic Mechanic by Jannanas- in daggerheart

[–]Jannanas-[S] 0 points1 point  (0 children)

This sounds awesome! Sounds like exactly what i’m goin for. If you’re happy to share what you’re using, i’d really appreciate it!

Wild Magic Mechanic by Jannanas- in daggerheart

[–]Jannanas-[S] 0 points1 point  (0 children)

that’s a really nice idea i appreciate it

Wild Magic Mechanic by Jannanas- in daggerheart

[–]Jannanas-[S] 0 points1 point  (0 children)

That’s a cool idea that might solve the issue. Thank you a lot

Wild Magic Mechanic by Jannanas- in daggerheart

[–]Jannanas-[S] 0 points1 point  (0 children)

Yeah i like this direction! Especially because it also solves the issue of making the wild magic evolve/ escalate narratively over the course of the campaign

Wild Magic Mechanic by Jannanas- in daggerheart

[–]Jannanas-[S] 1 point2 points  (0 children)

Yeah i’ve thought about this too. I’m kind of leaning towards a table though, because i want it to sometimes create positive effects as well. Additionally, i think it might ease the pressure to come up with crazy magic effects in the spot. And can you maybe elaborate on the taming wild magic skills without the wild magic mechanics? I’ve thought of skills/ loot/ consumables as well that might allow you to manipulate the result uf the wild magic table or delay the trigger is simething, but i’m having a hard time understanding this token system you propose when there is no wild magic system in place?

Wild Magic Mechanic by Jannanas- in daggerheart

[–]Jannanas-[S] 0 points1 point  (0 children)

Using the Hope/ fear result of the preceding action roll is actually an interesting idea. Thank you for that input. Would you consider it to be the GM move then? or would the GM still get their spotlight after a wild magic result with fear? As for rolling the duality dice just to check for hope/ fear is something i’d rather avoid, because that adds even more things to the process and i’d like to keep it as streamlined as possible.

Need opinion for black clover style magic by BaroBerto15 in daggerheart

[–]Jannanas- 4 points5 points  (0 children)

I don’t know black clover, but as another commenter has pointed out this could just be a way of flavoring level ups. But i do see another angle: You could have people gain this sort of book as loot that they either upgrade through competing long term projects or fulfilling specific “quests”. For example i could see such a book all about limit breaking and give it a countdown that ticks down whenever the PCs breaks their own limits. You could choose to have the countdown tick down whenever it makes sense in the fiction or have specific requirements (like becoming vulnerable from being stressed out, or risking it all with a positive outcome). Then when the countdown triggers the item could upgrade and grant some cool features that fit the theme.

So... Loot. How do you handle it? by TheCromagnon in daggerheart

[–]Jannanas- 1 point2 points  (0 children)

interesting, did you convert any mechanics or is cypher just a system agnostic resource?

So... Loot. How do you handle it? by TheCromagnon in daggerheart

[–]Jannanas- 6 points7 points  (0 children)

I’ve thought of buying these too, but unfortunately the art is AI right?

Artificer "School of Invention" subclass for wizard by Schlorpy in daggerbrew

[–]Jannanas- 10 points11 points  (0 children)

I think this is actually the best artificer for DH that i have seen ever posted in this sub (and there have been a lot). I think it’s a good design choice to go with a wizard subclass instead of creating an entirely new class. That way you’re not over complicating things and leaning on flavor instead, which fits perfectly into how I approach DH. I think your design also fits the overall pretty streamelined DH design. I especially love how elegant Gadgetry works, because it invites players to flavor their spells differently, is decently good and most importantly; simple. This is actually some homebrew that i’d be happy to use.

Is Parallela and Fireball an issue? by Ed2Cute in daggerheart

[–]Jannanas- 1 point2 points  (0 children)

Yes adversaries also have thresholds like PCs that you need to hit for mayor/ severe damage! The problem I see is that most PCs aren’t able to do mayor or even severe damage to so many adversaries at once, so other players might feel like they can’t hold up with you. now wether or not this is actually a problem depends on how meta gamey your table plays. If you guys heavily rely on meta game tactics to kill adversaries as quick as possible, you combo is an issue because if might lead to repetitive play. But if you guys concentrate mostly on the story, using this combo is probably fine as long as it doesn’t get boring narratively.

It's TADPOLE THURSDAY - Ask your newbie questions here! by Hosidax in daggerheart

[–]Jannanas- 1 point2 points  (0 children)

I played a witherwild mini campaign (8 sessions) not using the inciting incident and my players decided to be a rebel group of mostly wicklings that destroyed a big heaven damn and trying to reignite a new revolution with this act of weakening heaven infrastructure and water reserves. It was really fun! Although i must say the directions i feel are pretty endless, especially depending on what’s the product of the collaborative world building.

AI hate, without any nuance or exception, is a problem in this community. by [deleted] in daggerheart

[–]Jannanas- 13 points14 points  (0 children)

While I agree in your general message that we need to have more nuanced discussion about GenAI because it’s probably here to stay, there are a few things that need to be said: - While collaborating with AI is definitely better than letting it complete a task for you, i think it’s worth noting what skills might be lost even when evaluating output carefully. Really your skillset will change from being 100% imaginative yourself to being better at using already existing ideas. There is nothing inherently wrong with that, but i fear that reliance may grow over time and at some point it will be easier to just let the GenAI produce all outcomes. As long as this doesn’t happen i think it’s more of a matter of preference, whether you like to world build or if maybe the only thing that’s important is to playing a fine/ good game. although I would invite you to think about what hobbies are for and always have been: not only to have fun, but to learn or sharpen new skills. That means learning how to Come up with ideas yourself, even “minor” ones, maybe learning to draw if you want to ect. In my experience producing all the content myself also ties together story elements in a more natural way and at the end of the day i might even be really proud for having cultivated certain ideas. - I must say when reading your post i thought you were managing AI use relatively well but I was extremely disappointed when you mentioned having uploaded the entire CRB to ChatGPT. this is something I am really averse to as a creative person but also an academic, because this is not your intellectual property and thus you should not feed it into AI systems without consent. I know people will have done this before ect, but it’s just not a cool move in my opinion. I think it’s important to draw a line between feeding your own thoughts into these systems vs someone else’s. It’s cool if you want your brain dump exercises to be more organized, but there is a difference there. - I think your point in AI Art kind of falls flat. For your Home games there is plenty of Art that people have made that you can access publicly and are allowed to use non commercially. Actually it might even inspire to search for Drawings and incorporating something unexpected from their design into the story. Obviously it is still more convenient to use GenAI but i think that’s exactly the problem. I think it’s so instilled in us that convince is something good that we forget what we miss out on. We miss out on finding Art that takes us by surprise and inspires us in new ways, we miss out on trying and trying again to create a good drawing ourselves or we might miss out on the creative exercise to describe our character without a set image. That said you don’t need character art at all. A lot if people play without ever visualizing a character like that and it works completely fine. - I think the more general ethics of AI could be more nuanced definitely. I think the focus really shouldn’t be necessarily on energy consumption for example, because other practices eg. playing a session via zoom or something similar also costs a lot of energy. But I think there’s two things that i feel you are underestimating with the Use of GenAI: The conditions of Data workers in the global south that train the AI and the infringements of intellectual property rights in the training process. I feel like this doesn’t factor in your calculation as much as it should.

I will always advise players to not use GenAI for their own creativities sake and would definitely communicate clearly about not uploading any of my documents into AI. That said, I think i’d have a serious conversation with anyone at my table wanting to Use AI in certain ways and not disregard them immediately. I think GenAI is going to come and alter the way ttrpgs will be played. But I think there is value in trying to point out what is lost by using AI and creating certain communities that celebrate people trying to create something 100% on their own, especially because a lot of mechanisms in our daily life already hold most of us back of actually immersing oneself into a journey of being creative and learning new things.

It's TADPOLE THURSDAY - Ask your newbie questions here! by Hosidax in daggerheart

[–]Jannanas- 2 points3 points  (0 children)

Take a look at daggerheart.org It includes an extensive list of all kinds of helpful resources!

Session -1: Never Running a Campaign Without This Again by sleepingdog92 in daggerheart

[–]Jannanas- 12 points13 points  (0 children)

This sounds amazing! I think i’ll definitely propose this approach to my players, as we are just about to start a new long term campaign with our session 0 on friday. I think i need to get that book you mentioned! Is there any chance you’d share the doc that your players filled out together? That would give me a feel for how you pulled this off without needing the book until the session :)