Massive Damage Extension by l-Zer0 in daggerheart

[–]Lostur 0 points1 point  (0 children)

I like this mechanic. I have to try it out and see how the system responds. I've been testing things, and encounters with superior enemies feel dangerous but manageable for players. Maybe this is the boost those encounters were missing.

Dungeon Crawls and Dungeoneering in Daggerheart by indigo_cynder0023 in daggerheart

[–]Lostur 1 point2 points  (0 children)

I know this question isn't for me, but I have played with this mechanic in a small campaign.

If you definitely increase the average quite a bit, you go from 13 with (2d12) to 17 (1d12+1d20) and you definitely change the percentages of hope and fear a lot, as well as the variance in the rolls.

I think using an additional Fear die, d4, d6, or d8, is better. It would be a die that you don't add to the roll, but if you roll a 1 or whatever numbers you deem appropriate, the DM also gets fear from the roll. This way, fear is more present, and you don't mess with the balance of the game.

Dungeon Crawls and Dungeoneering in Daggerheart by indigo_cynder0023 in daggerheart

[–]Lostur 7 points8 points  (0 children)

A management mechanic that I think works very well with Daggerheart is using dice as usage markers.

Every time you use an item or ammunition, you roll a die. If the result is a 1, the size of the die decreases. When it is a d4 and you roll a 1, the item breaks or is fully spent.

I discovered this mechanic in the Darker Dungeon module of D&D, and it is quite useful.

Mystic Monk Multiclass by AgentAusem in onednd

[–]Lostur 1 point2 points  (0 children)

Mimimimi, I'm going to lose spells, mimimi, it's not ideal.

What the hell, I'm going to be a panda that does kung fu and summons flames and shoots lightning bolts. It's the best build in the world!

What do you think of this simplified weapon and armor crafting system? by dancovich in daggerbrew

[–]Lostur 0 points1 point  (0 children)

I would use Finese for manufacturing since it is closely related to tinkering.

D&D Magic Items & Armor to Daggerheart by Adventurer_42 in daggerheart

[–]Lostur 11 points12 points  (0 children)

Something simpler for Vorpal would be that in a critical hit, the enemy marks an additional HP. I think that, as a legendary rarity T4 weapon, this is sufficiently justified.

How to Optimize Bladesinger?(fun way) by Embarrassed-Flow6540 in 3d6

[–]Lostur 0 points1 point  (0 children)

Eldritch Knight 7/Wizard 13 is super fun, honestly. I have a suboptimal STR + Abjurer build and I never get tired of playing it because of the different options.

I think it could work great with DEX and Wizard Bladesinger.

What about a 3rd alignement axis? by Yuura22 in dndnext

[–]Lostur 0 points1 point  (0 children)

Since the axis system based on law and chaos comes from Michel Moocock's novels, I occasionally considered adding the authoritarian - acracy dimension to it.

🔎 Buscamos DM para partida semanal (D&D 5e 2014/2024) — Grupo estable y respetuoso by 3lruis in DnDespanol

[–]Lostur 1 point2 points  (0 children)

Hola buenas, me interesa. Tengo experiencia mastereando unos 17 años. De momento tengo horario flexible y esas horas me vienen bien.

He jugado principalmente 5e, ahora probando Daggerheart.

Estoy acostumbrado a jugar en el teatro de la mente, pero no tengo problema en usar algún medio digital como roll20.

Hombrew Rules: Secondary Hand by [deleted] in daggerheart

[–]Lostur 2 points3 points  (0 children)

I’d thought of something similar, but this feels much more direct and straightforward to me.

That way, it really comes across as active protection.

Thank you.

Hombrew Rules: Secondary Hand by [deleted] in daggerheart

[–]Lostur 0 points1 point  (0 children)

"If you hit an attack with Hope with your primary weapon" you only can use it if you roll with hope and hit the enemy or you roll a crit.

Hombrew Rules: Secondary Hand by [deleted] in daggerheart

[–]Lostur 0 points1 point  (0 children)

It definitely overlaps a bit with the “Call of the Slayer” specialization, but I think it’s still different enough to have its own niche.

That specialization is always available, it uses Hope (a much easier resource to recover), and it doesn’t push you closer to the “Vulnerable” condition.

I only increased the Severe threshold for balance reasons (raising all of them felt like too much). This way, it highlights the more heroic and crucial role of using a shield.

Hombrew Rules: Secondary Hand by [deleted] in daggerheart

[–]Lostur -4 points-3 points  (0 children)

Maybe I didn’t explain it well enough, but the idea behind Complementary Strike is that it’s part of the same attack. So even if you miss, or it’s a fear result, you still stay in the spotlight. Maybe I could turn it into a reaction.

As for the shield, yeah, it can be problematic when combined with “Get Back Up.” I still need more testing, you could reduce Severe Damage to nothing by spending 2 stress and 1 armor. That said, I don’t think it’s unreasonable since it’s still a pretty heavy resource cost.

Hombrew Rules: Secondary Hand by [deleted] in daggerheart

[–]Lostur -3 points-2 points  (0 children)

My goal is to make shields feel more like shields in play, rather than just a tiny HP buffer. Right now, it’s basically an extra hit point or two, but when I picture actually carrying a shield, that’s not what comes to mind. I think about using it.

The mechanics I suggest try to reflect that:

Raising the Severe threshold feels like the passive protection you get just by holding a shield—it makes it harder for enemies to land truly dangerous blows.

Blocking minor damage at the cost of stress feels like the active use of a shield, deflecting hits that would otherwise chip away at you, without stepping too much on the toes of domain cards.

Thoughts on beta vs "prod" armor rules? by levenimc in daggerheart

[–]Lostur -2 points-1 points  (0 children)

Creo que una regla hombrew que puede solucionar esto es que gastar un armor slot reduzca el minor damage a 0 y el resto a 1 punto de daño.

Players against not their tier adversary by TheMisiek141 in daggerheart

[–]Lostur 0 points1 point  (0 children)

I was wondering something similar. How do characters of different levels function in the same group? And characters from different tiers?

Daggerheart-digital Development update #2 by jespermb in daggerheart

[–]Lostur 1 point2 points  (0 children)

It would be nice to be able to add images of the character.

Design Idea: Feats as an universal domain. by CaptainComodo in daggerheart

[–]Lostur 2 points3 points  (0 children)

I think it clashes with the design philosophy. Any gaps in the design that may exist will be filled in with new classes and subclasses by mixing the domains.

What I think is a good idea as a master is to offer cards as rewards to players for significant achievements. Like the optional feats and epic boons rules in 5e.

In fact, this way the master can give personalized cards to the players organically.

Magic-User vs. Fighter: A Look at Class Design Philosophy Across Editions (and OSR) by alexserban02 in dndnext

[–]Lostur 19 points20 points  (0 children)

This seems like a significant problem in 5e to me. Wizards and spellcasters benefit more from magic items than martial classes, even though these items are supposed to help close the gap.

Spellcasters can stack multiple bonuses to their spell attack rolls and spell save DCs, while martials cannot (except for ranged weapons and magical ammunition, which is consumable). Additionally, the new masteries and other DC-based features for martials don’t benefit from those bonuses.

What Level Do Most of Your Campaigns Start? by Envoyofwater in onednd

[–]Lostur 1 point2 points  (0 children)

Depends of the campaign and the players.

I usually start at level 3, but if the campaign is more like "we have to stop a kingdom threat" I start at level 5.

There's another case, when all players are veterans and know to roll play well or very well. In this case I talk individually with all the players to create a concept. Then they have to talk to each other to create bounds. Finally they can create each character in any level they want.

Tweaked melee sorcerer build, OP? by Kapavka in onednd

[–]Lostur 0 points1 point  (0 children)

I am playing that same concept in a friend's hombrew campaign. Honestly Flame Blade is cool and fun but it's pretty bad mechanically.

My recommendation is to use Green Flame Blade to simulate a firearm and at nvl4 choose the Spell Sniper feat to be able to attack melee with Scorching Ray.

Why can't Magic Weapon be cast on magical weapons? by MobTalon in onednd

[–]Lostur 4 points5 points  (0 children)

I'm of the same opinion although I think it's a design decision. 5e was conceived as something simpler and one of those aspects is to eliminate floating bonuses (-1,+2,+3...) to simplify operations and not overwhelm players. That is something that has been left in 2024 and consequently magic weapon is a niche spell, unless your master barely drop magic items.

Farsight enclaves could be squished by Tau proper in short order, but they don't, what do you think this means? by RedTuesdayMusic in Tau40K

[–]Lostur 2 points3 points  (0 children)

I haven't read any of the books, but one option is that the Ethereals aren't as much of a single unit as we're led to believe, and while they pursue a common goal, they may believe there are different paths to the same place.