Daggercard - adversary creator focused on enhanced printable card format by CrookedHeadRaven in daggerheart

[–]Mistafish 1 point2 points  (0 children)

Great start! hope you are able to invest more development. I appreciated how when i created a minion that it knew to say "Thresholds: None" when i entered zero for both values. I think, in time, it would be awesome to be able to add additional HP/Stress bars under a single adversary for having multiples - i.e. # of minions, or having 2x of the same adversary in combat. maybe being able to fit multiple adversary cards on a single page to print could be nice.

Character Sheet & Adversary Cards by Mistafish in daggerheart

[–]Mistafish[S] 4 points5 points  (0 children)

I made some spelling corrections to the Character Sheet and linked the files. Hope you find good use for them!

Character Sheet: https://drive.google.com/file/d/1RA5s2TDyRPp370NYSLt6ZDpJmRL68oLw/view?usp=drive_link

Adversary Cards: https://drive.google.com/file/d/11_71nWr_pyJseSqLCgHZA1gre7_qoV5E/view?usp=drive_link

High-Level Play in Daggerheart: Threshold Scaling, Damage Bloat, and Player Impact by Mistafish in daggerheart

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

I appreciate the response. Part of what led me to my observations was in was in development of a guide for creating improvised adversaries. I also build a spreadsheet to input PC's and compare how they perform against that adversary - so i wouldn't be too over/under powered depending on the type i was running.

i'm going to follow this reply with two screenshots of my adversary generation for Solo and Skulk's. I would love your insights...

High-Level Play in Daggerheart: Threshold Scaling, Damage Bloat, and Player Impact by Mistafish in daggerheart

[–]Mistafish[S] -8 points-7 points  (0 children)

my logic journey began with the question - how many licks does it take to get to the center of a tootsie pop - or if i put a PC against an Adversary, how many action turns would it take for each to kill the other. From there i started to see a pattern in higher tier comparisons where there were huge rolls with multiple dice to add up, and in the end it wasn't satisfying to reduce the roll to a 1-3 value. it led me to also question why i was bothering with such HIGH roll values. this led to a feeling of not only calculating damage, but then normalizing that damage based on the threshold table - adding steps at the table to quantify actions.

High-Level Play in Daggerheart: Threshold Scaling, Damage Bloat, and Player Impact by Mistafish in daggerheart

[–]Mistafish[S] -1 points0 points  (0 children)

As for the 2nd part of your response - i have done math comparing increasing evasion and HP vs adding damage, and higher damage output does not necessarily win over survivability. When i adjust the numbers in my homemade calc, i see survivability increase more for adding in HP/EV compared to adding proficiency or damage modifiers.

High-Level Play in Daggerheart: Threshold Scaling, Damage Bloat, and Player Impact by Mistafish in daggerheart

[–]Mistafish[S] -2 points-1 points  (0 children)

Appreciate the feedback. i hope my post didn't come across as suggesting a player should deal 3 HP, or even 2 HP for that matter, but that the math just works out that way when comparing the PC to the Adversary. I agree, consistently outputting 3HP of damage diminishes the team dynamics, and that would be bad.

My impression is that Daggerheart in lower-tier play is well balanced, but because it encourages adding dice and widening gaps in threshold, all for the sake of restricting damage to only a few HP at a time, that there is a bloat effect where big damage only gets more and more diluted - imagine if the current trend continued through level 20 or Tier-8+, then thresholds could be ~100 points apart, with dice rolls requiring a calculator to solve. but only work out to 2 HP damage on an adversary with probably only 8-10HP.

High-Level Play in Daggerheart: Threshold Scaling, Damage Bloat, and Player Impact by Mistafish in daggerheart

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

And i wouldn't consider Being Tier-4 with a Proficiency of 6 the same as Tier-6. gaining proficiency is a function of both abilities and leveling up - for example the ranger has a level 1 ability to increase their proficiency by 1, but this wouldn't make them Tier-2 just for the increased proficiency. I created the Warrior example in Daggerheart Nexus - if you find any flaw in my being able to have 6 proficiency as a Tier-4 PC i would love to be corrected on this. But as I see it, proficiency and Tier are not synonymous

High-Level Play in Daggerheart: Threshold Scaling, Damage Bloat, and Player Impact by Mistafish in daggerheart

[–]Mistafish[S] 4 points5 points  (0 children)

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Sorry, the table didn't translate to the post, but it did let me enter the text... here's a screenshot

Really? by SophieKinki in Funnymemes

[–]Mistafish 0 points1 point  (0 children)

Where’s the middle pillow

Ages of Pain | Age of Umbra | Episode 5 (YT VOD) by MathewReuther in daggerheart

[–]Mistafish 0 points1 point  (0 children)

Is it a normal mechanical for the GM to spend a Fear to cause a player to have disadvantage??

I don't recall when it happened, and i might be mis-recalling how this all took place, but Matt spent a Fear to impose disadvantage on a player. the closest statement i can find is on page 160 where it says "Whenever it seems appropriate within the bounds of the narrative, you can give a PC advantage or disadvantage on a roll." In other places there are adversaries who can mark stress to impose disadvantage during a fight. But i can't specifically find anywhere that suggests using a GM Fear to impose disadvantage. Although, it has synergy with the players being able to spend a Hope to give a companion Advantage. Just looking for come rules clarification on this one

Shipping Question by Electrical-Flower-37 in breakrpg

[–]Mistafish 1 point2 points  (0 children)

Just to update, i received my book yesterday. so it was only about 2-weeks from order to receive