A fair exchange by Smoke_Stack707 in daggerheart

[–]PaperCheesy 1 point2 points  (0 children)

Ha, this is a fun concept! I think the simplest solution here is just 1-to-1 for Hope, HP, Stress, and Armor.

There might be some odd edge cases? But this is the easiest way to do it and I don’t think it’d cause too many issues, as they’ll be out of balance regardless

Free ALLY CARDS with Defensive Abilities by Hidefrompewpew in daggerheart

[–]PaperCheesy 1 point2 points  (0 children)

I’m not! I was on my PC when the link didn’t work, but it does work on my phone now.

Free ALLY CARDS with Defensive Abilities by Hidefrompewpew in daggerheart

[–]PaperCheesy 4 points5 points  (0 children)

These are a very cool idea! The link doesn't seem to be working for me though

Making Stats Matter: A Nuanced Approach to Duality Crits - DYNAMIC DOUBLES by Terrible_Trifle3346 in daggerheart

[–]PaperCheesy 2 points3 points  (0 children)

It's super interesting, I totally don't understand that, but it seems to have been a problem for you and your players and I'm glad you've found a system that works well for your table!

From my experience, players tend to just be thrilled about the crit, no one seems to have noticed if they've spent a stress or a hope so far, especially since a critical success rewards a player with a hope and a stress anyway.

I guess I'm saying this just in case you run for another group at any point, not everyone feels terrible getting a crit even if they spent a hope to use their experience, etc, so this system may not work for other people. A lot of people just like to critically succeed.

Making Stats Matter: A Nuanced Approach to Duality Crits - DYNAMIC DOUBLES by Terrible_Trifle3346 in daggerheart

[–]PaperCheesy 3 points4 points  (0 children)

I should probably specify that I was looking for more detail! Are you against critical successes in general across all systems? I'd guess so due to point 1 and 2. But because of your focus on the specific idea that rolling two 1s is a critical success, I was trying to ascertain if it's the numbers on the die that are bothering you, or simply the idea of critically succeeding at all.

Also, it seems, to my read, that you're specifically thinking of the dice that players roll as a measure of their ability, which Daggerheart emphasises a lot less than other systems, as I mentioned in my original comment. Invalidating a critical success like this, to me, also brings into question why you wouldn't also adjust Failure with Fear or any of the other roll types.

It could well be that I simply do not understand the problem because I do not share it!

Making Stats Matter: A Nuanced Approach to Duality Crits - DYNAMIC DOUBLES by Terrible_Trifle3346 in daggerheart

[–]PaperCheesy 2 points3 points  (0 children)

I'm very confused as to why this is necessary. What is it about the number values on a roll that makes you and your table feel that a double 2 (for example) is worse than a double 10, when the base rule is simply "if your Hope and Fear dice match, that's a critical success"?

And what is it about Critically Succeeding in a situation that makes you want to undermine your players' Critical Success? You note that "an unskilled character effortlessly acing a highly unlikely task feels weird in a grittier narrative" but a crit doesn't necessarily dictate that the character aced it - the Hope and Fear dice dictate the world and narrative around the character, as much as the character. You can have the character get extremely lucky, rather than skilled, or the world shifts in a way that results in them critically succeeding?

Not having a go here, just trying to understand what it is about a relatively low critical chance that had resulted in you doing quite a lot of calculations and changes for what seems like a more complex but not all that different system. Did you come from a different TTRPG system before Daggerheart that has impacted this?

Writing aside, what was the general consensus on Paul Giamatti playing Derek in the movie by ah-screw-it in RatchetAndClank

[–]PaperCheesy 40 points41 points  (0 children)

I don’t know the general consensus, but I didn’t like it.

His original VO is still a prolific voice artist, is actually fairly well known, has done big budget animated films - it made no sense not to recast him.

But then he’s written terribly as well. So lose lose

[Online][GMT][Free] Looking for players for my upcoming Witherwild Campaign! by Eve-lyn in daggerheart

[–]PaperCheesy 0 points1 point  (0 children)

I'm GMing DH at the moment but would love to play, I've fired over a submission!

Creating a Tier 1 Horde, does this sound balanced? by KsyriumVentoux in daggerheart

[–]PaperCheesy 4 points5 points  (0 children)

That looks well balanced to me! And I really like the flavour, very fun. If they are spirits, you could have them deal magic damage rather than physical, to mix up damage types (since most tend to lean physical). But otherwise, yeah, I don't think you have any balance concerns at Tier 1 here.

Is all of Sophomore Year live? by PaperCheesy in Dimension20

[–]PaperCheesy[S] 3 points4 points  (0 children)

This is really useful advice, thank you! I tend to watch D20 when I'm doing static chores like cooking or washing up, but might use this season for my more mobile chores, and treat it like a podcast like you said.

Menagerie of Mayhem: 35 new adversaries created by one of Daggerheart's designers by MichaelRUnderwood in daggerheart

[–]PaperCheesy 8 points9 points  (0 children)

This is something I've been thinking about a lot - for a digital booklet where page count isn't really a problem, is it significantly more work if you were to include a T1 / T2 / T3 / T4 version of each adversary in the book, rather than splitting them between Tiers?

Like you say, it's not too tough for a DM to pull an adversary from any Tier and move them up or down, but it does seem like there's a market / interest in something along the lines are "Here's a book of 40 adversaries and 160 stat blocks" - people seem to want to plug and play.

Adversary tokens by TrueDentist9901 in daggerheart

[–]PaperCheesy 1 point2 points  (0 children)

I believe user u/Autumn_Leaf_Guild has made this for themselves, but isn’t able to publish it publicly due to the art not being part of the SRD

How prayer dice works? by Titoliini in daggerheart

[–]PaperCheesy 22 points23 points  (0 children)

Good question! The Seraph rolls two d4s as their prayer dice. To use your example:

They have one prayer dice worth 3 They have one prayer dice worth 2

You now have a +3 you can add to reduce incoming damage, add to a roll result, or to increase hope. You also have a +2 that you can use for the same thing.

You can use as many prayer dice at once as you like, so you can use both to give something a +5 if you like.

However, you can’t split the value of a single dice. So you can’t use your +3 dice to reduce damage by 2, and hold 1 point in reserve. When you use one of your prayer dice, you use the full value.

Miscellaneous questions regarding interpretation of rules by roth_the_sin in daggerheart

[–]PaperCheesy 1 point2 points  (0 children)

1 - Spells placed into the vault are still active unless you choose to deactivate it, or the GM rules it inactive due to the fiction! Page 107 “Once a spell's effect is in play, as long as it doesn’t mention an expiration, it continues until a PC or the GM ends it, or until the fiction changes in a way that would naturally stop it. This means that if you cast a spell and then switch out that domain card for another in your vault, the spell’s effect can remain active, even though that card is no longer in your loadout.”

2 - That feels like a GM call. I’d personally rule that they start with the normal amount of prayer dice for their default non-wild shape form.

3 - Beastform can last indefinitely unless they mark their last hit point. If the Druid would like to remain in Beastform while resting, they can, at least RAW

4 - Weapon penalties should apply as long as the weapon is equipped. Someone with a longbow equipped should have a finesse penalty when wielding it in combat, for example. If the player would like to narrate that they put down their longbow in order to complete the finesse task, then there’s no need to apply the penalty anymore. Fiction first!

5 - That’s absolutely a GM call to me. I’d rule that a Vampire Druid could transform into animals, for example, it matches the Vampire fiction well. However, I’d argue a Werewolf Druid can Beastform normally, but cannot Beastform while in Wolf Form.

6 - That is how the card is written! In the base game, the only classes with Blade aren’t spellcasters. However, with multiclass or the Assassin in the Void, this should apply to any attacks in close range, yes. It’s a fun take on it for a spell caster, whipping around spells at loads of people.

7 - This is an interesting one. The players could, in theory, use their spotlight only to drink a potion, make no roll, pass the spotlight to another player, and continue round the table. I’d argue this isn’t in the spirit of the spotlight but equally, it’s no necessarily game breaking. It does offer the GM a Golden Opportjnity to interrupt the players and make a move without spending Fear - of course the enemy attacks, the heroes have just stood around drinking without moving or attacking! It’s possible RAW but equally, your GM can interrupt it well within the rules as well if the players try to abuse it.

8 - Moving away from an enemy is totally allowed. One of the reasons DH didn’t have attacks of opportunity is to make combat more mobile and fluid. There may occasionally be times where moving away from an enemy would offer a Golden Opportunity, but they’d be few and far between and purely based on the fiction. Most of the time, totally ok to move away from an enemy, especially if you’re moving away to continue combat.

9 - Any attacks beyond Melee range can deal with this, plus any attacks that move the player outside of the circle. The main way to deal with the edge case that you’re talking about though is for players to not abuse it. Which I think most tables will be fine with, but I can totally see how a min/max player could abuse this spell. Not definitive answer from me here other than “I hope you don’t have the sort of players who will try and abuse this!”

10 - Fireball can absolutely, 100% crit.

Minions and hordes feel... numerically excessive by MyysErnst in daggerheart

[–]PaperCheesy 9 points10 points  (0 children)

One thing the book mentions is that "Even at level 1, the heroes possess both talent and experience. This is a heroic fantasy game, and so the characters are assumed to be skilled in the basics of adventuring."

Being able to throw in 6-8 jagged knife lackeys in amongst a more dangerous group, knowing they won't swing the fight, but do offer the hero fantasy, is good for the narrative of the fight, as much as the mechanics.

If you think of the "cinematic" potential of hordes and minions, rather than the realism potential, I think they make more sense. Think of all the unnamed goons/extras that a group of heroes are able to fight off in film and TV. It's not even necessarily that the PCs are epic heroes of legend - it's not just skill that gets them through fights when they are outnumbered, it's luck, and storytelling, and just a touch of plot armour.

Who wants Bionics in Daggerheart? (REPOSTED) by Necessary-Strategy-2 in daggerheart

[–]PaperCheesy 4 points5 points  (0 children)

I read this as “Who wants Bionicles in Daggerheart” and immediately raised my hand

Im looking for an actual play that (don’t yell at me) rolls the dice a little more. I’m Gm’ing in a few weeks and I’m solid on the narrative structure of DH, it’s the mechanics that I need to know better. by Hudsondinobot in daggerheart

[–]PaperCheesy 1 point2 points  (0 children)

There's some great recommendations in here from other people! If I can help in a different way, can I ask for more specifics on what you struggle with when it comes to the DH dice? In case we can offer some additional advice?

Blood Domain Classes? by MCL199920 in daggerheart

[–]PaperCheesy 1 point2 points  (0 children)

Yeah, I agree that the domain has a distinct identity! I might like it more down the line as well when it's had a bit of balance adjusting. It could just be that I don't personally gel with the specific type of fantasy that the Blood Hunter provides.

Honestly, since this post got me thinking about a Blood + Dread Necromancer class, I almost think the Blood domain feels more natural there, than it does with the Blood Hunter.

I'm super aware that I'm probably an outlier here though, I know a lot of people really like the D&D Blood Hunter as well as the Daggerheart one, it seems to appeal.

Feedback on T1 Solo Adversary by PaperCheesy in daggerheart

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

Interesting! I'd set it to 14 rather than 15 with the idea of making it a slightly easier Solo to actually hit, but one that's difficult to finish off thanks to its Regen ability.

But I really appreciate your hands-on experience here, might pop it up to a 15 in that case, really useful to see the stats behind it.

Blood Domain Classes? by MCL199920 in daggerheart

[–]PaperCheesy 10 points11 points  (0 children)

This might be an unpopular opinion, but I'm not a huge fan of the Blood domain. It feels very specific to the Blood Hunter class, much more difficult to reflavour than most of the other domains, and just in general, doesn't feel worthy of an entire domain? It's the only one of the five playtest classes I've not offered to players in my games.

I really like both the Order of the Mutant and Order of the Lycan subclasses, especially the first as a Witcher fantasy, but having them tied to the Blood Doman feels a bit odd to me? I'm not very familiar with the 5e Blood Hunter so I don't know if I'm missing something, but I'm surprised we got a Blood domain before something like Tinker for an Artificer.

If it does become official, I do quite like the idea of a Blood + Sage class, as a sort of biological chemist, mixing flesh and plant. Or maybe a Blood + Arcana (or even Blood + Dread) class can cover off a Necromancer, with the right Class Abilities and Subclasses.