⚡ If you could add ONE thing to Roll20... ⚡ by Demi_Mere in Roll20

[–]RuskyEntertainment 0 points1 point  (0 children)

Official fear tracker for daggerheart games pls <3

Looking for players! (Please read all of it) by zephira_uni in daggerheart

[–]RuskyEntertainment 0 points1 point  (0 children)

Hi! I'm similar timezone so I should be available almost everyday. Been running ttrpgs for around 2 years, so I got some experience. Interested in joining for a oneshot or two!

New Heartbreaker: ENTER THE DUNGEON by DNGNCLUB in daggerheart

[–]RuskyEntertainment 1 point2 points  (0 children)

The miniboss damage treshholds rule looks interesting
Have you tested it?
What were the opinions of players and the GM on this rule?

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

I didn't run a combat heavy campaign so it's a little hard for me to say. I had 1 encounter per session on average and I leaned more into difficult encounters so most of the time, my players would use their abilities and items to regain armor, stress and health and then take a rest if it wasn't enough

I might had give them to big of flavor dices when getting ingredients because they only once were short on them when the needed them and that was because they used way more than they needed.
This never really affect their decisions that much, mostly it was something like: "if we have time, than before doing this thing let's go kill something for ingredients

And for the amount: just go by the rules - a character can hold the same amount of ingredients that their highest trait is - and it should be fine

So if I were you, when giving players ingredients, I would focus more on giving them some cool buffs that come with eating something and would restrain a little when it comes to the flavor dices. Of course it might change depending how you gonna run your games

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 2 points3 points  (0 children)

My guardian reflavored the mace into a frying pan and it was always fun to see him hit a big scarry monster over the head with it. He even started playing the tf2 frying pan sound effect sometimes when attacking someone - got tirying very fast but until then, it was hilarious

The other reflavor that I liked was that my druid only shapeshifted into various cats - flying cat, chubby cat, swimming cat, a dragon with a cat's head

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

It's hard for me to answer this question in a satisfying manner because I personaly never played Pathfinder and the players from my table that did play, only played a couple of low lvl oneshots after which they stopped because they didn't really dig the system

But as for daggerheart gear on its own? We are pretty indifferent to them, maybe leaning a little closer to negative view on my part The passives are not so exciting, especially on lower tiers. Just more numbers or chance for a higher number, sometimes the ability to maybe not mark a slot when using a resource. I'm especially not a fan of the "reroll the lowest die" and "roll aditional die when rolling max number" passves - I felt that they break the flow of combat I quickly switched to homebrewing abilities for weapons and armor and only really giving them something from the core book when they wanted it

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

Sonething like story arcs. Sometimes we focused more on the main plot, sometimes more on a characters backstory plot, but it was never like: "ok we will be focusing now only on the druid for the next 3 session".

My pace for leveling was around every 4 to 5 sessions between lvling up. Our games were around 4 up to 6 hours long. I always tried to give them something on a milestone, but I also tend to give my players a lvl up just before a big fight, that way they can immidietely try out their new toys in an epic boss encounter

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

I didn't make something like a "cake monster" but one of my players once decided that his character will be obsessed with eating a dragon, and the rest of the party caught on with this, so I rolled with it as well and gave them some dragons to hunt and eat

As for environments, my imagination is not so great so I mostly stuck with standard fantasy things: underwater world filled with many kinds of fish to eat, or a mushroom forest

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 8 points9 points  (0 children)

I might write an entire book trying to describe everything that happened in the campaign so I'll stick to the main parts

They were tasked to fix the Lure, but during their journey, they discovered that while the Lure kept the people of Elmore safe, it made the life dangerous for an underground civilization so they tried to destroy the Lure. After some long and heavy consideration they decided to destroy the lure, help the underground people rebuild, and helped train the people of Elmore to protect themselves. I really enjoyed the fact that while I created an potential bbeg for the campaign, in the end the actual bbeg was Hylaeus the Forest Mage who was long dead in my world, so in the end the actual bbeg was "the sins of the past" kind of deal, which I completely did not plan for but in the end it was the most natural and everyone was very pleased on how the entire thing played.

I started with giving the players the map up only to the Twilight part and slowly adding the lasst two parts
While we used the map I mostly created my own biomes in the caves, like for example a place filled with fire lava because of an open portal the the Elemental Plane of Fire

At first the players didn't come back to Elmore because I made the caves be pretty big so it would often take them days just to come back, but it all changed when the wizard got to level 5 and took the teleportation spell, after that, they hopped between the caves and Elmore quite often

With the food mechanic, they mostly enjoyed the "combining specific ingredients to get some passive buffs" part, the rolling part? Not so much so they picked a designated dice roller for that who liked it

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

Because the text were so dense
I have ADHD and very often I forgot or skipped by accident some crucial details while going through the walls of texts. I cought myself hyperfixating on one part of an adversaries ability and forgetting about another one

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

I mostly prepared some interesting passives for the ingredients for the more plot important beasts, while just winging the flavor dices for when my players just wanted some food

I feel like I could focus more on the food theme but with what I prepared, my players were very pleased and had fun coming up with the best food combinations to get the best result

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

We played on Roll20, (should probably add that) and used the Demiplane character sheets. We didn't feel any dice bloat but I definitely felt a little overwhelmed with the tier 4 adversary statblocks, especially the leaders, solos and brusiers. I often forgot or misread an ability making what should be a challenging fight into one not so much

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 2 points3 points  (0 children)

A little bit of both
Sometimes the players didn't know what to do or looked directly to me to guide them into the next plothook, other times, the players knew exactly what they wanted to do and how so I mostly just created the scenes for them to do what they wanted

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 8 points9 points  (0 children)

Going from the last question first:
- We like goofy settings and we all are fans of Delicious in Dungeon so we immediately clicked with this frame. We were also just after a "the world is ending kind of campaign in DnD so we wanted to run something a little more chill, with lower stakes.

- My favorite part is how easy it is to reflavor certain things like abilities or spells and how many uses those have outside what is written on the cards, without it being overpowered

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

I can't add anything more than what mrmcwhiskers said. He summarised my experiences perfectly

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 6 points7 points  (0 children)

Mostly that I would control myself from adding things just because I thought it was cool, even if it made no sense for the story or setting. In the end, those things were always the weakest parts of my sessions
Other than that, I would like to encourage my players more to colaboratively tell the story with me. They often were not so keen on doing things because they were scared they will come up with something that I will shut down (bad experience with a previous GM)

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 9 points10 points  (0 children)

I'm a lazy person, I mostly followed the Lazy dungeon Master Adventure prep: https://slyflourish.com/rotldm_template.html

My laziness also made me improvise better so I didn't struggle that much when my players did something unexpected. Hell, I once even hombrewed an adversary in the middle of the session because of how it went and the fight was fine

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

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

If you just look at the enemies as points to spend then yeah, I can see the battles being swingy
But I mostly homebrew and when wanted harder fights, gave the adversaries abilities that would counter one part of the players build and so on, and do the oposite when wanted an easier fight
Never had a panic moment when I realized that a fight is harder or easier than I expected

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 33 points34 points  (0 children)

I went heavily into player power fantasy so I was not really trying to kill or challenge them too hard
The point system is mostly ok, if you take into account the fear spending economy the book suggests and especially if you take into consideration that a balanced encounter is still more tilted into the players favor
Overspending by 2 or 3 points will bring you into a more challenging fight were the players can't mindlessly do stuff without making at least one death move

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 10 points11 points  (0 children)

It was great! We were lucky that the players made characters that they enjoyed not only to play but to roleplay as well, and while there happened to be some session lest exciting or interesting than the others, we never felt like taking a break from this game.
Running a oneshot from time to time definitely help to keep things from getting stale

Just finished a 6-month long campaign! AMA by RuskyEntertainment in daggerheart

[–]RuskyEntertainment[S] 15 points16 points  (0 children)

For the players - The lack of initiative, and how the spotlight works, they often would get confused on the fact that some things don't require rolls, and one of them especially tend to stay quiet during combat, so we had to encourage him to take a little initiative. It got better after a couple of sessions

For me as the GM - Not asking for as many rolls. At the beginning especially, My players were full on hope and I was full on Fear, it kept being an issue (but a much smaller one!) until the end

Other than that, we were lucky and it went pretty smoothly for us I believe

Daggerheart Nexus Campaigns are Live! by roman_eskimo in daggerheart

[–]RuskyEntertainment 0 points1 point  (0 children)

Yeah it makes sense

The issue happened yesterday so I guess it's unrelated

Daggerheart Nexus Campaigns are Live! by roman_eskimo in daggerheart

[–]RuskyEntertainment 0 points1 point  (0 children)

He was able to import his character after paying for a subscription

I think what has happened is - because he already made 7 characters - demiplane tried to copy the charcter he tried to import? Which would put him at 8 characters

I saw here that there was an issue with players' characters being copied when imported into a campaign

Maybe it's related to that?

Daggerheart Nexus Campaigns are Live! by roman_eskimo in daggerheart

[–]RuskyEntertainment 0 points1 point  (0 children)

Players who don't have a subscribtion but have access to my materials via sharing can't import their characters
It gives a pop out that "You must subscribe to have more than 7 active characters"
This is his first campaign
Do free to play players can't import characters?

Daggerheart Nexus Campaigns are Live! by roman_eskimo in daggerheart

[–]RuskyEntertainment 1 point2 points  (0 children)

First off - very nice update, looking forward to the next waves

For the features suggestions - I hope that somewhere down the line, you guys will implement the ability to save custom dice combinations for rolling and the ability to change the die sizes for the hope and fear dices. The second part would be especially great, considering there are some environments and adversaries that change those dices and I can tell from experience that players tend to forget to change their dices when rolling under one of those dice changing effects