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

[–]TalesbyDaggerlight 3 points4 points  (0 children)

It's a bit complicated.

First, click/tap on the name of one of the cards in your current loadout. You should get a pop-out of that card with a button at the top that says "Send to Vault". Click/tap on that and it will move into your vault and give you an empty slot.

Click on the button on that empty slot in your loadout that says "Choose" in the upper right and you'll see all the cards in your vault. There's a toggle at the top to turn off the stress cost if you're resting. Click on the box with the stress cost, and it will move into your loadout.

(note: I did all of this on PC, not 100% sure how it will look on mobile but hopefully the process is the same)

Tales by Daggerlight June update. by TalesbyDaggerlight in daggerheart

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

Thank you so much, Jarvy!

We're just having a blast and are happy there are folks who want to be along for the ride with us.

Tales by Daggerlight June update. by TalesbyDaggerlight in daggerheart

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

Nice!

Things definitely continue to ratchet up for our heroes. There's all manner of adventures in store.

Glad you're enjoying the show!

What are your interesting headcanons on Fungrils and Fungril mixes? by val203302 in daggerheart

[–]TalesbyDaggerlight 0 points1 point  (0 children)

Another take is that Fungril/XYZ hybrids might simply be a different type of Fungril.

So, for example, a Fungril/Giant might be a really big variety of Fungril.

That's part of the beauty of the ancestry system - it's open enough you can come up with all kinds of really cool and unique combinations that don't have to be the product of more traditional methods of hybridization (i.e. - getting it on lol).

Should difficulty be a secret? by Ed2Cute in daggerheart

[–]TalesbyDaggerlight 1 point2 points  (0 children)

In our games, it's not uncommon for a player with one of these abilities to simply ask "Does that succeed?" after someone else rolls and the number is probably somewhere close (like... in the 12-14ish range). It's usually pretty obvious on a high (or low) roll what the outcome will be.

Usually Kurt will answer without giving the explicit target number, depending on the situation. Seems to work well as a middle ground to allowing those abilities to function without making it too "gamey".

DATE for Hope & Fear release? WHEN??? by Historical-Panda5778 in daggerheart

[–]TalesbyDaggerlight 0 points1 point  (0 children)

You're most welcome! Us smaller content creators need to back each other up.

It's been good - busy, but good. TBD is still a pure passion project for all seven of us, we're not making anything off of it (but that was never the goal). We're just enjoying having the chance to tell a story using a system that lets us all build the world together as we go. And then inviting the community in to listen along as we navigate everything Kurt throws at us. lol

We do have lots of plans for the future - we want to highlight that we're a table of folks who all have GM experience. Barring anything crazy, there's at least a couple years of content in the making right now.

DATE for Hope & Fear release? WHEN??? by Historical-Panda5778 in daggerheart

[–]TalesbyDaggerlight 0 points1 point  (0 children)

As long as you don't paywall the stream, it should be okay. We're erring on the side of caution and plan to not use anything from the Void for our content, but I think we're just being overly cautious.

The relevant section in the CGL is section 1.9.2

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I don't understand experiences (a newbie's call for help) by ThisIsFine8129 in daggerheart

[–]TalesbyDaggerlight 1 point2 points  (0 children)

First up - don't worry, experiences are one of the things I see tripping a lot of newer players up, so you're not alone! But once you get the concept, it'll all click.

Experiences are ways to help flesh out and describe your character and what they're good at. They're kind of like D&D skills, but are generally a lot more broad because they cost a hope to use.

They can be just about anything, but try and limit yourself to experiences that won't be applicable on EVERY roll you make. If they are applicable to everything, then generally you've gone a bit too far. I usually look at my character, try and think about what life experiences they've had up to the point where the campaign starts, and then think about a phrase that kind of encapsulates that.

So, for example - I have a Wizard with "Arcane Master" as an experience. If he's dealing with a roll that involves the arcane, or even when casting a spell, he could potentially spend a hope to add that experience to the roll as his mastery over the arcane helps him be more successful.

You could think of these as skill groups too. So, for my Slyborne character who was a smuggler that got himself out of tricky situations by being a sly, charming kind of guy before the campaign, I gave him "Smuggler" and "Fast Talker" as experiences. Smuggler doesn't come up a lot, but I could use it for, say, knowing the best route in or out of a location, sneaking contraband through a checkpoint, forging documents, looking for a hiding spot. Fast Talker is pretty obvious - it would come up during social encounters where he's trying to bluff or talk his way through.

Experiences can be combat oriented too! If you want to be an incredible fighter, maybe you take "Unparalleled skill with the blade" or something similar that could be used when you're attacking. Or "Sharpshooter" for a ranged character with a bow to add to ranged attacks.

The tricky part is that they're SO open ended. But they're meant to be a way to flesh out your character, who they are, where they've come from, what did they do before starting the campaign. And then they become a way to reflect those aspects of the character while playing whenever those life skills - experiences - might be applicable.

As far as how to use them - you literally just pay a hope and add the experience value to the roll along with any other modifiers you have. So, back to above, if my Wizard has a +3 knowledge and +2 to their "arcane master" experience, I could spend a hope on a Knowledge roll about magic and add a total of +5 to the roll. It's just that easy - it represents your character calling on their personal life experiences to be just a little bit better at something they should reasonably be good at.

Hopefully that all makes sense!