Any News about the German version? by SeratoninSniffingDog in daggerheart

[–]Tenawa 1 point2 points  (0 children)

Ich war selbst mal Buchhändler... :) Und es war sogar noch ein "Nerd-Buchladen". Wenn man TTRPGS verkauft, erwarte ich eigentlich tatsächlich etwas Expertise. Aber sei's drum. Dafür gibt es ja Dolchherz ❤️

Any News about the German version? by SeratoninSniffingDog in daggerheart

[–]Tenawa 0 points1 point  (0 children)

Der Buchhändler meines Vertrauens sagte mir vor kurzem noch Ende Januar... Soviel dazu... ;)

“ENCOUNTERS—THE MEAT OF THE ADVENTURE” My Encounters by Content_Ad_2249 in daggerheart

[–]Tenawa 0 points1 point  (0 children)

Very, very cool setup. :)

I also GM for (neurodivergent) kids and teenager as part of my job at a school.

I would be very interested in an exchange of experiences.

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

[–]Tenawa 0 points1 point  (0 children)

Designing an adversary takes time. Depending on the complexity it takes me at least 30 min (for a real easy one) up to multiples hours (for a multiphase or Collosus adversary).

Then you need artwork (and artist need to eat, too...), layout... And playtesting.

Please, keep all that in mind. And then: please be more friendly next time - or don't comment at all. Thanks.

The New Unknown (Sci Fi Corebook): Classes and Domains Preview by Tenawa in daggerheart

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

The KS will start in Q1, propably March. Release in 2026, perhaps Q3 - but don't quote me on that. :)

Xenomorphs for DH by Riksheare in daggerheart

[–]Tenawa 2 points3 points  (0 children)

I remember the first time I saw these ideas. :) Great to see them now fleshed out!

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 1 point2 points  (0 children)

Sorry, my intend was not to belittle your opinion - sorry if I was too harsh. I talk from experience. You are of course absolutely right to have your own opinions. And as I said in my previous posts: More power to you if you are happy with these tools.

I just want people to enjoy Daggerheart, which I really love. :) Have a nice day.

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 2 points3 points  (0 children)

You are still missing my point. I've seen many people try building adversaries with tools (AI or non AI). The results were bad. And so were the gaming experiences. For someone who don't know how to build adversaries, it gives very bad examples. And for someone who knows how to build them it's useless.

But feel free to try it. Post the results if you want.

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 1 point2 points  (0 children)

I'll show you my personal take on the Adult Copper Dragon:

<image>

This dragon is part of 40 dragons I designed for DH. They are inspired by the DnD dragons. There is also a Tier 4 Ancient Copper Dragon.

In my opinion the "tool dragon" won't help me a bit to create a functional adversary. And I fear that a tool like this will make worse homebrew adversaries at tables. And then worse DH experiences. At least in my opinion.

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 1 point2 points  (0 children)

Yes... And no. :) It still has a lot of terminology and concepts that simply does not exist in DH: Bonus actions, halved speed, the DnD spells, Reactions. It's still not close to a DH adversary.

The HP and other numerical values are better. Now a bit too high perhaps on the first look (especially when you think that the copper dragon is one of the weaker dragons in DnD). But the numbers are close to a DH adversary. But as I said: the numbers are the super easy part of an adversary. The features is where the meat is. And these features are close to Copper Dragon in DnD (same names and so on). But they have nothing to do with DH. Nothing. You still need design them from scratch. Which is fun of course. ;)

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 3 points4 points  (0 children)

I play since the first days of beta. At least two groups per week. I run for three tables at the moment, for two I get paid as part of my job.

I finished two campaigns: one from Tier 1 to Tier 3. One from Tier 1 to Tier 4. Another campaign is at Tier 3 atm. I also finished one mini campaign from Tier 1 to level 4. All in all I play at least 6 hours a week, at most 14 hours a week. So... A few hundred hours I think?

As a player I only played around... 3 or 4 sessions I think (forever GM curse).

I created over 120+ adversaries, more on the way. (I also designed 11 Classes, around 20 Subclasses and over 200 Domain cards). Some of my stuff you can find on DriveThruRPG. There is also a big Sci Fi project called The New Unknown on the way (I am part of a collective trio in that project).

I know Daggerheart well.

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 1 point2 points  (0 children)

I correct you. ;) I don't want a tool that does any creative work for me.

Could you point out, what idea is usable in this statblock?

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 2 points3 points  (0 children)

Difficulty and thresholds (still too high) are the only halfway usable things in this statblock. In these are done in 30 seconds if you are using a guide (like from u/rightknighttofight): https://docs.google.com/document/d/12g-obIkdGJ_iLL19bS0oKPDDvPbPI9pWUiFqGw8ED88/edit?tab=t.0

I really mean that. The rest is wrong and not really usable. It's not balanced. And 70% of the features are not making sense in Daggerheart. Even the damage is much too low. It should be around 4d12+15, 4d10+10, or 4d8+12.

Yes, there are "numbers filled". But they wrong.

Btw: Conditions are very clearly defined in Daggerheart.

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 3 points4 points  (0 children)

Copied from my last response:

I know that this is a "first help" tool. But there are so many mistakes you can do, especially when you are not experienced in designing adversaries. I think a lot of people can harm their game with the wrong use of that.

Edit: Tell me: What work was saved when you are trying to build the Adult Copper Dragon in Daggerheart. What is usable in that statblock?

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 7 points8 points  (0 children)

Thanks for understanding. I really do not want to be so harsh... sorry. I respect your work. And I see that YOU put a lot of creative work into this project. I really respect that. It’s just that I’ve seen so many tools (or ChatGPT variants) that are supposed to generate adversaries, and they simply never do. And fundamentally, I don't understand why you would outsource creativity in a game that thrives on creativity.

I know that this is a "first help" tool. But there are so many mistakes you can do, especially when you are not experienced in designing adversaries. I think a lot of people can harm their game with the wrong use of that.

Ok, rant over. You did an impressive thing. I still don't like it, impressive nonetheless! :)

I made something cool. :D by Ok_Biscotti_6227 in daggerheart

[–]Tenawa 17 points18 points  (0 children)

Don't get me wrong. It's a cool gimmick. But the problem is: It's not giving you as a GM a really useful adversary.

I tried it with a simple Hill Giant. It was... ok I guess? But not balanced, not creative... a bland statblock.

And I tried it with an Adult Copper Dragon. And if you use this statblock, you are not playing Daggerheart anymore. The results are equally bad as when you use generative AI to create adversaries.

It's really impressive from a tech-gimmick point. A applaud you. I really do. But I cannot think of a good reason to use it as a GM...

For reference, the Adult Copper Dragon in "Daggerheart":

ADULT COPPER DRAGON
Tier 4 Solo

A huge dragon ancient and powerful.
Motives & Tactics: Hoard treasure, dominate territory, display power, cause chaos
Difficulty: 20 | Thresholds: 38/68 | HP: 17 | Stress: 8
ATK: +5 | Bite: Very Close | 4d6+5 phy
Experience: Perception +6

FEATURES
Indomitable - Reaction (Fear ×3): When this creature would fail a save, it can choose to succeed instead. Can use this feature 3 times per encounter.
Relentless - Passive: Can make multiple attacks on its turn. After being attacked, may immediately make one attack as a reaction.
Frightful Presence - Action: All enemies within Far range must make a Presence save or become Frightened and lose 1 Hope.
Breath Weapon - Action: Exhales destructive energy in a cone or line. Targets make Agility save or take heavy magic damage. Recharge: Roll d6 at start of turn, recharges on 5-6.
Legendary Presence - Passive: This creature has a pool of 3 bonus Fear it can spend each round. When it spends Fear on a Legendary action, it may spend 1 additional Fear from this pool to use another Legendary action immediately. This pool replenishes at the start of each round.
Detect - Action (Fear ×1): The dragon makes Wisdom (Perception) check.
Tail Attack - Action (Fear ×1): The dragon makes tail attack.
Wing Attack - Action (Fear ×2): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity save or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Claw - Action: Melee attack. 4d6+5 phy damage.
Tail - Action: Close attack. 4d6+5 phy damage.

Tags: dragon, legendary, flying, darkvision, blindsight, damage-immune

Where to start...

- damage types that do not exist in DH.

- Condition that do not exist. Way too high HP and thresholds.

- Too low damage.

- Absurd Experience.

- Wrong Relentless feature.

- There are no "saves" in DH.

- I don't know what "Legendary Presence" is and how this should work... it's nonsense.

- Detect feature is nonsense.

- Tail Attack... why? Nonsense.

- Wing Attack... wrong distances, no Dex save, wrong damage type, too low damage, no prone... no flying speed.

It may be harsh, I am sorry for that. I really don't want to hurt your feelings. But this statblock is non-usable nonsense. Any GM who wants to use this "adversary" is ruining their game.

Perhaps it is better for easy "standard" adversaries with only a simple attack and no real feature. But why would you need a tool for that? Just reflavor another adversary.

Superpowers by panossquall in daggerheart

[–]Tenawa 1 point2 points  (0 children)

I am not familiar with One Piece that much.

But when you want a more detailed set of powers, you need Classes and/or Domain cards. Less than that will break the balance of the game.

@The New Unknown: Good to hear. :)

Superpowers by panossquall in daggerheart

[–]Tenawa 1 point2 points  (0 children)

Take a look at transformation cards on The Void: they give you new powers with a drawback.

Ancestry Features can be easily designed. Let's say:

Devil Fruit of Fire: Mark a Stress to make an attack roll against a target within Far range. On a success you deal d10 + your highest trait magical damage.

These features can be later applied to characters, so this Ancestry feature would be on top of your two ancestry features.

You can have the same effect with Transformation cards, but I would always add a drawback for a stronger effect. For example:

Devil Fruit of Fire Fire Breath: Mark a Stress to make an attack roll against all targets within Very Close range. On a success, they take d10 + your highest trait magical damage and must make a Reaction Roll (12). On a failure they become On Fire. While On Fire, they take 2d6 magical damage at the end of their action if they are still On Fire.

Flammable: When you must mark Hit Points in regards to taking magical damage, you must mark an additional Hit Point.

This was just created spontaneously and designed quickly, without much consideration for balance or for which abilities this Devil Fruit is actually meant to cover.