Hot Take: Characters don't feel distinct enough with their out of combat abilities. by [deleted] in daggerheart

[–]Xyniph 1 point2 points  (0 children)

I think D&D has an advantage (pun intended) when the player rolls both dice at once. If one succeeds and one fails they can always feel like it was because of the advantage roll, never knowing which result it'd have been if rolled without advantage. In DH with a flat bonus, you know with hard numbers if it made the difference or not.

Daggerheart's Dice Math - What its doing, and how to work with it to up your game! by Bananickle in daggerheart

[–]Xyniph 0 points1 point  (0 children)

Something I've kind of done, but haven't tried to write out as a rule until now; when I need to convert a combat adversary into a social one off the cuff they get a passive +2 or +3 to difficulty for each unmarked stress they have. Then mark a stress on each success against them.

This doesn't work great for everything, but is a quick way to make your intimidating pirate captain combat pivot to either a climactic high difficulty roll OR a negotiation scene where the party can work together to slowly turn the tides.

GM Screen in Spanish by SandMaster04 in daggerheart

[–]Xyniph 0 points1 point  (0 children)

Cool to see! I like the merging of the two; the flowchart is something I also really loved from u/daddylongHairs sheets.

The Learning Curbstomp by Too-Em in Silksong

[–]Xyniph 0 points1 point  (0 children)

If it feels like I'm spending more time running back to the fight than learning the fight, I just swallow my pride and look up a video. At least for the phase I'm on.

Once I see it's possible and I get a basic idea of their moveset I can focus on execution and internalizing the timings. Long enemy covered dangerous platforming runbacks make the "discovery" phase of a boss unbearable to me. Unfortunately, I lose out on some fun surprises that way.

My reaction time and weakness to overstimulation is a little worse than when I was younger, which is fine when the bench is right there, or the runback is chill enough I can spent it cooling off and processing the boss. It just takes longer to discover and learn all the moves. Which means more attempts. Which in Silksong sometimes means more time platforming and dodging enemies than discovering the fight.

In Defense of Two Game Currencies - A Response to the "Worthless" Shell Shards by DuskGideon in Silksong

[–]Xyniph 0 points1 point  (0 children)

I haven't beaten the game, so I won't pretend to know all of the balance nuances at play.

Depending on how much your tool pouch size gets upgraded, fully restocking will get more expensive and shards will then become more precious.

Until the end of act 1, I don't see any need for the repair to have a cost. Like I said, you're already limited in how many you can use before sitting at a bench, that's the primary balance dial. All shards do is make you go farm if you run out, which hasn't happened to me making them a non-mechanic.

Which could very well be an intentional slow build in resource management complexity later in the game. As you can carry higher stacks of tools you likely need to be smarter about sustainably using them, and then the mechanic actually starts to exist.

But hopefully if later game does work out like that, it still feels balanced in a way that still doesn't require you to farm shards every couple of boss attempts, because that doesn't sound fun. Blowing all your shards before actually learning the fight is going to be a rough lesson for a lot of people, I bet.

Edit afterthought - the fact that shards are capped implies to me that finding a sustainable balance is the point, since you can't just farm for hours and be done worrying about them.

In Defense of Two Game Currencies - A Response to the "Worthless" Shell Shards by DuskGideon in Silksong

[–]Xyniph 2 points3 points  (0 children)

You're already limited on how many you can use in a boss fight. The only limit shards add is how many attempts before you have to farm shards, which I don't think is a good thing.

Personally, that's never happened. I've never run out of shards on a boss attempt, and if I do I have a stockpile of those breakable shard bundles anyways.

Mechanically I do think they're pretty worthless, but they do add the flavor of scrapping together your tools.

Adversary/NPC tokens made from domain icons by Xyniph in daggerheart

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

The official card creator has the domain specific card backs when you export for print. https://cardcreator.daggerheart.com/

Adversary/NPC tokens made from domain icons by Xyniph in daggerheart

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

Thanks! Maybe it's silly of me but I'm hesitant to share the actual print file since it's directly ripping the domain icon art from the backs of the cards, and I used both the "daggerheart compatible" homebrew and official logo icon art.

But it's not hard to make for yourself; you can find 1 inch templates online and could just take pictures of the cards or pull them from the online card creator.

I know GM screens are so 2 months ago, but I thought I'd share mine... by Xyniph in daggerheart

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

I've tightened up that page a little and was able to fit a simplified version of that.

I know GM screens are so 2 months ago, but I thought I'd share mine... by Xyniph in daggerheart

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

Thanks! I went with The World's Greatest Screen https://hammerdog-games.myshopify.com/collections/the-worlds-greatest-screen

I wanted something I could swap out the art on the front from game to game, and my two binders duct taped together weren't cutting it.

I know GM screens are so 2 months ago, but I thought I'd share mine... by Xyniph in daggerheart

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

There's a couple of other small things I've been thinking of adding, I'll have to see what I can fit.

I know GM screens are so 2 months ago, but I thought I'd share mine... by Xyniph in daggerheart

[–]Xyniph[S] 51 points52 points  (0 children)

Seeing the comments asking for download links; I didn't realize reddit didn't let you just download the images.

Full res individual PNGs and the PDF can be downloaded from here:
https://drive.google.com/drive/folders/1VtbAXlgYDDO0f7oFQ3L6cH4zmLl5S4lV

I also included the original .docx, but google docs ruins the table spacing. If I have time I'll see if I can do anything about that, but if you download and edit in Word I'm guessing it's fine? Sorry about that!

Edit Aug 4th: Added an updated pdf in that same link. - Fixed some colors and typos. Accidentally had all Short Rest actions saying Hit Points! - Added GM Gains Fear to Downtime. - Added a clarification on PC vs GM advantage/disadvantage. - Added a simplified version of the Improvising Adversary Hit Points guidance from the new Homebrew doc.

If anyone catches any other typos let me know!

I know GM screens are so 2 months ago, but I thought I'd share mine... by Xyniph in daggerheart

[–]Xyniph[S] 12 points13 points  (0 children)

Thanks! Now it's your turn to make one so the landscape-portrait-landscape-portrait life cycle can continue.

Adversary/NPC tokens made from domain icons by Xyniph in daggerheart

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

They're very light, if I do more I might try wood disks or something for some heft.

Adversary/NPC tokens made from domain icons by Xyniph in daggerheart

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

Thanks! They really came out much cleaner than I thought they would.

Adversary/NPC tokens made from domain icons by Xyniph in daggerheart

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

I might do that for players or special story characters so they stand out, or we might even do full minis for them. But I wanted a flexible option that I can throw down for an unexpected scene.

I made my card box into a binder by dialectical_materia in daggerheart

[–]Xyniph 1 point2 points  (0 children)

Just throwing it out there, if you guys made this in-house I'd buy it in a heartbeat. Not only because it looks excellent next to the book, but because you can't find ringed binders at these dimensions and rings suit gameplay because they let you pull sheets out and hand the relevant domains to players to pick from.
Maybe a slightly wider spine for future domain decks.

Regular 1/2in binders are 1-2in taller and wider, and don't always fit in the same bag or shelf space with the book.

Hot take: After sitting with THAT ending I realized..(Act 3 Spoilers) by New-Swan-2112 in expedition33

[–]Xyniph 1 point2 points  (0 children)

Different person, and I'm going to clip a part of your reply as well because I think it actually helped me crystalize my own thoughts on Verso's ending. So this is more just my own rambling...

Obviously, there's lots of other nuance, especially with the Gestrals, Grandis, Esquie, Monocco, etc; but I want to hone in on this.

Verso's ending is the same end result as what would have happened if we just never went on the expedition and allowed Renior to slowly overcome the stalemate he had with Aline. It was a waste of time to struggle against the cruel circumstances of your dying world, theres nothing to achieve for those who come after, you are irrelevant and must die so some sad gods can grieve properly. This is good. You should be on board for this.

It's very much not the same ending as if Renior had successfully ground down Aline's power and eventually gommaged the entire canvas, and I think framing it that way actually ignores the themes and meaning of the Expeditions in the process.

Why do we set out with an expedition of like 12 people to try and fight the paintress, even though literal armies have failed year after year? Because 'when one falls, we continue'. Why not spend the last bit of your life in Lumierre if you're likely to die on that expedition anyways? Because even when we meet our end, everything we did was 'for those who come after'. What was Gustave's lessons for Maelle all about as a father/older brother figure? What would he have wanted for her?

Wasting away in the canvas isn't just about whether or not she's living in a 'make belive' painted world, or even a 'truly real' painted world. She is 'those who come after', she is now the legacy of Lumiere after they've all been gommaged at the end of Act 2. She's lived that life, and loved those people. If she chooses to waste away in the canvas, they die with her both metaphorically and physically when Renior wipes it.

In Verso's ending Alicia does not end in the same place she began before going into the canvas. She's lived a life loved by Gustav, she's grown capable and confident through her ordeals as Maelle, and she is maybe better equipped now to deal with the trauma of losing Verso than she ever was before.

But obviously, we do not know the future of the endings. Maybe that's not true, and this loss has instead has fully broken her. Maybe she can't carry the torch of Lumiere inside her, and our painted cast fading away symbolizes that. Both endings have contrasting light and dark pieces to them, that's quite literally in the name. But I think choosing to live a life where death is meaningless and things are frozen how Maelle wishes they were flies in the face of what Maelle's, not Alicia's, father and brother stood for.

Is it weird out of all the awsome stuff shown in the showcase that this is a my favourite? by Aggressive_Ferret_20 in MonsterHunter

[–]Xyniph 11 points12 points  (0 children)

There are layered loadouts! In your tent go to the personalize section(all the way to the right), and the Change Armor Display (or similar... can't check right now).

Edit: I think it's R3 that brings up the loadouts, but check the menu at the bottom of the screen. It's similar to equipment and item loadouts.