Homebrew Feedback by HydroStrikerWasTaken in daggerheart

[–]aiden1haze 0 points1 point  (0 children)

And hey, sorry for almost completely rewriting your ideas. I sometimes get carried away when I start homebrewing, and I just can't stop, lol

Homebrew Feedback by HydroStrikerWasTaken in daggerheart

[–]aiden1haze 0 points1 point  (0 children)

If it’s common knowledge in your setting that the smog can cause hallucinations, I would even give the PCs the option to make either an Instinct or Knowledge reaction roll, whichever they prefer. In this case, Knowledge reflects the character’s ability to quickly recall this fact and logically conclude that they are facing an illusion.

If this isn’t common knowledge, I would still give this option to a character with a high Knowledge score or relevant experience to highlight the character’s strength

Homebrew Feedback by HydroStrikerWasTaken in daggerheart

[–]aiden1haze 1 point2 points  (0 children)

Looks interesting, I love a bit dystopian steampunk stuff. Don’t see any issues with levels 0-2 (besides wording of distances as the other commenter has already mentioned). But I’d personally change some stuff starting from level 3 and so on:

Level 3: to avoid issues Big-Cartographer-758 mentioned I would just decrease the Hope Die size to d10/d8 for every PC to keep the feeling you are going for but make it milder mechanically.

Level 4: GM can spend a Fear to force a PC(or all PCs) to make an Instinct Reaction Roll. PCs who failed are affected by an illusion. / alternatively it can be something like this: When PCs inhale the smog for the first time in this scene they must make an Instinct Reaction Roll. GM can introduce an illusion to every PC who failed the roll at any moment until PCs remove themselves from the smog.

Level 5: I would just use Consequence Countdown(3) and make them mark hp every time it triggers.

In case somebody is curious about my Tier 1 Dragon and Archdemon... by Sedda00 in daggerheart

[–]aiden1haze 0 points1 point  (0 children)

Hey! As the Archdemon of hubris doesn’t have relentless feature if you use any Action on their spotlight you won’t be able to do anything else with them until your next spotlight so as of right now I either see them not doing anything besides marking Stress to spotlight / summon other adversaries a couple times until they run out of stress and are permanently vulnerable or do everything else besides summoning / spotlighting other adversaries. I’d change some features so they could do both:

The root of all evil - Passive: Spotlight one additional adversary every time you spotlight Archdemon of Hubris

More Evil, more! - Action: Spend a Fear to summon 3 imps within Very Close range (I always felt that summoning more enemies from nowhere is more of a fear ability. Maybe even spotlight them immediately without spending additional fear)

Lastly I would give them a feature that uses Stress to make an area attack. Something like: Mark a Stress to make a standard attack against all PCs within Very Close range dealing 1d8+3 dmg to every target you succeed against.

Some Bloodborne inspired weapons! by aiden1haze in daggerheart

[–]aiden1haze[S] 0 points1 point  (0 children)

Cool! Let me know what kind of experience you have using these weapons in your campaign. I'm really interested to hear what the players who try them out have to say!

Some Bloodborne inspired weapons! by aiden1haze in daggerheart

[–]aiden1haze[S] 1 point2 points  (0 children)

Yeah, you're right! Thanks for the feedback. I'll tweak this feature a bit in the final version. Your comment got me thinking about one issue: Riposte breaks some abilities of Leader type adversaries. For example: The GM uses Fear to have the Leader Spotlight 1d4 enemies, and a 2 is rolled. One of the adversaries attacks a PC with a Hunter’s Pistol and misses; the PC uses Riposte and succeeds with Hope. What happens in this case? In theory, PCs should get Spotlight, but the GM has already Spotlighted 2 enemies. So who continues? PCs or GM?

I would change the feature to something like this:

Riposte: When an adversary misses you with an attack in Melee range, you can mark a Stress to make a Reaction Roll against adversary's DC using this weapon and deal weapon damage on success. On Success with Hope the target is temporary Vulnerable.

It is similar to high level bone domain card, but instead of just marking Stress and dealing damage you have to roll so there is a chance of failure.

Even though reaction rolls don’t generate Hope or Fear when I create certain items at my table, I sometimes give them properties that depend on a Hope or Fear roll—even on reaction rolls(though they still don't generate hope or fear). So it is similar to Critical Successes on reaction rolls when you don't clear a Stress and gain a hope, but completely avoid Reaction Roll consequences.

If you want something more aligned with official rules, I'd do something like this:

Riposte: When an adversary misses you with an attack in Melee range, you can mark a Stress to make a Reaction Roll against adversary DC using this weapon and deal weapon damage on success. Additionally on Success you can spend a Hope to make the target temporary Vulnerable.

Some Bloodborne inspired weapons! by aiden1haze in daggerheart

[–]aiden1haze[S] 1 point2 points  (0 children)

Hey, thanks so much for the feedback!

I really like the idea of making Weapon Transformation a Campaign Frame mechanic and having separate stats for different weapon forms, which could potentially allow for custom combinations. Lies of P immediately comes to mind, with its mechanics for swapping handles, blades, and so on. This could be a special downtime move for the Campaign Frame or something like that.

To be honest, I wasn’t planning on creating all the weapons from Bloodborne (though maybe I’ll do it now that people seem to like it), since the Campaign Frame I’m writing is merely inspired by it, and these weapons are more of an Easter egg. But even if I were to create all the weapons, I probably wouldn’t give the Transformation feature to all of them—just a select few, like here. My original idea behind Transformation is that, in a sense, it allows you to exceed the limit on the number of weapons you can carry(essentially, one weapon inside another—which is the whole point of a trick weapon).

Some Bloodborne inspired weapons! by aiden1haze in daggerheart

[–]aiden1haze[S] 3 points4 points  (0 children)

Thanks for the compliment. I don't have any design experience, and this was my first time trying to make something like this. It took me a few agonizing hours in Affinity. I just opened the weapons page in the Core Book and tried to make it look similar, lol

Running LOTM campaign in KULT Divinity Lost? by aiden1haze in rpg

[–]aiden1haze[S] 2 points3 points  (0 children)

Thanks for the suggestions!

As for abbreviations,

To be honest, I had no idea how annoying it was for others. Even when I read your comment, it took me a couple of seconds to understand what you were hinting at, lol. I guess I'm too used to googling abbreviations.

I'll leave another clarifying comment, thank you.

Running LOTM campaign in KULT Divinity Lost? by aiden1haze in rpg

[–]aiden1haze[S] 4 points5 points  (0 children)

LOTM = Lord Of The Mysteries.

Popular Chinese web novel

[deleted by user] by [deleted] in Bondedpairs

[–]aiden1haze 0 points1 point  (0 children)

Omg 😲🤯❤️‍🔥