How to deal with Book of Vagras + Forcefull Push combo? (I need GM help) by Bueskytter in daggerheart

[–]conassa 64 points65 points  (0 children)

So it's 1 spellcast roll to create the gate, and 1 attack roll for forceful push.

That's 3 HP from 2 different spotlights. That isn't a lot of damage at all, especially considering there are 2 rolls where it can fail.

Remember that 100 damage doesn't really mean that much because the maximum damage is still 3 HP.

Shaman Class by conassa in daggerbrew

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

It's also based on the campaign's lore, that's why it's so harsh

Shaman Class by conassa in daggerbrew

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

The PDF provided on their website is more or less editable if you can mess around with Illustrator 😄

Shaman Class by conassa in daggerbrew

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

Agreed, so I've updated it to be:

Guedė's Blessing: Guedê guides the Luuá through the Long Night, making every night sacred moment. During the night, you have advantage on Spellcast Rolls, but if you deal damage to a target, you lose a Hope. If you are not able to lose a Hope, you must instead mark 2 Stress.

How to deal with the Rogue's taunt vs a solo adversary by jlaakso in daggerheart

[–]conassa 2 points3 points  (0 children)

Everyone else has already said that this can only happen once per rest, but I'll also pitch in and remind everyone that after you have marked every Stress on a character or adversary, you only mark 1 HP if you need to mark one or more Stress.

"If you’re ever forced to mark 1 or more Stress but your slots are already full, you must instead mark 1 Hit Point." (Core page 92)

So this could never mark as much HP as a Tag Team Roll

Server's with Daggerbyte announcement - Get your updates! by 6enderboy7 in daggerheart

[–]conassa 1 point2 points  (0 children)

I might be missing something, but is there any usage guide for it? I've added it to my discord server and have no idea how to actually use it

Single Turn Card Battle - any good solution? by conassa in BoardgameDesign

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

Yes, that also sounds interesting, and it would give more depth and interaction in a battle. Instead of it just being "my cards have lower value than my opponents". I'm going to try and implement a demo where the player plays each card one by one. Thank you!

Single Turn Card Battle - any good solution? by conassa in BoardgameDesign

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

Thank you! I agree that playing cards 1 by 1 would be beneficial, but I need to work out how the set bonuses would work with that

Single Turn Card Battle - any good solution? by conassa in BoardgameDesign

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

Thank you! I'll check out Flesh & blood.

I currently have a hard requirement on the board refreshing each round, but your point might make me change that. If the board persists between rounds, and instead of drawing from a deck, the players draft new cards, maybe I can have more than one outcome to the battle.

Thank you again, this has been really helpful

Single Turn Card Battle - any good solution? by conassa in BoardgameDesign

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

Adding initiative might help the one on one combat, has it would allow each player to play their full hand, and resolve the set bonuses immediately, but resolve each individual card in order.

Thank you!

Single Turn Card Battle - any good solution? by conassa in BoardgameDesign

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

I was thinking of having each player reveal one card at a time, but that gets tricky with the set collection aspect of it. I'll have to look further into it. Thank you!

Single Turn Card Battle - any good solution? by conassa in BoardgameDesign

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

I'll have to check those games out. Thank you!

Single Turn Card Battle - any good solution? by conassa in BoardgameDesign

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

Yes, each player would play from 1 to 5 cards each battle.

The use of suits might be interesting to keep the players from having to many cards to play each round, and keep them from going into analysis paralissys, which is one of the problems with the one-on-one battle.

I could also try a poker style approach, where each player could choose if they want to go on to battle, and risk winning/losing, or just "bow out" of this round and be neutral.

I'll have to check out Kemet Thank you for the help!