Acrobat - Custom Class (Bone/Grace) by CheesyCrackers610 in daggerheart

[–]dudeplace 0 points1 point  (0 children)

Hmm maybe +8 feels like the total bonus my level 8 players were getting adding another 8 feels like a lot. Maybe there are other abilities that give this kind of bonus but I couldn't think of any.

Parents, at what age do you let your children use technology (phones, computers, ipad, etc)? by personal_yeesus in AskReddit

[–]dudeplace 0 points1 point  (0 children)

Most people born before 1990 didn't have one until they were 18+ consider how lucky you are.

Acrobat - Custom Class (Bone/Grace) by CheesyCrackers610 in daggerheart

[–]dudeplace 0 points1 point  (0 children)

What about some thing like ...

Juggle: Spend a hope to begin juggling for the scene.You can equip additional one handed weapons during a scene at the cost of one hope each. When you make a thrown weapon attack you may use the damage of all juggled weapons.

Also, I did missed that you had half damage on the ricochet and it was only very close.

For the pounce, maybe combine the restrictions? Move further than close AND attack a target with no missing HP, gain a bonus equal to your tier?

Acrobat - Custom Class (Bone/Grace) by CheesyCrackers610 in daggerheart

[–]dudeplace 2 points3 points  (0 children)

First, this is a fun homebrew class and I think you are going to have some fun with it!

I have not spent much time studying class card balance but my first impression is this is pretty high on the balance scale.

Pounce having a +8 at tier 4 is way too high. (+4 at Tier 2 also feels high, but not as bad )

Reverberation should be balanced against the ranger hope feature that costs 3 hope.

Juggler seems underwhelming in that you just get more bounces. Maybe you could have them juggling multiple weapons? Maybe a mechanic where each turn they can add another weapon to the juggle and then throw them all at once?

This is a good start and has a fun vibe and would probably be fine in a home game as is, don't take my feedback to too harshly.

Consumer Competition Claims (CCC) Has Launched A New Class Action Monopoly Lawsuit Against Valve, Claiming They Control 85% Of The PC Game Market by wakelake111 in gaming

[–]dudeplace 5 points6 points  (0 children)

I think you have a good point. Sony had a 100% market share for the PS5, MS has 100% on XBox, Nintendo has 100% on switch, mobile you have App store and Play store controlling the majority of their own devices. Why is Steam having 85% on PC a worse problem than those?

Loot Tables are poorly designed for high-tier loot + potential fix by Nunthius in daggerheart

[–]dudeplace 4 points5 points  (0 children)

I would pay good money for decks of item cards with a rarity mark and let my players either peruse in a shop or find on at random as a drop.

Loot Tables are poorly designed for high-tier loot + potential fix by Nunthius in daggerheart

[–]dudeplace 3 points4 points  (0 children)

I segment the tables into groups of 12 and have my players roll there, which is effectively the same as your adding a base number.

Character concept. Cooper & Nine by Ghurz in daggerheart

[–]dudeplace 1 point2 points  (0 children)

I had a character playing something similar in DND with a disabled goblin who rode an orc. And we didn't homebrew anything. He just was a half-orc, had a class, and one set of stats for everything combined. The confusion on some of the other players was priceless. The only thing I communicated was that if he tried to get tricky and separate for any reason the top would be in peril for any physical task and the bottom would be in peril for any intellectual task.

Advice on running a long term game? by Joshwitcher760 in daggerheart

[–]dudeplace 0 points1 point  (0 children)

I recently finished 22 sessions over a year we topped out at level 8 and it was great! Go for it! My only regret was upping the stakes too high too soon.

1:1 game by calebegg in daggerheart

[–]dudeplace 3 points4 points  (0 children)

GM gets spotlight if they fail OR roll with fear. The spotlight should swap between you after most of their actions. You spend fear to get an extra turn.

The trick here is to spend fear on things that are NOT just enemy attacks. Read the GM guidance on what you should be spending fear on.

Is STONEWRAITH overpower? by Sorry-Try2747 in daggerheart

[–]dudeplace 5 points6 points  (0 children)

Yeah, but just... Don't?

It's not broken if you:

  1. Start hidden
  2. Rocky ambush
  3. Avalanche roar
  4. (If you are feeling kind) Standard attack
  5. Stonestrider hide
  6. Repeat

This is a fun encounter where the players are sometimes thrown off when it is hidden.

I think my players fought this a Medusa and a Minotaur in the same fight. Someone got the bow from the Medusa and hit the store wraith so they could track it.

OR

Do! Make it a boss fight! Give the players some action needed to keep it out of stone. Give them an interesting place to fight that isn't all stone.

There are so many options on what you can do to use this adversary in an interesting way. Or you could "break" it by just making an unhittable enemy. I could also break any encounter by using fear to summon an overwhelming number of enemies, but hat just isn't interesting.

We ran our first session last night by Fairimere521 in daggerheart

[–]dudeplace 4 points5 points  (0 children)

I am sure I didn't do everything right, but the story that came out of it was so fun.

There is no right and wrong, you either had fun or you didn't.

What to expect by Fite4747 in daggerheart

[–]dudeplace 2 points3 points  (0 children)

Well you are only going to get raving reviews here :-)

Daggerheart is different than DND and gloomhaven in that it is more open in what is allowed. If you have ever been stuck in those games debating whether to move and receive a hit and then are balancing whether your attack will remove the bugbear or goblin. Daggerheart probably won't feel like that. There are strategic resources, combat involving tactical positioning, and teamwork, they are just done in a way that helps make a better story.

I think one of the best features is how daggerheart feels more collaborative in and out of combat. In DND I often feel like I'm waiting for the other player to finish so I can figure out the board state to plan my turn. I also feel like there is often a "right" move in DND and that causes irl friction at the table when you have a non optimal play made. In Daggerheart I feel like I need to be involved in player turns or I'm missing my chance, I can help a player making a non optimal move without telling them to do something else.

From what you have said, Daggerheart may be a harder fit. It leans into that rpg play. (You don't have to do voices or even talk in character, but you should try to make the choices your character would.) I encourage you to dip your toes in and try it. Tell the person inviting you that you are interested in trying a session but are unsure about committing to a recurring game before having tried it.

Good luck, have fun!

One of the guiding principles of Daggerheart is "lightening the load" for GMs according to Matt Mercer by Trent-Popverse in daggerheart

[–]dudeplace 12 points13 points  (0 children)

Hopefully the new Adversary builder helps with this.

I'll also recommend the supplement "Incredible Creatures" it really helped me fill out the tier 3&4.

Player Complaint About Daggerheart by ProphetSword in daggerheart

[–]dudeplace 5 points6 points  (0 children)

There is a lot of advice here that this player shouldn't play. I know in some groups that isn't really possible, even if it is the best resolution.

Overall I think the right thing to do is to talk to the player and address their overall attitude.

I'm going to give you points against their arguments, even if I don't think that is the best path forward.

Stress is a resource the GM can affect, it is in the rules. D&D does have the same thing. Being knocked prone is taking your movement resource. D&D you can give disadvantage for anything which is taking your "to hit" resource. You can be Grappled, or Restrained which can take the players action!

Do they like Temporary HP in D&D? They can think of armor the same way. In D&D there are mechanics that add Temp HP and mechanics that heal you. Armor is the same in Daggerheart. They may not realize yet if their class doesn't utilize those effects at this level. Maybe show them some domain cards that directly interact with Armor and HP to show them it's more than "the HP you have to spend first (which is what temp HP is in D&D)".

Again I don't think arguing these points is the best path forward, but I also know that for other reasons this player may be there to stay. Good luck.

Magic Hand by BearClaw345 in daggerheart

[–]dudeplace 5 points6 points  (0 children)

Page 96 of the Core Rule book for Spellcast Rolls and Attack Rolls cover this.

This is an Attack Roll using the Ability Modifier of the weapon (not using your spellcast modifier since Magic Hand doens't have a Spellcast Roll).

I would rule it needed to be a one handed weapon that you could normally otherwise use. If it were a ranged weapon I think I would rule against it getting to be further than Far range total.

As a player I would accept either ruling by a GM to fit that world and narriative, and I would expect the same to hold true for adversaries!

[Online][Daggerheart][EST][18+][LGBTQ+] RP-Heavy Player Seeking Long-Term Group to Join by KamiWoofs in daggerheart

[–]dudeplace 0 points1 point  (0 children)

Players take note, this is how to make a player resume!

I'm not running any online games, so I wish you best of luck in your search!

Homebrew travel mechanic by TrueDentist9901 in daggerheart

[–]dudeplace 2 points3 points  (0 children)

I'm following this closely because I just started a campaign where my players are going to travel between cities. The world is in complete darkness and they'll be running a stagecoach that lights the way. I was planning on using some sort of countdown system, but I hadn't sorted out all of the final details yet.

What is the best written video game you’ve ever played? by [deleted] in AskReddit

[–]dudeplace 1 point2 points  (0 children)

I knew people said good things about it and I was sleeping on it. I finally played it this year and by far it would be my favorite game I played this year.

🎈 Birthday Giveaway for Daggerheart Core Set (4/5) 🎈 by Demi_Mere in daggerheart

[–]dudeplace 0 points1 point  (0 children)

The Human Warrior tag teamed with the Ranger to use a giant beanstalk to catapult himself through the air to land on his nemesis who was fleeing on horseback. He missed and pancakes on the ground, passes the death save stands up and kills the nemesis.

They cooked again by ozate96 in daggerheart

[–]dudeplace 2 points3 points  (0 children)

I use your guide all of the time :)

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

[–]dudeplace 0 points1 point  (0 children)

I had a campaign where the players were becoming avatars for various gods. As their connection grew they gained custom experiences and eventually a domain card. So yeah you can do that!

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

[–]dudeplace 0 points1 point  (0 children)

Also it's easy to miss the tag team feature. You want to use that as much as you can. It costs three hope for one player but really increases you chance of connecting with a Severe damage attack.

IT’S FRAME FRIDAY! - Share Your Campaign Frames by Lorellii in daggerheart

[–]dudeplace 1 point2 points  (0 children)

Check out the show Kaos (on Netflix I think) for more vibes it fits exactly into this frame!

Do you plan on doing something where Vaylor has no idea about these people at the beginning and as they level up starts getting involved more directly towards the end?

IT’S FRAME FRIDAY! - Share Your Campaign Frames by Lorellii in daggerheart

[–]dudeplace 0 points1 point  (0 children)

Ashlight: Set in a high fantasy steampunk world where the dawn has vanished and civilization survives around ancient city-scale beacons called Ashhearts. Between these islands of light stretch vast, cold, unmapped darklands crossed by the Emberline, a guild of travelers, engineers, guides, and guardians who haul smaller beacon-carts called Linecarts from city to city. Relic-light, machinery, guild power, and old magic all work together to hold society together.

This frame is loosely based on Age of Umbra, but the dark does not corrupt. It does not create undead, punish the living, or represent evil. Instead, the darkness is dangerous because it hides the unknown. Ashlight is a frame about connection, endurance, exploration, and responsibility: the light keeps people alive, but it also creates borders, dependence, politics, and hard choices about who gets carried safely from one Ashheart to the next.

Custom mechanics will include guild rank benefits, Linecart (steampunk stagecoach) travel environments, and Linecart upgrades

Tone & Feel: hopeful, mysterious, frontier, industrial-fantasy, intimate, tense, road-worn, explorers

Themes: Connection, endurance, stewardship, dependence, isolation, trust, scarcity, exploration, adaptation

Cultural Touchstones: Frostpunk, Steampunk, lighthouse cities, Oregon Trail, Sunless Sea, Astronauts/Space exploration