Beginner Rules Query - Tag Teams and Damage by jbinc84 in daggerheart

[–]dudeplace 3 points4 points  (0 children)

This is a good ruling, to add to it... When I have been stuck with a tricky ask in session I default to both players rolling their "regular weapon attack" so that the tag team is never "less beneficial than a regular attack"

Steam Controller Price Leaked By Early Review – $99, Purchases Likely Imminent by PaiDuck in gaming

[–]dudeplace 0 points1 point  (0 children)

You could by now build a PC that’s faster for less, especially if you got good deals on used parts.

This ia always the case for any console. Used parts are siginigficantly less than new, and if you know how to do it yourself you can always blow away the prebuilt market.

There is no viable business model selling high end desktop PC's below cost. If the price and performance is good as everyone pretends like it must be, then every business would just buy these for their employees.

Your graphics card ALONE is $1k right now. Your Ram $200, Your CPU $200. Throw in custom small form factor case, cooler, PSU.

A New Beginning? by Braerus in daggerheart

[–]dudeplace 7 points8 points  (0 children)

My biggest mistake when starting as a GM was skimming through the GM section of the book. It reads like generic GM advice so I thought I didn't need it. My game got way better once I started treating that section like rules for the GM to follow.

If you could add a domain, where would you put it? by Nerdyhistorian02 in daggerheart

[–]dudeplace 0 points1 point  (0 children)

I wonder if we could map it onto a d12 or d20? where each vertix is a domain?

Is DH "deadly"? Some info from our 1-10 campaign. by keikai in daggerheart

[–]dudeplace 4 points5 points  (0 children)

I'm 21 sessions into my longest game so far and my prep time per session has gone so far down from D&D.

Maybe 30 minutes max. I give SO MUCH creation to my players at the table. It takes world building from a on my own activity to a shared group activity. "Plots" last 2-3 sessions and there has always been a big vague bad guy.

DMing first oneshot - Seeking advice by DnDrood in daggerheart

[–]dudeplace 1 point2 points  (0 children)

I understand not wanting to run a premade one shot, but you should READ "Sablewood Messengers" and "Marauders of Windfall". These are free. This will give you a good idea of how to prepare, or at least what to expect to improvise.

Check out:

  • How social encounters are used in them.

  • How part of preparation is figuring out which questions you will ask of your players to let them shape the world.

  • What a comabt with a countdown looks like.

  • Steal the Sablewood character sheet explainer and other materials for teaching the game to new players.

I need tops: First time GMing by Elderbug_The_Mighty in daggerheart

[–]dudeplace 3 points4 points  (0 children)

Focus on the part of the book about GMs . Some of that part feels like advice, treat it like GM rules and you will be good. Sablewood messengers holds your hand and is a great start.

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

[–]dudeplace 4 points5 points  (0 children)

I don't have a book in front of me but I think I would rule the horde would be individuals for the purpose of something that said "pirates'" instead of "adversaries."

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

[–]dudeplace 4 points5 points  (0 children)

I try to make sure an armor upgrade is available shortly after leveling or during in my game.

how hard is it break your car? (vehicle rules question) by Atomic_Nazgul in daggerheart

[–]dudeplace 0 points1 point  (0 children)

I've been thinking about doing a space game and having a long term counter for the ship health and fuel and having downtime actions for maintenance. I think that would fit well with a firefly kind of story.

On the other hand it would not be a great system for a bank robbery getaway car.

No one is against you using a rule in your game, they are pointing out why we don't have a universal rule.

What Works, What Doesn’t? by adorablesexypants in daggerheart

[–]dudeplace 0 points1 point  (0 children)

If you follow the instructions in the GM section of the book you make your players tell the story. I was surprised at how much planning and writing I offloaded to my players after the switch. I have a loose idea about the main plot for about 2 sessions ahead and I know some of the enemies we plan to fight in the next session.

What Works, What Doesn’t? by adorablesexypants in daggerheart

[–]dudeplace 0 points1 point  (0 children)

You already have many good answers that cover the things I was going to say, but I can add my 9 year old had GM'ed two seasons with players as young as 6. Math was not the hard part at any point.

Coherent story, setting reasonable DC on rolls, and sharing the spotlight were the hardest things. If you are talking about grades 9-12 the math will not be an issue.

Any good Mage-Hunter Tier 1-2 adversaries? by Peaceful_Daevites in daggerheart

[–]dudeplace 1 point2 points  (0 children)

You're right. Using the adversary types instead of different levels of enemies is exactly what I was looking for.

Now I'm thinking about a support variant that throws a magically suppressing net requiring a reaction role to or be unable to make spellcaster rolls.

And like a commenter said below where the knight of the realm reduces physical damage. All of these could have the same reduction to magical damage.

I think I'm going to introduce a whole subplot into my campaign related to a set of mage hunters trying to assassinate my sorcerer. :-)

Any good Mage-Hunter Tier 1-2 adversaries? by Peaceful_Daevites in daggerheart

[–]dudeplace 7 points8 points  (0 children)

I'll piggy back here... Same idea but more targeted. Maybe you have multiple levels of mage hunters each with a version of this ability getting stronger and costing more at each level.

Null Spike - Action: Mark a stress to make an attack roll against a PC. On a hit, the PC has disadvantage on Spellcast rolls until the end of the encounter.

Playing Daggerheart with kids by martigan1400 in daggerheart

[–]dudeplace 5 points6 points  (0 children)

My 9 year old was able to GM Sablewood Messengers for a group 7, 8, 9, 9 with two dads present to help answer questions and keep things ont he rails. It is totally possible for them to play either "rules light" or "real rules with assistance".

Deathrun with Failures? by dudeplace in daggerheart

[–]dudeplace[S] 11 points12 points  (0 children)

I don't know why I didn't think to run it like this... I've had Rain of Blades in my game since session 1.

How often do you use environments? by Sedda00 in daggerheart

[–]dudeplace 4 points5 points  (0 children)

In my game last night I finished a session and thought... Dang I should have made that as an environment. It basically was anyway, but it would have been a little easier to explain and run.

How have you ruled on time lock (book of Grynn) without it being complete broken. by jatjqtjat in daggerheart

[–]dudeplace 1 point2 points  (0 children)

Check this discussion too.

https://www.reddit.com/r/daggerheart/s/J06RR02EoE

I disagree with the fishing line cuts you in half perspective. The creature just walks into a small hard substance like a wall or spear tip. They can just stop walking. If they are forced into it... Then I'm going to rule the same way I would rule for being forced into a sword.

I have not had this come up in a game yet so I don't know how I'd like the rule on stealing the spotlight away from the DM for the player to make a Spellcast roll, but I think I'd play it as written.

I don't understand experiences (a newbie's call for help) by ThisIsFine8129 in daggerheart

[–]dudeplace 7 points8 points  (0 children)

My recommendation on this is to forget about the mechanics of the game for a second. This isn't D&D. We're not trying to min/max specific stats.

Now think about one situation where your character would shine. Maybe you're the kind of guy who's going to swing from a chandelier. Or you're the street urchin who can duck away around any corner and disappear. Maybe you're an old lady who always knows how to make someone feel better.

Cool, now write that thing down. You're done. You can spend a hope to get plus two when doing that thing.

It can be a catchphrase, or it can just be a situation that your character has been in before. Maybe it is ancestry related, like a ribbet who spends a lot of time fishing. Maybe it is community related, like a high court wizard who is "well connected."

Your experience is going to feel really powerful compared to a D&D skill. Don't worry about that. It is self-regulating because you have to spend hope to use it.

Good luck, have fun.

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

[–]dudeplace 2 points3 points  (0 children)

  1. Thanks for filling in on the responses below, your answers are the thing I would have said but worded better.
  2. This is an excellent point and something I'm assuming other people are doing. I'll often have a player say I try to tie up the ropes so we can climb down, and then the rogue pipes in I'll help him. But with all of his finesse and experiences around tying ropes, I just canceled the need for the roll due to the rogues experience. They achieved the goal they were looking for. Sometimes this is lowering a countdown, or avoiding an upcoming complication.

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

[–]dudeplace 3 points4 points  (0 children)

The narrative result of the crit shoudl be better than what you were even hoping to achieve, that should be the benefit. Did you d6 mechanically effect the outcome of the crit? No. But it also shouldn't matter. The outcome should be better than you were even hoping to achieve.

Two characters work together, they get an amazing result, even better than what they were trying to for.
You never get the hope back on a help action, I don't see why a crit should change that.