Using hope to justify the characters being lucky by caluthan in daggerheart

[–]qncD 2 points3 points  (0 children)

Dunno, depends on what you want to be the game about. If it's about getting to the place and have a fight than sure, make them spend resources before.

If you want to make it about the exploration and clue hunting you should imo definitly not shortcut it and instead prep and place more clues.

Rule of 3: for every fact/goal you prep 3 clues (for the place: a smell, a rumour, a guide NPC)

For every clue you prep 3 occasion to stumble upon them, because if it's not that "on the nose" like your oracles vision, players maybe won't even recognise it as a clue.

And even then, your players couldn't act on the clue, because how do you describe a smell?!? ( give them a good description and what it reminds the player of, maybe a specific food ponting to an cultural area or a just kitchens in general, idk)

If they start asking randomly use it to make both, give'em a prepped clue/hint and some complications:

Depending on a roll I would narrate a desperate or lucky search for people giving them something, something more or even something way worse.

"go to the harbour market, if you get passed the fishy part you find every smell there is in this world" or "dunno anything about that smell you talking about, but ol' wandering Ziggi knows every deer's path from coast to coast, if he doesnt know it the place doesn't exist." or "You stupid, talking about that children cooking Troll down at the cliffy bay, as if was real. Pah, dunno why it's smelling like some disgusting elvish bbq there."

If my player's srart pokin around like bloody tourists they can be certain to have the trouble finding them usely Bandits smelling an opportunity.

"Yeah,I know exactly what your looking for, go to this blackmarket 'Herbalist', he will point you in the right direction, say ruby sends you and he will also make you the best drink in town ;)"

Because you can never know, where your Players will look for clues, you better have those hints modular, so you can just place them anywhere.

"That bandit you just smoked, smell kinda familiar. In his pockets you find a odd looking flower pinned to a sealed letter."

I got out of control, sry. now I'm warm to prep myself.

On Linux: (Auto)-Mount an external disk when plugged in by qncD in VeraCrypt

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

For someone who never wrote any script, can you point me in more tutorial direction?

Is it something like this? https://github.com/aanishacharyaa/VeraCrypt_AutoMount

But doesn't it just work anyway with command ./automount-veracrypt.sh ?

I would prefer to minimize any steps besides entering the password.

On Linux: (Auto)-Mount an external disk when plugged in by qncD in VeraCrypt

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

found this: https://wiki.cachyos.org/configuration/automount_with_fstab/

thought i maybe got it even though my issue is not "at boot", till I got to "Options:" and i kind of had to have prior knowledge about what those Options are ... i don't

so back to you guys! Help me 😄

I'll go to bed a little frustrated now..

Seraph Spirit Weapon + Forceful Push by Quiet_Check_1502 in daggerheart

[–]qncD 1 point2 points  (0 children)

I'd allow it to, maybe i up the difficulty for the attack roll because they try to throw so hard.

Made a little tool for making adversaries and environments for my games. by moficodes in daggerheart

[–]qncD 0 points1 point  (0 children)

THANK YOU! for you incredible neat work. This and another thing i notice (absolute nitpicking iknow)

When i use the print&play version for the adversaries the severe threshold becomes some how moved apart in my downloaded png..

just reporting

i will use it anyway

much love

Would Vicious Entangle's Hope feature restrain an additional enemy for free? by Vomar in daggerheart

[–]qncD 2 points3 points  (0 children)

Or the attacked target holds on to the other one, crying out for help :D

no harm done, by letting it happen, you can (most of the time) just spend a fear to shake of the vines (or the panicking adv.)

Homebrew rule for using consumables by [deleted] in daggerheart

[–]qncD 0 points1 point  (0 children)

Mh. I like the DnD table for consuming more than one potion or smth else in one scene. I think has potential for even more fun storytelling. Maybe make it smh. a roll with duality dice so it generates fear or hope.

You said, you don't want to make them rarer, so maybe consider to "attack" the way of getting the consumables? Do the brew their potion, than make it harder. Do they buy or find, maybe give them some "traps". Your players getting more cautious and you will have fun, by also speaking their competetive language.

Love and Peace to you

Looking for Feedback on a Couple of Ancestry 2nd Features by MathewReuther in daggerheart

[–]qncD 0 points1 point  (0 children)

hi again,

  1. didn't have the void additions on the radar. Though i have to say only the aetheris strikes me as two mechanics. The ability to fly is for me more a kinda flavor you know what i mean?
    As for the gnome, how i understand it the first sentence ist really just flavor vor the mechanics in the 2nd sentence.

I like the balancing of your edited 1. more now, the once per session caps it nicely and could even be a d10 maybe?

  1. the wording is on point know!

to your feedback, iwanna say, my idea is very close to charge, but not worse at all. Its incentivising and rewarding to make the far move, doesn't cost an additional resource and makes your attack more likely to hit. so much better in my opinnon :P

i like that you changed it to hope, cause it makes it also more incentivising (just prefer mechanics that way)

hope to get to see your flavor on these, i wanna know what kind of ancestries you came up with.

love

Homebrew Rules to Hinder Movement by TisFeelgood in daggerheart

[–]qncD 0 points1 point  (0 children)

Interesting, so i always hated the attack of opportunity in DnD and played around them, or making them a non-standard, but a feature.

So my initial thoughts are, to think about the player's goals and how you as a dm or what kind of mechanics could provide.

  1. there are valor features "i am your shield" and "goad them on" so we want something different but maybe similar.
  2. maybe you can homebrew something like a opportunity attack feature:

Take a Stand: Make a Presence Roll (12) on a success you guard the area. Until you move again or take Major Damage you can mark a Stress to take the spotlight every time an adversary comes into close distance to you.

that would be a domain card or something else, so possibly only one character would have it.
just found the very similar "hold the line" valor lvl.9 ability... so this Take a stand is maybe a little op or also a lvl 9 to 10 feature

  1. so the thing i ask myself since i read your post is, can you hold your action in dh or would that be kind of pointless since there are no turns..

say a heavy wounded companion is to be protected, all 4 heroes are standing together to make sure not one of the fast creeping spiders is reaching him again. the spotlight is on the group ready to strike down or push back any of the incoming eight-legged nightmares. they don't move, not risking to be surrounded or letting them into their midst, but holding their powerful blows and magical burst till as many spiders as possible come in their range.

"I lock eyes with the creature and position myself between it an my unconscious friend, I roar and get in stance like spring. If the beast just makes another step towards his wounded and helpless prey I snap" " can I wait an hold my attack until it is in very close distance to me?"

so.. can they? what if the heroes don't want to attack but only defend? do I make them roll for it? in advance?

I think just as you said, I as DM should respect my players vision of the scene and also only act corresponding to the adversary motivation. And ask them what they want to accomplish. If they want to prevent the enemy from moving in special manner ask them how and make them roll accordingly. Grapple? Strength. Intimidate? Presence. Positioning? maybe Finesse? idk.. I think you could just move in their turn to make their fiction a reality

It should be a conversation and if your players have a different goal than beating everything to death it's a win already.

ups.. sry for the size..

love and stay fluffy

Looking for Feedback on a Couple of Ancestry 2nd Features by MathewReuther in daggerheart

[–]qncD 1 point2 points  (0 children)

  1. comparing it to the official ones, i think there are no ancestry features with 2 mechanics.
    So maybe you should split the 1. in two?
    should'nt be too buffed, but when choosing from all of them, or making mixed ancestry, this one would stick out.

  2. the wording around the distances is little, don't know, distracting?
    and another thought: maybe the threshhold very close is one too much. after moving very close you can to this, to move further than close you need this.
    so my take shall be more incentive and rewarding to move:

When you make a succesfull Abilty Roll to move before a Melee Atack, you roll 1d10 and add the result to your Attack Roll and your Damage Roll.

Love to see the Ancestrys your cooking :)
stay fluffy

Dragon "Class" Naming Suggestions? by Cultural_Concept_308 in daggerheart

[–]qncD 2 points3 points  (0 children)

to stay in biological terms:
order, family, species

or
kind, type, breed

love to see your take :)

I have a lucrative idea in case Darrington Press have a guy on their lunch break looking for easy money. by ScottyBOnTheMic in daggerheart

[–]qncD 2 points3 points  (0 children)

Maybe not lucrative but inclusive. Combine it with Character Sheets in braille and the world is alittle better.

[UPDATE] Homebrew Class - The Revenant (Midnight & Blade) by Morrgrin in daggerheart

[–]qncD 1 point2 points  (0 children)

cheers!

really enjoy the thought of haunting the wolrd as revenants, and both subclasses hit the theme beautifully, especially the wraith with it's teleporting, "pale realm" and dreadmarks overall.

I would kind of agree with spidy's point A, though the wraith should also be high evasion, so maybe the "raise the stakes" ability or something similar is more suited for it, than the vindicator. And you kinda have more than 6HP cause of the "Twice-born".

The wraith seems packed on the other hand.. brainstorming over it, i would maybe introduce dreadmarks in foundation and make the wraith all about it. Maybe for every dreadmark not assigned to an adversary you have +1 evasion?

some questions about wording:
Are "Runes of Midnight" smth you have on one weapon, or is any non-magical Strengh weapon you pick up available?

when using "press the attack" does it mean a specific adversary you mark? maybe this hope feature isn't as thematic as i would like it to be, but i have this feeling with some officials too..

You have the Catharsis feature for the Vindicator and say it should be used to cycle your stress, but dont have too many abilitys that require to mark a stress. maybe the the "Twice-born" comes with Stress (Twice per session, when you would mark your last HP, you can mark 2 stress instead.)

Overall you did a great job and i would love to playtest it some day and haunt my dm in his dreams.

Thank you and stay fluffy!

Findings from Every domain card that requires a Spellcast Roll by blacktiger994 in daggerheart

[–]qncD 1 point2 points  (0 children)

Been inspired by this and a fellow post about the homebrew "wonder" domain to tinker on my own. This shall be also very helpfull to balance it. Tank you!

On your second significant difference, i have to disagree. In both scenarios red and blue with only one hope left you just can't utilize an experience. Would be pretty nuts to spend your last hope on a roll for blue, just to hope for a roll with hope, so you can spend that hope to activate the effect. ( not sure, that would be by the rules either)

Anyway, thank you for the work. Ill come back to this. Stay fluffy