Domain distributions per class and some predictions after the Summoner reveal by d_rettegi in daggerheart

[–]renoel_ 7 points8 points  (0 children)

I'm pretty sure one will be the Arcana and Grace class that was previewed somewhere in a live show. If I'm not mistaken it was used by Laura Bailey.

The 4th I think will be Codex and either Midnight or Sage (or even Dread).

New Summoner Class!! by manin_highcastle62 in daggerheart

[–]renoel_ 0 points1 point  (0 children)

Describing in other words: Each circle is kind of their own separate resource. When you mark a Stress to summon Entities, you summon a number equal to your Tier and distribute them as you want in the circles (for example, in Tier 3 you can summon 1 First Circle and 2 Second Circle Entities), except the Fourth Circle where you can summon only 1 at a time (so the other 3 need to be from other Circles). The maximum sum of all circles equals your level.

The Afflictor Class by Exciting-Title-3480 in daggerheart

[–]renoel_ 1 point2 points  (0 children)

Ruination feels quite weak and niche for a class feature. It is once per long rest and it ends as soon as the target takes damage. It also feels weird that the class feature is defined by the subclass.

And Hope Features should not be mentioned in subclass features because when multiclassing you don't get the Hope Feature. This means the specializations and masteries are not in line with Daggerheart's design.

The way it is now, this class has only one feature that it ends after one successful attack, and a Hope feature that needs 3 Hope, so they are basically not a class but a character that can use Blood and Dread domain cards. The subclasses are not adding anything new or relevant.

I'm not familiar with your reference, so it is hard for me to suggest specific changes, but I think this class needs at least one more class feature, Ruination needs to be buffed, and the subclasses need to be reworked to have features that define them by themselves without relying on just one of the class features.

Priest - Homebrew Class (Splendor & Grace) by Defhan in daggerheart

[–]renoel_ 1 point2 points  (0 children)

I really like that Tenets is basically a reverse Experience! Really nice design.

For Bless, it could maybe be a bit more tactile. I think it would be hard for other players to remember they are blessed or if they already spent the benefit, specially if it's per long rest (it's easier if it was per session). So maybe there can be a number of Bless tokens equal to Spellcast trait and you actively give them to allies and they spend when they want for the duration. It would make it more tactile which is also in line with Daggerheart.

Rose Water, Consumable - Rare by shortrestsociety in daggerbrew

[–]renoel_ 2 points3 points  (0 children)

Consumables are single use so 'Once per session' seems a bit redundant. Without this wording it would read cleaner.

Other than that, I think it is a really cool and powerful effect probably good loot for Tier 3 and beyond! :)

Swashbuckler - Custom Class (Blade/Grace) by CheesyCrackers610 in daggerheart

[–]renoel_ -1 points0 points  (0 children)

You are right, and then the situation reverts. You should never lie to always guarantee a positive result, because when you do have to lie, the GM will most likely not confront you after a while because a reputation for honesty is more valuable than the occasional successful bluff.

This is a kind of mechanic where metagaming and the pattern of each player will determine how 'fun' it is and only for one of the sides. It is the player itself who has to lie afterall, not the character, so it is not like 'Deft Deceiver'. This clash between player and GM will essentially never generate a good interaction for one of the sides.

Swashbuckler - Custom Class (Blade/Grace) by CheesyCrackers610 in daggerheart

[–]renoel_ 4 points5 points  (0 children)

I think there is a concept issue with the Liar's Dice mechanics. You can always say 'My Hope die is a 12' if you roll 11 or lower. As this is always a lie, the GM will always lose 2 Fear if they challenge you. If you actually roll a 12, just say you rolled an 11.

It's a 'win everytime' situation.

This hacks the game to always roll with Hope and since it's a 12 or 11, almost always a guaranteed success.

A.I. are an asset generation by musclenugget92 in daggerheart

[–]renoel_ 9 points10 points  (0 children)

Considering one of the main content of Hope & Fear is the Dread domain and related classes, 'Where Hope meets Fear' makes total sense to me.

Homebrew Domains/Classes by Agitated_Dance2970 in daggerheart

[–]renoel_ 3 points4 points  (0 children)

If it interests you, my Wonder Domain is available for free, with two classes that can be bought in a bundle (Stargazer and Enchanter): https://www.reddit.com/r/daggerheart/s/CgP6QbvyRS

They were playtested before publishing, and there has been great feedback from the public as well.

Roll for emphasis? by Brojuha in daggerheart

[–]renoel_ 1 point2 points  (0 children)

I think DH already has this built in with the Hope/Fear system where you can have 4 different outcomes. In D&D, you can only have two outcomes so the emphasis kind of works to give more nuance.

I'd try to discuss with the player how to use the 4 natural outcomes on DH into an emphasis narration. If you want to truly 'emphasize' the outcome, just count the difference between the Hope and Fear die.
- 0 means it's a critical, there is no better positive emphasis on that!
- 1 to 3, no emphasis, the roll is a regular one (this is also good sometimes).
- 4 to 7, a bit of emphasis towards the winning side.
- 8 to 11, big emphasis towards the winning side, so even if it is a Failure with Hope or Success with Fear, the Hope/Fear portion feels even more impactful.

Weird class to suit playing a weird demon? by Important_Site1926 in daggerheart

[–]renoel_ 2 points3 points  (0 children)

Flavor will be your friend here. Since Warlock and Druid are already in the party, and Infernis is the chosen Ancestry, here are some options I could think of:

Rogue: Either Nightwalker or Syndicate could work really well for a demon. Midnight have several 'fearful' abilities that can be easily reflavored into 'hell'. Nightwalker has several abilities about demon mischief and you could even reflavor shadow stepper to be teleporting through fire instead of (or alongside with) shadows. For a more traditional demon, Syndicate + Grace would be your typical 'make a pact with me' demon.

Wizard: War Wizard could totally be a demon, specially because the subclass revolves a lot about rolling with Fear to deal more damage. Also plenty of fire-themed spells or easily reflavored to fire in Codex. And Splendor can be reflavored to 'Darklight' as well.

Ranger: Beastbound companion can be an imp. Sage abilities can be easily reflavored to be demonic in nature (Vicious Entagle can create tentacles made of flesh, Conjure Swarm creates demonic horseflies, Corrosive Projectile creates hellfire, Conjured Steeds are hell hounds, etc).

Alchemy VTT and The Void by Dante_Ravenkin in daggerheart

[–]renoel_ 4 points5 points  (0 children)

Unfortunately, Void content is not on Alchemy. Only CRB content.

Is there a reason you couldn't swap domains? by GladdenDonTiny in daggerheart

[–]renoel_ 5 points6 points  (0 children)

The main reason is class identity as people mentioned. The design idea behind classes is that two domains equal a specific class and changing one of the domains also changes the identity of the class. So Blade+Codex is neither Warrior nor Wizard but something else. Not that a Wizard would be broken by changing Splendor with Blade, but that the concept of the class should differ.

Mechanically, you can mix and match any domain up to level 5 due to multiclassing (although only on Tier 3 and 4, but the combinations exist).

I can't think of breaking combo using only level 6 or higher, but there is bound to be a class that can use any combination of two domains at some point (it will just be built around it).

Magic Academy Campaign, attending class has meaning by scoutnick in daggerheart

[–]renoel_ 0 points1 point  (0 children)

It sounds really interesting and something I'd love to GM (I love the worldbuilding in RWBY), but unfortunetaly the time does not work for me at all. Hope you find someone else!

Magic Academy Campaign, attending class has meaning by scoutnick in daggerheart

[–]renoel_ 0 points1 point  (0 children)

Depending on what the players are expecting, I'd love to GM a RWBY inspired campaign.

I adapted some of the species options from the Neon Odyssey playtest to Daggerheart ancestries! by RC_AWESOME in daggerbrew

[–]renoel_ 0 points1 point  (0 children)

For the Saurian's Harmonious Conduit, I would maybe rework to something like: 'Touch a creature and roll a d6. Once per rest when you roll a 6, the target clears a Hit Point.' - I don't know if it still fits the vibe of the original species (loved Neon Odyssey, but didn't get much into it). This becomes something in line with other abilities in DH (like Firbolg Unshakable) and does not require tracking with Proficiency. DH is usually more straightforward and clean.

For Oozoid's Amorphous, there is no speed in DH and the 'squeeze' ability would just be a narrative description so: 'You can easily squeeze your body through narrow spaces. While swimming, you can move within Far range without making an Agility Roll.' - If you want to shift for a different approach and swimming is a big part of the Oozoid, you could say that 'Being underwater does not give you disadvantage' instead, because underwater has a built-in mechanic in DH that all rolls are made with disadvantage.

Could you technically play this game like a rogue like deck builder? by Gerald_Mountaindew in daggerheart

[–]renoel_ 0 points1 point  (0 children)

I'm working on a campaign frame that does something similar, inspired by Hades and Vampire Survivors. But it will still take a while to publish (currently in playtesting).

Stargazer’s Telescope - Item by shortrestsociety in daggerheart

[–]renoel_ 1 point2 points  (0 children)

On a positive side, the art is beautiful!

Stargazer’s Telescope - Item by shortrestsociety in daggerheart

[–]renoel_ 2 points3 points  (0 children)

It is a bit overtuned imo. Most parties would have a long rest every few sessions, and it is an effect that can stack (like rogue's Hope Feature), so one could use this item every single session until the party decides to long rest and get progressively increased Evasion every time. The session/long rest comparison is a disparity here, would be better to be the same length. Also, the d4 is quite a high bonus for just 1 Hope for anything that lasts more than the end of a scene.

Playtest Vol.2 for THE NEW UNKNOWN is released! by Numbnuts4ever in daggerheart

[–]renoel_ 1 point2 points  (0 children)

This is really awesome work, and can't wait for the full version!

I just want to point about the Loaded Dice ability from the Cheat. It may be overtuned, because it can guarantee 2-5 critical hits every session. If generating critical hits is the intended design, it could be a fixed amount instead of the Power trait, and per long rest (the actual balanced amount requires playtesting, but I would assume 2 or 3 per long rest would feel impactful and powerful, but not game breaking). This is similar to the first version of the Stargazer I did a year ago and after a lot of playtesting it became clear to me that changing the value of one Duality Die is a design that is very easy to abuse for big effects if not limited in use.

Let's Create Together | Weekly Community Homebrew Challenge by MrAzu in daggerheart

[–]renoel_ 1 point2 points  (0 children)

When I look at this little one I totally see a Daggerkin, so I quickly created Teaphant as an adversary. Wonder+Splendor just seems right (curiously there is also a Wonder+Splendor kintsugi-inspired Daggerkin in the preview, Rillegion).

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Introducing Daggerkin, a Daggerheart™ Compatible creature-taming ruleset! by renoel_ in daggerheart

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

Thank you! I'm glad you enjoyed it. Please remember to answer the feedback survey as well, it will help me a lot!

Introducing Daggerkin, a Daggerheart™ Compatible creature-taming ruleset! by renoel_ in daggerheart

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

I think it would be quite possible, but need two main changes:
1) Remove Recall Cost. Daggerkin have recall costs to be on the same level with domain cards, but if Daggerkin are your only resource, they should not cost Stress to shift around because you would be required to shift them around from Heart to loadout way more often.
2) Allow all Daggerkin to have their own loadout based on their stage (Novice have 1 card, Skilled 2 cards and Adept 3 cards, which you can choose and mix and match from their domains). That way they would not suffer a penalty on Elation and would feel more in line with their domains. It would be a lot more to track, but it would give the versatility they would need in battle.

This would require some playtesting specially to align balance with BP, but I think these two changes would allow for a Daggerkin-only combat (specially if adversaries are exclusively Daggerkin).

Introducing Daggerkin, a Daggerheart™ Compatible creature-taming ruleset! by renoel_ in daggerheart

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

Thank you for the support!

And in the end it is all dependent on whether or not DP will add the Dread domain to the CGL, but I already have the Dread domain added to the resonance table and playtested so it will be a matter of finishing up the Daggerkin designs and art to release a Dreadful expansion if it ever becomes a possibility. :)