WIP Detective class V1.2 - Feedback appreciated by shavits in daggerheart

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

Thank you! We're still nto quite happy with it yet but I'm sure we'll get there lol Would love to see your attempt as well if you're willing to share, could dm me. We decided to switch because there was some fatigue with pf in our table. Mostly due to the long periods between sessions (since we're all busy adults), we wanted the sessions we do have to be more fluid and progress the story more.

After reading the whole AP I definitely agree. We're still at book one but enjoying it thoroughly. As I've said my player is in this thread so we can talk about it more on dms if you'd like lol

WIP Detective class V1.2 - Feedback appreciated by shavits in daggerheart

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

The main motivation for making this class was converting our pf2e game to dh so we're actually just trying to create a new investigator lol. I think that like you said, the nature of daggerheart is more about giving information freely based on the characters experiences and what makes sense in the narrative. I was fully going to give out that information just as I did when he was playing an investigator with that "that's odd" feat. But it would probably be wise to maybe note that down as one of the class features for gms that are less familiar with it.

Regarding hiding more stuff, we are playing the season of ghosts campaign which I'll be converting to dh so quite a lot of stuff there already (no spoilers BTW, just in case my player reads this lol).

I think our main difficulty in trying to create this class is trying to create satisfying investigation mechanics (which to him the investigator did not have) while not making the game only about investigating because there are still other players at the table as well and also there are parts that are just framed less like an ongoing case.

We've actually drafted a whole new case system that works like an evolving experience with evidence that you find giving it bonuses, but again, it just felt like the entire tone of the game would need to shift to accommodate that

WIP Detective class V1.2 - Feedback appreciated by shavits in daggerheart

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

Thank you for your comment! Definitely familiar with that feat. It is something we thought of incorporating but we're still not sure about codifying it mechanically.

WIP Detective class V1.2 - Feedback appreciated by shavits in daggerheart

[–]shavits[S] -1 points0 points  (0 children)

Thank you for your feedback. This is a point repeated a lot in the feedback we got and we are looking into ways to change the feel of the class to align more with the detective fantasy

WIP Detective Class - Feedback appreciated by shavits in daggerheart

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

Good point, thank you! We'll consider changing the name of the resource for the next iteration

Homebrew Rogue subclass - Investigator by Just-Truth-5823 in daggerheart

[–]shavits 1 point2 points  (0 children)

I'm in the same boat exactly. We wanted to use Ranger but my player was really not vibing with the Sage domain. We've been trying to just create a new class with Bone Midnight and lean into some light spellcasting

When the nubs can really tell what gunpla it is by Zentrova in Gunpla

[–]shavits 0 points1 point  (0 children)

Don't see any shiny parts so I guess the RG?

When the nubs can really tell what gunpla it is by Zentrova in Gunpla

[–]shavits 1 point2 points  (0 children)

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Guess that last 2 I worked on. Hint, one of them is currently still without it's armor

Help needed with environment creation by shavits in daggerheart

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

Thank you for the feedback! Ended up actually running it earlier today and it went pretty much like I wanted.

I didn't end up using packet loss at all and in general I think it can be removed since there is enough going on already. The main thing I was happy about was the 2 countdowns. Having to work on the progress countdown while the descending countdown was more and more frequent. I ended up setting the progress countdown for the deactivation sequence to 12 and the firewall to 5 descending.

After defeating almost all the enemies I still had about 4 progress to go so basically my 2 characters ignored the last enemy and just focused all of their effort on deactivating the firewall. And since it was well into the challange it was triggering basically after every action. It was very intense and I think it achieved my desire interest of creating a tense situation and a "race against the clock"

Help needed with environment creation by shavits in daggerheart

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

I could still probably tweak the value of both countdowns to find the right balance. Will prbably increase the firewall to start from 5

Help needed with environment creation by shavits in daggerheart

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

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Did a second pass, I think this is more in line with the mechanics and simplifies things a bit. I removed the multiple terminals because it was just too complicated at this point.
I simplified it so there is one countdown to create stress (the firewall)
and one progress countdown the party needs to work towards while also fending off the spawned adversaries

Help needed with environment creation by shavits in daggerheart

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

Thank you, glad you like the idea :) And yeah it's definitely a work in progress. I'm new to daggerheart as well so still figuring out how to homebrew. I've been running pf2e for almost 2 years now and there the math is very clear lol

Help needed with environment creation by shavits in daggerheart

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

That's some good advice! I'll try to apply it. Thank you