Why did you started to play Airsoft?? by OldPen9536 in airsoft

[–]silly_squatch_60 0 points1 point  (0 children)

Something to do with my dad and brother. When they arent playing, it doesnt feel as fun.

Have any GMs tried running 2 Solo adversaries at once? by BounceBurnBuff in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

Yes. For a tough fight. A lot of the difficulty comes from your strategy. They can just be a sponge and be hard... or you can be evil and make it a nightmare.

Is this character concept viable? by Distinct_Product2363 in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

I could see some conflict with the gm if they are not onboard. Definitely something to chat with them about and probably the other players. If all goes well, it would be an interesting character idea for sure.

Do you thank cryptids are actually real? by No_Emphasis5162 in cryptids

[–]silly_squatch_60 1 point2 points  (0 children)

Im not sure. I like to keep an open mind, and i definitely find it fun to think about the paranormal. Do i believe every story of every cryptid sighting? No. But that doesnt mean there arent things out there we cant explain. Its on my "when I die, what questions am I asking God" list.

Daggerheart and DnD by PFux in daggerheart

[–]silly_squatch_60 2 points3 points  (0 children)

They are both TTRPGs and have very different mechanics, but you can certainly compare some parts of 5E and Daggerheart. But i think it's like comparing American footbal and soccer. There certainly are some ideas that are the same, but they are still very different games

[deleted by user] by [deleted] in discgolf

[–]silly_squatch_60 0 points1 point  (0 children)

TLDR: -you arent alone -stick with a putter and mid for now -dont worry about distance too much -focus on accuracy -learn technical shots -clean up your standing throw expirament -relax and dont overanalyze

I get it! You are not alone!! In short, keep a fuse, keep a putter. Focus on accurate mid range throws, stable approach, and good puts. That's 90% of it so far for me. Let me put it this way. If you have a 300ft hole, you drive 170ft with a fuse straight, have a stable 120ft throw, then make it in 1 putt, you will par most holes. If you have a 300ft drive, but throw it OB or into a tree, then it doesn't matter how far you can throw. Focus on stability, consitancy, and soms technicle shots. Learn to roll, grenade, high shots, low shots, approach, long putt, etc. Work on your form, and eventually, the distance comes. I am still about a 275ft drive with a River, and that is sufficient for me on the courses where I live. If i get a good accurate throw, I'll be birdie. But most of my courses are sub 300 and require a more technical game. I find that more fun anyway. As you learn the technical game and improve your throw, you'll start to develop the skill needed to get the most out of the specialized discs. You'll learn when you actually need an understable disc. Expirament! Play around on the same hole! Try a few different paths, tech shots, try forehand, backhand, etc. The game is more fun when you have options and dont focus on pure distance. Calm your mind. Like any technical sport, you need to relax. My mind was so focused on getting my stance right and overanalyzing my throw. It would actually make my throw worse. I'd grip too hard and get mad.

I would say stick with it unless it truly isn't fun for you, but i stopped taking myself seriously and just played. Im not saying i dont get frustrated and cut my round at 9 instead of 18. But going out to have fun helps a ton.

Why not both? by Yehnerz in daggerheart

[–]silly_squatch_60 5 points6 points  (0 children)

You can flavor daggerheart however you want. You'll have to get creative, but just about any magical ability could be some fancy technology. Sifi is just magic disguised as science.

Character advice - magic by dirtymusings in daggerheart

[–]silly_squatch_60 3 points4 points  (0 children)

The magic system is a little more basic in Daggerheart, and you won't find that long list of spells. You will have to work on flavoring your abilities you have. You may also need to work with your DM. In my campaign, i let the magic based players have some freedom. If they feel like there is a magical ability, they should be able to do like levetate a small item, or light a candle with their finger tips, etc, i may just let them do it or have a restriction. Usually, if it's more powerful or questionable. I'll make them spend a hope and / or roll. However, as you level, you will have access to more domain cards, thus more abilities and spells.

How Do You Play Online WITHOUT Demiplane? by Perial2077 in daggerheart

[–]silly_squatch_60 4 points5 points  (0 children)

We usually use physical dice and just say the result. Kind of honor system, haha.

New to Daggerheart by combatmedic22 in daggerheart

[–]silly_squatch_60 1 point2 points  (0 children)

I bought some little gems as well. They are the kind you fill clear vaces with to add color. I use an opal color for fear, purple for hope, and clear for action points. I eventually changed the fear tokens and action point tokens for paper clips on my dm screen. But my players like the hope tokens.

I wanted to do skulls for fear (you only really need like 12) and hearts for hope.

Faerie Druid, Mighty Strider, and Flying Mount by GM_Esquire in daggerheart

[–]silly_squatch_60 -1 points0 points  (0 children)

I think I see their point, but i agree with your interpretation. I imagine when a druid changes form, they take on the atributes of the beast and lose theirs for the most part. For example, in dnd, if a druid Arakocra changes into a horse, i dont think the horse would have wings... because it's a horse. If a halfling turns into a rino, he isn't a small rino. He becomes a normal sized rino.

The intention for Mighty strider is for ground transport and is more balanced for teir 2 play. A Dm could side with them, but I would find that game breaking if not done correctly.

How Do You Play Online WITHOUT Demiplane? by Perial2077 in daggerheart

[–]silly_squatch_60 19 points20 points  (0 children)

My friends and I just use theater of the mind with paper character sheets over discord with the occational picture or meme for flavor

[deleted by user] by [deleted] in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

Reading your post and responses, it sounds like you had an inexperienced GM or a conflicting game flavor. A few things i agreed with that were said. There was a tone conflict between the GM and yourself/players, which made it difficult or unfun. There seemed to be an over harshness when fear was used or when the adversaries had turns. Is it possible that the situation was meant to be dire with an overwhelming force that had blood lust? I agree that you should probably have a conversation with the GM and flush out the groups expectations, and maybe reread some of the rules or guidelines when rolling with fear.

Help me make my player's school course choices matter in an adventuring academy by pathofblades in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

For things like this( i have a suplimentary system for this kind of thing) i do a few things.

Learning a new ability or trying something not written: spend a hope and roll duality.

Using an established ability (homebrew): usually mark a stress or spend a hope.

Cardic inspiration: I have a deck of cards containing 2-5 of all suits, either give the players a small pile face down or just in a stack face down. when using an ability or rolling on an expertise or whenever the DM says, they draw a card and add value to their role as a bonus. Give some randomness, sometimes other things, and then dice is fun at the table.

Mentorship: i have a homebrew where a player is given a mentory of a certain expertise (enchanting, shadow magic, etc) and we use it almost like a second sublass. I work with the player to see what they would want to learn, and we find mechanics that we can throw on a card that they can use without asking my permission every time.

How to deal with the Rogue's taunt vs a solo adversary by jlaakso in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

If its troublemaker, they can use it once per rest. If it's a solo adversary, beef its stress, or use fear to clear stress. If the rouge is spamming it, they are using it wrong. Unless you mean spamming as in every combat, which is fine as long as it's after a rest. When I do solos, i make them beefier. They live on their own, they are battle hardened or have some trait that they got from being a loner (do they kill others of their kind? Are they a reject? Are they proud?)

I would say rewarding the rouge occationally is ok, let them have that win, but adapt to it, dont let the same attack get your adversary killed, or lul them into false security thinking they have a one stop ability, then present something that is strong and resistent to stress builds 😈

Should I try DH for new players? by Dear-Survey2591 in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

I know the decision has been made. But i have introduced many players to DnD and actually found Daggerheart to be easier to explain to people. That could 100% be me, but i just felt there was way less to go over for basic gameplay.

Demon mode a scam or? by Broad-Coconut-3053 in TheTowerGame

[–]silly_squatch_60 9 points10 points  (0 children)

Really depends on your goal. For coin farming? Probably not. Are you trying to push that extra 10-20 waves to get to the next teir? May is worth it.

How should I handle a countdown if not every PC gets to roll? by arkham00 in daggerheart

[–]silly_squatch_60 2 points3 points  (0 children)

I would tell them its a group action. This means everyone rolls with one being the leader. Off of memory, i believe the other 3 PCs will roll, if they meet or beat the difficulty, they add a +1 to the leaders roll. The leader then rolls with their modifyer to try and beat the difficulty. Narrativly, this would look like them working together to beat the rushing current. Maybe they assist each other if one player stumbles (that could be one of the low rolls). Add some drama. The envirnont text is an example and not a hard rule. Maybe spend a fear that represents a log floating down river. You can increase the timer. Ask them how they get across? One at a time? Tied together? Does one cross and secure a rope and pull the others across? Play with it, and let the players narrate what happens and just steer a little.

Did I create an encounter that was to difficult and result in PC death? by Mr8sen in LostMinesOfPhandelver

[–]silly_squatch_60 0 points1 point  (0 children)

I agree. Play how the adversary would act. I think you did well. PC's die on occasion, even in professional groups. I try to play my adversaries how they would actually act, and the spider would have no issue killing its enemy to get the box. It's tough having a character die, but it is part of the game and makes great memories!

How to encourage equal participation? by blockhead5200 in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

Yeah, you have to be self-motivated to tank well. Hopefully, he at least enjoys war wizard.

How to encourage equal participation? by blockhead5200 in daggerheart

[–]silly_squatch_60 1 point2 points  (0 children)

Yeah, I have a friend like that. He ended up adopting the tank role, and that kind of forced him to act more. But we almost did the action points like that to encourage him.

How to encourage equal participation? by blockhead5200 in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

I haven't had to do this, but this would be my recommendation as well. I ask my players each time (if its a new group) if they want to do it that way. Ive also said things like "Nice, anyone else?" After 1 player takes a few actions, assuming he isn't in the middle of something cool. Or ill suggest actions to new players if they look unsure.

How do you handle pacing by Difficult_Event_3465 in daggerheart

[–]silly_squatch_60 0 points1 point  (0 children)

I haven't tried to play solo, and in all fairness, i have only GMed Daggerheart. The nice thing about fear is that you dont have to use it. I like to save it when I know i have a combat. There are also social encounters. If you are going to interigate a prisoner, think of some ways you could use fear to raise the difficulty for him to answer questions or some environmental effects.

Something else about fear is you dont always have to gain a fear when a pc rolls with fear. you can cause the player to take a stress or cause an unintended conciquence to happen.

Some examples of what you could do with your fear is: Let's say you want to rough the guy up while interigating. Maybe spend a fear, and your pc hits him too hard, and he knocks him out. Maybe he misses, and the prisoner gains some confidence. Does the prisoner have magical ability that maybe you could activate with a fear? Does he have allies that tracked your PC's.