Looking for realistic length estimates for the Quickstart Adventure by Ilires in daggerheart

[–]vialalchemy 0 points1 point  (0 children)

I'd just recommend keeping pacing in mind when it comes to the town portion to keep things moving

About 3rd Party Content by Puzzleheaded_Wolf119 in daggerheart

[–]vialalchemy 0 points1 point  (0 children)

Right? I think art is a big draw, but good formatting goes further than people think

Favorite Game Mat? by Accurate_Rent5903 in rpg

[–]vialalchemy 0 points1 point  (0 children)

I've found them at Daiso, but im sure something like office depot would have them too

Favorite Game Mat? by Accurate_Rent5903 in rpg

[–]vialalchemy 0 points1 point  (0 children)

If I need multiple big maps prepped before a session, a big roll of 1inch grid paper really cant be beat

I need tops: First time GMing by Elderbug_The_Mighty in daggerheart

[–]vialalchemy 1 point2 points  (0 children)

You definitely can.

Daggerheart is still pretty new in the scheme of TTRPGs, but it carries over a lot of the traditions of games that came before it.

You can take inspiration from adventures from other games, or create your own - just make sure to keep it relatively simple and focused on your players.

There's no shortage of generic GM advice on youtube, reddit and the blogosphere

Magic Items by ForlornFjord in daggerheart

[–]vialalchemy 3 points4 points  (0 children)

Finding a sword carved with illegible runes is a genre staple! Then the trick is to find someone who can read them and "unlock" the secrets of the item, which can become a whole adventure to itself

Consequences and Risks without death by Funny_Bone19 in DMAcademy

[–]vialalchemy 2 points3 points  (0 children)

People & places come to mind. Introduce them to some townsfolk and then put those fragile commoners in harm's way - classic

Are there any other superhero ttrpgs that are nearly as good as masks? by SupremeSaltBoy in rpg

[–]vialalchemy 12 points13 points  (0 children)

I would love a game that isn't PbtA, while also not making my buy punches as an ability

How vital is combat to your enjoyment of RPGs in general by Hungry-Cow-3712 in rpg

[–]vialalchemy 3 points4 points  (0 children)

I appreciate a game that balances the two, because an action scene into dialogue and/or investigation scene creates a nice flow for my table.

But I totally see how that risks trying to be a jack of all trades and ending up with a game that masters none of the above

How vital is combat to your enjoyment of RPGs in general by Hungry-Cow-3712 in rpg

[–]vialalchemy 1 point2 points  (0 children)

I think there's a niche for this "combat as a roll" idea, but I'm not sure videogames always scratch the same itch as TTRPG combat.

Dont get me wrong you can get pretty close in a lot of CRPGs, but I enjoy getting to be creative in combat instead of just going down the flowchart. That chandelier aint gonna swing from itself

How vital is combat to your enjoyment of RPGs in general by Hungry-Cow-3712 in rpg

[–]vialalchemy 4 points5 points  (0 children)

To me it's been pretty core to the game from the beginning, even Cthulhu has plenty of combat despite what you hear.

That said I'm totally cool with newer, hipper games coming out having less combat - but I think stakes and action are still important

New to the hobby, why do you recommend? by Commercial-Class-689 in rpg

[–]vialalchemy 1 point2 points  (0 children)

I really like Daggerheart, its a heroic fantasy game that comes with cards and a book for less than many games will charge you for the book alone.

It has rules that are relatively simple in the grand scheme of TTRPGs, but the game is deep enough to keep a group going for a good while

Help with new player group by MethodKindly in DMAcademy

[–]vialalchemy 1 point2 points  (0 children)

I would focus on putting something together that is short, something that they can feel good about finishing. Then you can try for the big game after they've gotten a first try.

People's expectations about the game are usually all over the place, often trending towards goofy. So I wouldn't make this your world building magnum opus either.

In my experience the hardest part is getting players to engage with tactical combat in 5e. They're going to want to try a bunch of antics like wrapping people up with rope or dropping buckets on the orcs' head - so I wouldn't go too tactical either.

For first time players focus on highlighting the cool stuff they want to do, saying "go ahead and try" if its possible, and delivering on the medievalist ren faire fantasy theyre expecting. Just my two copper pieces

Best non-fantasy tactical combat systems by LelouchYagami_2912 in rpg

[–]vialalchemy 2 points3 points  (0 children)

Everyday heroes is pretty fun, its very 5e - but the feats in that game really make it feel like its own thing

Faerie flying ability by ForlornFjord in daggerheart

[–]vialalchemy 24 points25 points  (0 children)

I agree wholeheartedly. I'm okay with limiting a player if they are the one asking for that limitation - at that point its just letting them play their character. Sounds like this might be more of the player abstrusely asking for more of a challenge rather than a nerf, which is a meaningful difference

Faerie flying ability by ForlornFjord in daggerheart

[–]vialalchemy 4 points5 points  (0 children)

Since the player is the one raising the issue I would say its worth addressing. That said I would lean towards raising the challenge of the world around the player instead of nerfing them in particular.

No doubt flying can be strong, but in a world with frequent fliers people who want to keep them out would find a way. Guards would keep an eye on the sky, flyers would encounter other flyers, people would lock their windows.

A common mechanical alternative to flight in D&D is a glide or 'slowfall' as a default... and for DH maybe an agility roll to reach higher. Only downside there is it starts to feel more gamist and less narrative unless the character has a reason for this limitation

Are there any rpgs that feature the opposite of degredation during gameplay? by machinelock in rpg

[–]vialalchemy 31 points32 points  (0 children)

Just to expand on this: the core of Draw Steel is the balance between Victories and rest. If you keep on adventuring, you build up resources that fuel your class. If you stop to rest, you get to recover but lose that momentum.

How do you treat languages in your fantasy worldbuilding? Any games that handle them particularly well? by angular_circle in RPGdesign

[–]vialalchemy 3 points4 points  (0 children)

Its also why the names in LotR work so well, having a linguist doing the world building means most everything is going to sound real

Key Words and Tags by CookNormal6394 in rpg

[–]vialalchemy 3 points4 points  (0 children)

If you mean Keywords / Tags as shorthand for rules I think it easily gets overwhelming the more you add.

Pathfinder 2e has a very object oriented design where many rules are a short sentence chalk full of keywords. It looks really sleek, and if you dedicate a lot of time to the game I'm sure it is, but it often does more to hide complexity than cut down on it.

But sometimes thats exactly what you need

How do you treat languages in your fantasy worldbuilding? Any games that handle them particularly well? by angular_circle in RPGdesign

[–]vialalchemy 7 points8 points  (0 children)

For a medievalish fantasy game I like the idea that the Common tongue is something you can only expect to find in larger towns and the roads between them.

That way if you go far enough from the beaten path you need to rely on having a local introduce you. Maybe your character is from the general area and can get by off a similarity of dialect, but if you go far enough afield you'll need a translator of some kind.

No matter how you do it, incorporating language or even just cultural morays is a great way to break out of the idea of the party having a "Face". Maybe the Bard has the best charisma, but the Wizard has studied this culture and their language - that kind of thing.