plethora

joined 2 years ago
[–] [email protected] 2 points 3 weeks ago

The core systems seem strong but with lots of asterisks to keep them backseat to player agency.

I think it's more that the mechanics take a backseat to the fiction, and largely the GM is more responsible for that than the players. It's definitely not for everyone. I run a regular 5e game and I suspect half of my players would be into it and half would very clearly say "no thanks".

lots of pressure valves to reduce the impact of unlucky dice

That's an interesting interpretation, considering that success with fear is just as likely as failure with hope. I don't see this as primarily existing to make things easier for the players. Rather it's there to make each roll more interesting.

Fear seems like it only exists to give the GM permission to do normal GM things

The communication around Fear could be better in the book. GMs can do normal GM things whenever they want. Fear is used to up the stakes by using special adversary moves, taking more "turns" than they can naturally, or interrupting the players in ways that would likely seem unfair in 5e.

[–] [email protected] 1 points 3 weeks ago (2 children)

lacked mechanical teeth to make it more than a narrative prompting experience

Anyone looking for a game like that is going to be overwhelmed by Daggerheart. It has plenty of crunch. But it does have an overall philosophy that "Everything you do at the table should flow from the fiction".

[–] [email protected] 3 points 3 weeks ago

For what it's worth, there are definitely people using traditional initiative in Daggerheart. For one thing, the book has optional rules for an "action tracker" that limits how much an individual player can hog the spotlight. And I saw somebody on Mastodon who was borrowing a cool initiative system from Dragonbane.

Hope and Fear are more central, if that mechanic turns you off, it's probably not the game for you. Personally I love it, it gives us all improv cues when we need them, and it makes rolls more dynamic than just pass/fail.

[–] [email protected] 3 points 3 weeks ago (2 children)

I don't know why it's not working for you, it works fine for me even from a private browsing session where I'm not logged in. Are you using a Lemmy client that includes the trailing . in the link or something?

Anyway, I've copied it here as well: https://sandybox.neocities.org/dh

[–] [email protected] 7 points 3 weeks ago* (last edited 3 weeks ago) (4 children)

I pre-ordered the book, and ran the Quick Start adventure for my family last week. I really liked it, and wrote up my impressions here: https://gist.github.com/sandyarmstrong/0503026016dbbb0aa6408ece020010fd .

It's not a full review or anything. I don't bother explaining the core mechanics. There are other folks doing that already.

[–] [email protected] 4 points 10 months ago

Support for all of those systems is listed explicitly in the Kickstarter and the preview PDF.

[–] [email protected] 4 points 1 year ago

Looks like evil Bob.

[–] [email protected] 3 points 1 year ago

I love this so very much. Good find!

[–] [email protected] 2 points 1 year ago (1 children)

I assume you know he was a politician as well?

[–] [email protected] 4 points 2 years ago

Wow, lovely shots!

[–] [email protected] 1 points 2 years ago

I’ve got the whole family giving it a go this time around.

That's awesome! My 13 year old wrote a few hundred words the first day, but I'm not sure if he's continuing. He started Skyrim recently, so...

I’m finding it difficult to motivate myself to be creative after work… Any tips?

Is there a better time when you feel more creative? I like to write in 15-20 minute sprints 2-3 times a day (although of course some days I do more or less or don't write at all). Maybe after work would be a good time to work on your outline or other meta-writing? Describing scenes or characters, etc. Then perhaps before work you set a 15 minute timer and just chug out what you can based on the outlining work you did the night before?

I always find it easier to be creative when I already have some prep to lean on. Putting on the right music can help, too!

[–] [email protected] 1 points 2 years ago

FWIW, I'm not shooting for 50k this year. Just want to write every day, build a better writing habit overall. Last year I felt pretty satisfied doing 35k, and it was fun just to be trying something like this with a community.

 

National Novel Writing Month (NaNoWriMo) kicks off today!

I've got a couple hundred words in, mostly just hoping to write a bit every day. Anyone else participating? What are your goals?

Protip: If you're on Mastodon, you can follow a hashtag just like you can an account, and the #nanowrimo tag is pretty active today. :-)

 

Lots of stuff here, but the basics of the class seem really exciting to play:

  • Use it to model characters like Jean Grey from X-Men or Eleven from Stranger Things.
  • No spell slots.
  • When you "manifest" your power, you roll a dice, and if you roll too low you take "strain".
  • Strain is cumulative, you get some choice in how it effects you, does things like give disadvantage on certain checks, reduces speed, prevents dodge/disengage action, etc.
  • Max strain increases with level. If you exceed max strain you die. But you know when you're at max strain and get to make the choice of whether or not to manifest your power and risk death.
  • Strain can clear on rests.
 

If the name Thuradim Breakbones means anything to you, stop reading now! 🙈

I'm a first time DM running LMoP for a mix of old and new players. We play short sessions every couple of weeks, so I wanted to introduce fun magic items early in the campaign. As such, our level 2 fighter picked up a Berserker Axe at Cragmaw Hideout. However, he hasn't yet discovered that it's cursed:

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

What I'm realizing is that he may not take damage and learn about the curse for the first time until they head into Tresendar Manor, where it will be impossible for the party to get 60 feet away from him without splitting into different rooms, or even fleeing the manor.

As I've read other posts about this item, there seems to be a consensus that it can be unfun, since it takes away player agency during combat. Between these two issues, I'm wondering if I should introduce some changes to the berserk status.

A few ideas I'm toying with:

  • Once the party realizes the axe is cursed, I'd like for them to be able to get help from Sister Garaele. It could be part of her quest reward that she can either (a) help the fighter unattune the axe, or (b) help the fighter gain some resistance to the axe's curse (lowering the saving throw DC, for example). However, I don't want this to be a blocker for dealing with the Redbrands.
  • In the meantime, I was thinking about allowing the following:
    • Once berserk, allow fighter to reroll the Wisdom saving throw if he is somehow prevented from using his action to attack on his turn (for example, if the party grapples him).
    • Allow other party members to use their action to roll Persuasion to snap him out of the berserk status.

Any suggestions? Alternatively, if the item is actually fine the way it is, any tips on how to run encounters in a fun way while it's in their possession? Thanks!

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