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Steal these Daggerheart rules! (extended)

🕑 Added 2025-08-01 21:00:08 +0000 UTC
Steal these Daggerheart rules! (extended)

Comments

Daniel Defazio

Hack away, like Deathbringer.

Tuska

I love hack/tip videos.

Patryk Antos

They get a hold of it in the later episodes. The more they played, the more the system flowed. I think it worked the best in the last combat. Particularly when the monsters were making them feel hopeless, and they had to use a d8 for the Hope die. This effect was called Despair. It was really climatic.

Cal Pearson

Cheers PDM. As I watched Age of Umbra, I think the Initiative swing (GM Move) took place on ANY Player failure (Hope or Fear regardless). I think it's also optional on the GMs part to "move" / spotlight adversaries - and Fear spend can interrupt. Seems like lots of fluidity options for GMs and one thing I saw the whole CR cast struggle with is "Reaction" rolls *do not* produce a fear/hope outcome, they are not technically a player action. So, you could constantly interrupt players but dwindle your GM Fear pool that you might need to activate "special" goodies on foes. Thanks as always!

SJBehindtheScreen

I like these kind of thought/game experiments. Since basic d&d, I've never felt like the death mechanic (the trade-off between playing and watching while you create a new character) was ever balanced to my satisfaction. Glad to see some more options to try.


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