Aeshuura
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Some other helpful stuff from the Daggerheart crew for easy character creation.
Class-based Character Sheets & Guides
Cheat Sheets Check p. 2 & 3 in particular as a player
Aeshuura
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We can do a 'session 0'. What are things that you each would want to see? The base setting will be Euro-Asian medieval fantasy. My contribution is the Theocracy of Dun, a nation that claims divine right to rule. They field terrifying armies known as the Stellari, acranum-infused soldiers with fanatical morale.
That political tension will be going on in the background, while the party adventures in a neighboring kingdom's small town.
A couple of questions to answer:
What is one thing that you want to see in the adventure?
Who is at power in your character's region?
What kind of tech level is available in the party's hometown?
| Andostre |
Regarding initiative, I think the whole point of the "spotlight" is that the GM and the other players make sure that everyone has their time in the spotlight. There's even an optional rule on page 36 of the SRD that ensures that everyone gets the spotlight three times before the tracking starts over.
Even in a game like Pathfinder, outside of combat, it's still important that PbP players and GMs let everyone have a voice. It sounds like for Daggerheart combat, it's important to consider all the players, especially those that post in different time zones.
I would think that something that offers a variety of challenges and encounters would be best as this is a new game and a new system. Combat, Social, Enviornmental, hazards etc.
I think this would be key in giving each character a chance to be in the spotlight.
Those who have played, how important would you say healing is for a party?
Aeshuura
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I like that idea for initiative, allowing up to 3 spotlights before forcing a change to another player, unless the dice open a GM move or the GM spends a Fear to swing the spotlight.
I am going to try and create a 5-room dungeon as proposed by Teos Abadia, to showcase the rules. But what I am looking for is what, setting-wise, would you like to see?
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As for healing, it is not overly important, as there are ways to mitigate damage and the damage totals don't get ridiculous. However, even the dying rules are pretty cool too.
I think that unless one player continually 'draws aggro' it is pretty easy to narratively spread damage around.
Dread
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It different. Each character had a hp track that will look something like this
Armor 3
Wounds 7 11
Hp 6
Stress 6
What this means if something hits you for
6 damage you'll lose 1 hp
If something hits you for 8 damage you'll take 2 because it's above the moderate wound level.
Or you can use an armor point to knock it down so you only take 1
Different thongs cause you stress ...consider it fatigue.
And there's things ...feats...spells...that cure both.
In both games I played a ranger and never lost stress and only lost 3 hp in both games.
Maybe I was lucky.
Now another critical thing that will have to be worked out is the dice.
It's a d12 rolled in two categories for 80% of your rolls.
Demiplane has them color coded. Blue for hope gold for fear.
Dm tells you the DC (so to speak) you have to hit.
(Or your ability does) hitting it is a success. However there's more to it
Success with hope (blue die higher) also grants you a hope point.
Hope points are used to activate abilities.
Success with fear (gold die higher) grants GM a fear point to use for bad guys...abilities, encounters etc.
Doubles...are critical success no matter what you roll.
At least that's how it's been explained to me...so rolling will be harder without colored dice
| trawets71 |
At least that's how it's been explained to me...so rolling will be harder without colored dice
Not necessarily. If we have a convention that is enforced then it shouldn't be an issue. For example we decide that die 1 is blue and die 2 is gold.
Roll: 2d12 ⇒ (12, 2) = 14
We would get 12 blue and 2 gold.
Roll: 2d12 ⇒ (5, 7) = 12
Would give 5 blue and 7 gold, etc, etc.
It just has to be consistent.
Aeshuura
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I like that idea for initiative, allowing up to 3 spotlights before forcing a change to another player, unless the dice open a GM move or the GM spends a Fear to swing the spotlight.
I am going to try and create a 5-room dungeon as proposed by Teos Abadia, to showcase the rules. But what I am looking for is what, setting-wise, would you like to see?
Aeshuura
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Okay, based on this info, I am thinking of a Mediterranean analogue. This allows for almost any kind of character to work. Terrain will be hilly, with the occasional forest. Close by the sea so there could be some sailing involved as well.
I am looking at basically kind of Jason and the Argonauts style one-shot.
Now, let us talk about characters. While there is a character builder on Demiplane, I feel that it is terrible, because you have to pay for things that are actually in the SRD. However, with those class character sheets in the Downloads page, it is pretty easy to put the character together.
Let the brainstorming begin!
| Andostre |
Aeshuura
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Sorry to see you withdraw, Trawets. Hope to see you around!
Eeerie, if you are up for it, welcome!
Lineup:
Scranford - Vesper Frostwing (Loreborne Drakona Wizard, School of Knowledge)
Androste - Faun Rogue
TheWorstFighter - Firbolg Ranger, Beastbound
Dread - Wanderborne Human Seraph?
Spazmodeus
Eeerie