Image 1 — daggerheart™ compatible: salvaging & crafting — looking for feedback
Image 2 — daggerheart™ compatible: salvaging & crafting — looking for feedback
Image 3 — daggerheart™ compatible: salvaging & crafting — looking for feedback
Image 4 — daggerheart™ compatible: salvaging & crafting — looking for feedback
Image 5 — daggerheart™ compatible: salvaging & crafting — looking for feedback
Image 6 — daggerheart™ compatible: salvaging & crafting — looking for feedback
▲ 19 r/daggerbrew+1 crossposts

daggerheart™ compatible: salvaging & crafting — looking for feedback

i’ve been working on a salvaging and crafting system for daggerheart and would like some feedback.
the system ties salvaging to the existing tier and difficulty of adversaries and environments, with the roll determining how much material is recovered.
crafting uses the work on a project downtime move and is divided into design, creation, and refinement. it can be used for existing daggerheart equipment as well as custom designs.
i’m mainly wondering:
does this feel too complex for daggerheart?
does the system sound fun and worth using at the table?
any general feedback, criticism, or suggestions are welcome.

u/GureN379 — 2 days ago
▲ 0 r/cosmererpg+1 crossposts

Raise the stakes for REAL

The cosmere RPG should be a 2d10 system with (dis/)advantage being -+ a d6. and raising the stakes should be switching to a d20 with plot die.

and here is why:

My playgroup and me recently played a session of daggerheart right before we continued stonewalkers. we realized that it was very difficult to switch.

firstly the tasks were much harder to reliably succeed in, even with higher modifiers and advantage. and i think a game that consistently relies on helping each other, is badly designed.

secondly the game sometimes felt like a drag. success or failure mostly didn‘t drive the story forward and in daggerheart it is the opposite. the story never slows down because there is always a twist to each roll.

at home i thought that there has to be a way to fox this. and when i thought about the raising the stakes mechanic i realized that this mechanic never really felt like actually raising the stakes, because we always wanted to do it, because it is a netpositive thing and way more intresting storytelling wise.

so i had the idea to combine the systems i tried a few things but they were not so easy to integrate without changing the whole oppurtunist skilltree. until i had this elegant solution, which is aplayable without changing everything and which also feels more like raising the stakes for real.
if you have 2d10 it is a nice bellcurve so extrem results are rare and you are likley to succed on average difficulty rolls. you would even have the benefit of adding a similar storytelling mechanic like hope and fear from daggerheart.
and additionally when changing to a d20 with a plot die for raising the stakes the results are much more swingy which would fit the name.

what do you think about the raising the stakes mechanic and the d20 system? do you agree? have you made different changes to the raise the stakes mechanic?

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u/GureN379 — 1 month ago