
Rulers for my party
My partner made these designs that I turned into physical rulers to surprise my party with this weekend!

My partner made these designs that I turned into physical rulers to surprise my party with this weekend!
So a lot of people here complain druids and specifically their beast forms are overpowered or broken. How has it actually played at people's tables?
Okay so I've been reading & watching Daggerheart content since it was released, but only had the chance to run one proper session so far, so I'm still getting a handle on the feel of how it plays. The one piece of mechanic that hasn't ever clicked in my brain is the different ranges.
I like that range is vague and not specifically defined. I like the freedom that allows for, and the narrative-first malleability. What I don't like is how MANY ranges there are, and how two of them have the same name with "very" tacked on--I cannot seem to keep them straight in my head. We've got: Melee-Very Close-Close-Far-Very Far-Out of Range.
Anyone else have this problem, and does it start to feel more natural as you play more?
And if I were to simplify it to:
Would that drastically break any spell/ability mechanics, aside from maybe letting people move around the battlefield faster?
Ran my session 0 + first combat last night. It went great. The hope/fear back and forth is so fun. The issue I had was the encounter was really easy (it was "balanced" exactly at 14 points at https://freshcutgrass.app/ ) and I found myself reactivating the same enemy again and again, since that's where the drama was - and some of the monsters further away from the party didn't even end up going - since I didn't have enough fear to activate them. So, question 1 - am I missing something?
Question 2 - The adversary options are REALLY lacking. I am planning a 4 vs 4 encounter with a family of warriors when they are level 2. I picked a KNIGHT OF THE REALM, WAR WIZARD, ELITE SOLDIER and ASSASSIN POISONER. and freshcutgrass says this is an easy encounter. And there is really not much to choose from. How can I make this a challenging encounter without adding more enemies, or simply adding more HPS (don't want it to be a long combat.)
The website has an option to up them a tier, which increases their damage and thresholds, but that seems overkill.
Helpsies?
P.s. This made me go back to full pen&paper which was a joy.
W2A2 is a VTT tool that was created with a few big principles in mind: make any TTRPG session as easy to play as possible, be user friendly for beginners but still offer advanced tools for more experienced players, and most importantly, be affordable and not subscription based.
This app stores everything locally and allows the GM to host a game in a matter of minutes, without having to pay for any hosting services. It includes all things you'd normally expect from a VTT tool, and a few additional features that we thought of while testing through our own sessions.
App is still in development, should be available in a few weeks!
My group is coming off of the back of many years of 5e. We're getting older and have less time so we've been looking for a system that was a bit more relaxed. I've been looking at Nimble and Daggerheart for a bit and I've played a little of each at my locals to get a feel for the game. I made the pitch for both last night and the group wanted to try the Daggerheart Sablewood Messengers next week. I'm excited to run it, but I've only been in the players seat. I know that I need the practice, but looking for any advice overall. I think my main fear is the level of mental homebrewing that needs to come about every game. I have a lot of 3rd party supplements from 5e that convert really well for a game like nimble, but not so much for Daggerheart so I'm basically starting from scratch. Will I have everything I need as a DM in the core book and hope and fear? Thank you for any pointers or recommendations you all make!
I created these print-and-play cards for my home game, and wanted to offer them to others who might be interested. The PDF contains a deck of cards to run balanced, improvised adversaries compatible with your Daggerheart game. Cards can be placed in individual sleeves or 9-card binder sheets and re-used with wet- or dry-erase fine point markers.
I also included an Example Battle to illustrate how you can use these cards to improvise narrative combat with solid mechanics.
This is available for free on my Ko-fi: https://ko-fi.com/s/5c109742ff
And I have to shoutout u/rightknighttofight's Custom Adversary Guide, which contains all the beautiful math behind these cards. Read the full guide and consider tossing them a tip on their Ko-fi: https://ko-fi.com/rightknighttofight
I've recently received the Hope and Fear Deluxe Edition but can't for the life of me pull the bottom drawer out of the compartment. It feels like the far end of the drawer is stuck to the back panel on the inside and I'm wondering if glue may have melted then solidified there or something. The red ribbon was pulled off, and I tried wedging my fingers in the gaps (pried open with utensils) to try and pull it out, but no amount of human strength seems to work. Has anyone faced an issue like this? Any tips on how to access the shiny things inside without destroying this beautiful box? 🥲
Hello guys, yesterday i posted in Daggerheart comunity discord server in character room character of mine. I don´t know what happend but i recieved a ban from server. Even my girlfriend from her account cannot join. Do anyone know what to do or how to contact the admin? I don´t think i break any of the rules, i just posted my character. Thank you for advice.
So… how much potential is there for variety between assassin characters?
I mean it’s kinda in the name. They kill people. I guess the differentiating questions are how they kill people and why they kill people, but at the end of the day… they kill people. And there are really only so many types of characters that would specialize in killing people. As a job.
Am I wrong? I’m just looking for some inspiration on how to make a compelling character for this class. It’s hard to imagine anything other than a morally-gray stone-cold professional killer.
Looking for some insight before I put this on the table with some prepared adventures. My players don't enjoy combat and have specifically stated that having combat every session is tiring and uninteresting because it takes up so much time.
Hey folks, I was hoping I could get someone to check my work on this.
During a livestream and/or interview, someone said that there are around a million character possibilities, and I wanted to find the exact number. (I don't remember if they said a million, billion or more, it's not important)
Ignoring things that have no mechanical effect and experiences, which can literally be anything, I've grouped player options into two sections: Things that interact and make things difficult, and things that don't.
Things that I haven't found any interactions between them (Shapeshifter seems minor enough):
So, multiplying these all together:
8*180*30*15*552*53= 17,927,568,000
Or if we want to include the Campain Frames and Sablewood:
16*180*30*15*522*53= 35,855,136,000
Now it gets a little more complicated.
The remaining options: Classes, Subclasses, and Weapons
Subclasses are exclusive to classes, so we only have to count the subclasses.
There are 26 subclasses spread across the 13 classes, or 5 more for a total of 31 subclasses if we include the 2 current Void classes.
Subtract 1 from that for the Brawler's Martial Artist subclass, which gets to pick two Martial Stances, out of 4 (4 for first pick, 3 for second pick, 4*3=12)
Subtract another 2 from that for Warriors, who can wield 2-handed weapons as 1 handed (we will get back to that)
This gives us a total of 35 subclass options, or 40 with Void Content. (not including the Warrior yet)
With no regard for playability, there are 21 One-handed Primary Weapons, 13 Secondary Weapons, and 19 Two-Handed Weapons, including the Battle Wheelchairs (21*13=273 Duel wielding combos +19= 292 weapon choices)
If we add the Campiagn Frames and Sablewood, there are 34 One-handed Primary Weapons, 26 Secondary Weapons, and 38 Two-Handed Weapons (34*26=884 Duel wielding combos +38= 922 weapon choices)
Warriors can wield two-handed weapons as one-handed, so we get a total of 40 primary weapons (40*13= 520 combos *2 for the two subclasses =1,040)
With all official content, we get a total of 72 primary weapons (72*26= 1,872 combos *2 for the two subclasses =3,744)
All together, this gives us (35*292)+1,040= 11,260 class weapon combos with core content, (35*922)+3,744=36,014 with all official, and (40*922)+3,744= 40,624 adding the Void.
With the core content, this gives us a total of 17,927,568,000*11,260= 201,864,415,680,000
With all official content: 35,855,136,000*36,014= 1,291,286,867,904,000
And with all official and Void content: 35,855,136,000*40,624= 1,456,579,044,864,000
Just under 1.5 Quadrillian possible 1st level characters!
If there is interest, I may do a version where I limit it to feasible character builds. (restrict +2 trait to Spellcasting trait, and give characters a weapon that uses their +2 trait)
If this sort of thing is up your alley, I have a youtube channel where extensive use of spreadsheets are used to examine various parts of Daggerheart to help people make homebrew and to predict future Daggerheart releases!
Edit: Immediately realized I forgot Warriors being able to use 2-handed weapons as 1-handed, and while working on that, it was pointed out that there are only 23 unique top ancestry features.
Hello, my players wants to play both Witherwilds (a day is equal to earth's week) and Andaluria (day and night is roughly the same as on the earth, but nights keep getting progressively longer year by year).
Is it possible to place both regions on the same planet keeping the physics intact?
If not I will come up with some 'magic' explanation, but it would be so extremely cool to have it astrophysically correct and describe what people form both regions see in the sky.
I was thinking about maybe very short year (14 days) or different shape of the planet (a torus maybe) or more suns. But I'm just to weak scientifically to make it work.
So here I am, musing about how to convert my Warlock 1, Wizard 3, multiclassed character from D&D 5e to Daggerheart. Do I go Warlock or Wizard? And I’ve come to the conclusion that the answer is neither. In fact, the best answer would be a Warlock with Grace swapped for Codex.
So, a Warlock with Dread and Codex.
I’m also pretty new to Daggerheart. But I know, by RAW, you can’t just do that. The best I could do would be to wait until 5th level and multiclass to wizard. But the plan is to start at level 2.
So anyway, this gets me thinking about the feasibility/game balance of allowing players to build characters by picking their class, subclass, and then whatever Domains they want. Or maybe just allow them to swap one Domain.
My question is:
Have the Daggerheart devs ever talked about this, or given advice for doing so?
For those of you with more DH experience than I have (probably most of you), what do you think?
Obviously it would be a house rule. And there are likely some overpowered combos I’m not considering. But on the face of it, it doesn’t seem all that problematic to me. But then again, I also don’t have that much experience with DH at this point, only having played two characters over about 10 sessions. And I haven’t gotten to GM it yet. So I don’t know what I might be missing.
Edit - And how about a Way of Shadow Monk, who works as a spy and bodyguard, being modeled as a Brawler with Valor and Midnight?
Hello, everyone!
My name is Yago, but I go by Yads!
I've been playing Daggerheart for the last six months and recently started homebrewing for a new campaign I'm GMing. My players suggested I put what I'm working on out there, so here's my first homebrew: the Hearth Domain!
Hearth is a support and social domain that cares a lot about your party, your allies, and who you sit at the table with. In combat it cares about positioning, about negating adversary movement, taxing them, creating zones of protection.
It also adds a new card type, the Trinket. Inspired by Arcana's Rune Ward but extrapolated as a whole subsystem: you mark Stress to mint charms, hand them to your allies, and they decide when to spend them and what they do based on cards on your loadout. The more Trinket cards on your loadout, the menu of effects gets wider.
The document has all 21 cards, printable, plus the card reference, an overview, designer notes, tips along the text, and an FAQ covering the questions that came up during playtest.
I illustrated, designed and revised it myself over the last two months, and playtested it with a table of four in stressing scenarios almost weekly. English isn't my first language, so if any of the rules text reads unclear, please let me know.
It's free on Heart of Daggers, but you can pay what you want if you feel like supporting me or if you like the project.
Link: Hearth Domain
I'm also working on a class to go alongside it, the Lamplighter, using Hearth and Midnight as the domain combination, coming by the end of the month.
Would love to know what you think! Questions, concerns, all of it!
Hey everyone,
We wanted to spotlight another Kickstarter we think deserves your love and attention: Amazing Adversaries & Environments by CZRPG.
IMPORTANT: We’re not affiliated with the project, weren’t asked to promote it, and there’s no sponsorship here. We just seriously really love what they’re making! :)
It’s a huge Daggerheart supplement featuring 8 locations, 56 environments, 100+ adversaries, 64 maps, and adversaries designed to scale across all four tiers of play.
And to make this even better, they’ve just released (literally less than an hour ago) a free 36-page preview featuring The Sky Isles, so you can check out the quality before backing:
Free Preview: https://heartofdaggers.com/products/amazing-encounters-adversaries-the-sky-isles-preview/
Kickstarter: https://www.kickstarter.com/projects/czrpg/amazing-adversaries-and-environments?ref=406qne
More quality Daggerheart content is a win for everyone, and we’d love to see this one do well!
– Matt from Heart of Daggers
Does it need to be a straight line, or can it be curved?
I made animated Beast Feast Background. Fan-made, obviously. This is my first time as the GM for Daggerheart. I'm so excited and nervous, but mostly excited!
How should you choose the right difficulty for the Spellcast Roll against inanimate objects?