Neopopulas Posted April 14 Clone Share Posted April 14 Would it work just throwing it into roll20? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 14 Author Clone Share Posted April 14 Ok so I'll try Roll20 (I've not used it before, so bear with me) https://app.roll20.net/join/17022060/1fen0A (invite link) I'll need a token for each of your characters, please I used https://rolladvantage.com/tokenstamp/ to create the Thistlefolk Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted April 14 Clone Share Posted April 14 I have a token but i'm not 100% sure how to add it so you can use it but here it is Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 14 Author Clone Share Posted April 14 Added you @Neopopulas See if you can move your token to where you think you would be. the Northen wagon is your carriage and the other one is the broken one. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted April 14 Clone Share Posted April 14 Works good for me. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted April 14 Clone Share Posted April 14 Here is my: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jkason Posted April 14 Clone Share Posted April 14 Similarly having trouble figuring out how to add token to map, so adding here: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 14 Author Clone Share Posted April 14 9 hours ago, Dixi said: OOC: My bad. Was sure Attack Rolls are special and utilize d20 (they do but for enemies only, right?) Re-rolling below. Btw, is it possible to make CS on Demiplane editable by DM? Not saying we need it now, but some DMs do like to handle HP and consumables by themselves. 17 with modifier 6+9+2 (End result: -1 Hope, +1 Stress. Since the resulting Hope was bigger than Fear, no Fear added?) Yes, all player actions are done with hope and fear dice. (there is a rare instance where a player can have a 1d20 as a Hope dice, but usually it's 2 d12s) if you succeed with Hope, you get 1 hope back. I don't know about GM having editor rights to character sheets, usually its up to you to be honest and track your own hp, consumables etc. As this takes extra burden off the GM who is already tracking the game, 6 players and the monsters as well. So appreciate it if you do honestly track it, thanks Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 14 Author Clone Share Posted April 14 Added @Dixi and @jkason to the map, you should be able to move your tokens around. https://app.roll20.net/campaigns/details/17022060/daggerheart i've placed them where I think they are, investigating the broken wagon, feel free to move them about to where you think they are. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jkason Posted April 15 Clone Share Posted April 15 Looks like that worked! I fiddled and it seems to let me move stuff about. Added a little "flying" indicator to the token as a test and looks like it stuck. Thanks! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jkason Posted April 16 Clone Share Posted April 16 Updated adventure stats are out for 1.3: https://www.daggerheart.com/blog/quickstart-adventure-v1-3 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 17 Author Clone Share Posted April 17 Looking over them, now Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
solyrflair Posted April 17 Clone Share Posted April 17 I'm not a big fan of battle maps with locked in grid, but a battle map that you can drag to see distances. This game wasn't built around having hard numbers, but I do understand the need to have a map so people can see relative distances. That said, I have been trying to read the new rule release, since I barely got started on the last one. So trying to read this, but there is a lot of little things I am noticing, especially minor wording changes with large game impacts. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 17 Author Clone Share Posted April 17 (edited) Thanks for this @solyrflair I've added you to the map, but if you want to move the token, you'll need to accept the invite https://app.roll20.net/join/17022060/1fen0A (invite link) I've noticed you've not posted for a while on Act 1. https://www.myth-weavers.com/index.php?/topic/18023-act-one-on-the-road/page/3/#comment-281658 Edited April 17 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted April 18 Clone Share Posted April 18 I was doing the survey and looking at some sheets and i've noticed a few things and i want to bring them up and see if i'm thinking of them wrong, or missing something. As far as i can see, there is nothing like a 'spell slot' in Daggerheart, which means that you don't really have spells, you have abilities that you can use as much as you like, which is great. Maybe it changes at higher levels, and maybe other domains are different, i've looked at a few but only really dug down into a couple of them, but it seems that, at least to start with, most abilities are basically very, very similar, there doesn't seem a lot of reason to use one over the other. For example, the wizard gets a few to start with, so lets look there (i'm also the most familiar with them) Book of Ava has two powers we can look at. Power Push and Ice Spikes, and also the most common weapon, the Great Staff, so first lets see what they do. Power Push Damage: 1d10 Range: Melee Effect: Push target back to Far range Ice Spikes Damage: 1d6 Range: Very Far Effect: - Great Staff Damage: 1d6 Range: Very Far Effect: Roll extra damage, drop lowest So Power Push can be used in melee to get space, and deal 1d10 damage which is great, but then you look at Ice Spikes and the Great Staff and i can't see a single reason to use ice spikes.. ever? Unless they had some environmental effect that isn't shown, the ability is just 100% less good than the great staff. I wonder if something like Ice Spikes was put in just to give that card three powers like the others have and its just one that'll never be used, has anyone noticed this in the other Domains? I've noticed that most don't have three powers like the early wizard ones do, so it might be unique to the wizard. The book does say that the GM is encouraged to be open to creative interpretations of spells, and Ice Spikes could do that - it could be used to block areas (or make difficult terrain) or break objects like doors and so on, but that is so much up to the GM/Player dynamic i'm not sure if that should count as 'use' in this sense. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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