This idea combined with another one I recently read brought me to think to an interesting add-on for my games... a post in the next future will explain it!
I quite like this! When reading this, especially because it's only a list of 10 effects, I wonder if it doesn't come up too often during fights?
Too me at least, it seems like there's too much negative things happening (as opposed to more neutral or slight positive effects), but maybe I'm wrong or it's just not for me.
How has this played out in your games, do people enjoy the rule and its frequency?
They dread it in the best of ways. Often times, I'll roll only a handful of times in a fight, especially if the first result is easy to escalate narratively. Some folks have said they roll it once at the beginning and let that set the tone. Others use it when a fight stalls.
This is a powerful tool for Daggerheart. Spending fear during combat often defaults to spotlighting an adversary for attack. These add flavor to the combat narrative and I love them. Using next session. Thanks!!
This idea combined with another one I recently read brought me to think to an interesting add-on for my games... a post in the next future will explain it!
Thanks and may the fun be always at your table!
Looking forward to it!
This is madness, but that is how a real fight would be. Thanks for sharing.
I like ideas like this, the idea being random tables producing effects in the imagined world.
How these effects, once established can take on a life of their own as in the fire to smoke.
But it occurred to me why do we need tables?
Why can't the referee just make up an effect.
I think the referee can be seen as crossinga line (a personal one.)
We all want a justified logic to the game.
Players would complain that your just making things up. We like to think the referee has all this fog of war stuff already worked out.
Which is possible but a lot of work.
So random tables justify the logic and make it non personal.
That's a good point - keeps it fair. I also like to find out what happens at the table too along with the players.
Yes, thats it in a nutshell, keeping it fair.
I quite like this! When reading this, especially because it's only a list of 10 effects, I wonder if it doesn't come up too often during fights?
Too me at least, it seems like there's too much negative things happening (as opposed to more neutral or slight positive effects), but maybe I'm wrong or it's just not for me.
How has this played out in your games, do people enjoy the rule and its frequency?
They dread it in the best of ways. Often times, I'll roll only a handful of times in a fight, especially if the first result is easy to escalate narratively. Some folks have said they roll it once at the beginning and let that set the tone. Others use it when a fight stalls.
This is a powerful tool for Daggerheart. Spending fear during combat often defaults to spotlighting an adversary for attack. These add flavor to the combat narrative and I love them. Using next session. Thanks!!
I really like it - also it works very well with a combat system like Tunnels&Trolls where there is only one huge battle melee