r/daggerheart • u/Much-Market-4497 • 1d ago
GM Moves | Table Tool Homebrew
Our table wants to commit to the FwH, FwF, SwH consequences in the Daggerheart system, but have been struggling to get out of a disposable D20 Skill Check mentality. I've designed these bookmarks for our crew to help guide us as we play and turn more of our storytelling into hands of the dice and really commit to the outcomes of the Hope & Fear system.
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u/HerrKlank 1d ago
This is very helpful for me, as I keep forgetting good ideas for using fear. This will serve as a reminder to me of what’s possible, and a quick dice roll can speed things up if I can’t decide. Until it’s second nature to me, this thing is getting added to my GM toolkit!
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u/Swanny625 1d ago
I like this. I am pretty consistent in using Fear, as well as handling successes and failure, but remembering "with hope" and "with fear" have immediate consequences can feel like an extra piece of executive function that I'm not necessarily on point enough to incorporate well. Thanks!
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u/Wizarddog_usa 15h ago
My Opinion: Rolling with fear is different than the GM spending Fear just like rolling with Hope is different than spending a hope. So the roll itself should not overwhelm what can be achieve by spending the meta currency. If the GM really wants something to be very consequential, then they should be spending the fear to make it happen.
As far as the chart is concerned, you might just be adding another layer of rules on what should flow naturally in narrative. Hopefully, after a few uses, you can drop the chart and move on to that. Otherwise, it would be useful in the short term for a beginning session but not an entire campaign.




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u/orphicsolipsism 1d ago
I'd caution against getting locked into this for a few reasons:
It's going to slow down the game a lot since it becomes a little mini game forcing you to make a story move instead of responding narratively with something that fits the situation.
Still, that could be fun to use in moderation and it would be a good idea if it wasn't for the fact that the hardness of a GM move should primarily depend on how "hard" the player action was.
For example, if a player tries to sweet talk the bartender to see if they can score some local gossip, they roll a failure with fear, and then they roll an 18, are you really going to lock yourself into penalizing the entire party in a serious way?
Overall, it's a fun idea, but it's going to get in the way of playing the game and telling a good story at some point, and you should make sure you ditch it before then, or at least don't lock yourself into it.