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pokemon daggerheart prep

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  • OwenChubb30
    OwenChubb30 Member Posts: 144 ✭✭✭
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    no problem @Hades0918

  • Lonestar85
    Lonestar85 Member Posts: 2,437 ✭✭✭✭✭
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    edited July 28 #1305

    @OwenChubb30 waves

    Aggron is a solid pick but you start as an Aron and evolve at level 5 and 8 respectively(hence it'll be awhile). What ability do you want? Got Sturdy, Rock Head and Heavy Metal(we adapt or Homebrew it for Daggerheart). Then pick two starting Pokemon moves. Using LZA, your options are Harden, Screech, Tackle, Metal Claw, Rock Tomb and Roar. I have no idea what effect they have in Daggerheart as we also adapt/Homebrew them. Been trying to standardize Pokemon moves via a formula but it hasn't been ironed out as they say.

    Anyways, after the Ancestry side of things are done, next is to pick a Class + Subclass. Daggerheart has 9 Classes in the base set + 4 Expansion classes. The nine Base classes are Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior and Wizard. Expansion adds Brawler, Warlock, Witch and Assassin(Witch feels out of place given female Wizards are witches but I digress). Each Class has two Subclasses that can further be upgraded at level 5 or level 8 respectively. You can preview Base set stuff here: Classes

    Then pick Community, two Experiences and two Domain Cards from the either of the Domains your Class has access to. Peruse the Domains here: Domains. Experiences are words or phrases you can call upon for an action roll(doing so consumes a Hope so think before you use it).

    Once that is settled, assign your Character Traits as you see fit. I do recommend that you note what your Spellcast Trait happens to be(if applicable) and assign +2 to that. Then pick your Equipment that is comprised of your Weapon(s), Armor, starting Potion and Class Item. Choose a Tier 1 Weapon, making note of its Trait(that is used on attack rolls), it's range(how far you can strike adversaries with it) and it's burden(2-hand or 1-hand). If it's 1-hand, you can equip a secondary weapon or off-hand(Shield). Any class without a Spellcast Trait(which is noted in Subclass) cannot use Magic Weapons.

    Then pick a Tier 1 Armor that is to your liking. Note that you do not have to do this if you have access to Valor Domain and opt to take Bare Bones Domain card. Then pick a Health or Stamina Potion(one restores HP, other restores Stress) and finally Class Item is predicted on Class choice. Each class has two options and is mostly for "aesthetic" and not really consequential (afaik). You can note the options on the Class page I linked.

    Then write a little backstory.

  • Lonestar85
    Lonestar85 Member Posts: 2,437 ✭✭✭✭✭
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    I'd make it require a Crit. Hope cost can still be pricey though(think 3).

  • Hades0918
    Hades0918 Member Posts: 24,228 ✭✭✭✭✭
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    Guys!

    I had an idea the the Ability Pressure!

    It makes attacks used by the Pokémon cost one more Hope to use

    Or do you think it should make the attack cost double?

  • Lonestar85
    Lonestar85 Member Posts: 2,437 ✭✭✭✭✭
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    edited July 28 #1308

    Considering that Hope is a finite resource for players like Fear is for the GM, anything that makes things cost more is quite the price. Yet if I was truly being honest, it should double it, making Pressure one of the best Abilities in Daggerheart (and in my variant of it when and if I ever finish adapting it from Pokemon 5e).

    Meaning 25+ PP = 1 Hope, 2 w/ Pressure; 10-20 PP = 2 Hope 4 w/ Pressure and 5 PP = 3 Hope or 6 w/ Pressure. Alternatively just increase the cost by 1.

  • OwenChubb30
    OwenChubb30 Member Posts: 144 ✭✭✭
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    Sorry if two approvals are bugging my comments

  • OwenChubb30
    OwenChubb30 Member Posts: 144 ✭✭✭
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    Do I make it myself or do you make it @Lonestar85?

  • Lonestar85
    Lonestar85 Member Posts: 2,437 ✭✭✭✭✭
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    edited July 28 #1311

    If you want to fill out a character sheet, go right ahead but it'd be prudent to post your decisions here so that our GM can make one and post it here. He also Homebrews your Ancestry so yeah...