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a lot of folks looking at Dagger Heart's
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fear mechanic are having some trouble
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with how the GM uses it and uh the
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there's a few different issues that
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people are pointing to one of the things
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that you could do with fear in the
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Daggerheart beta was in the middle of a
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combat encounter you could spend fear to
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introduce new enemies to the combat so
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this could lead to a situation where the
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players rolled with fear a new enemy
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appeared and that extended the combat
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which meant that you have to fight that
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new enemy which generates more fear and
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you could create this infinite loop of a
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combat that just never ends because new
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enemies keep appearing but that's no
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longer an option in the final rules the
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chapter on running the game gives the GM
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five ways to spend fear they can
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interrupt the player's actions so
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effectively like you don't have to wait
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for the players to fail a check or roll
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with fear you can just say nope monsters
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turns uh you can take an additional GM
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move which typically means activating
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another adversary in combat you can
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activate a creature's fear effect you
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can activate an environment's fear
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effect or the fifth and final option is
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you can spend a fear to apply a
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creature's experiences to a check so the
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same thing that players can do with Hope
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where you get to apply that numerical
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bonus on something that's relevant to an
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experience so we no longer have to worry
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about that infinite loop combat
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encounter the perpetual waves of enemies
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appearing from seemingly out of nowhere
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uh they did fix that coming from the