Rules

Adjusting Abilities and Spells

Adjusting Abilities and Spells

Some abilities and spells in Daggerheart designate the use of particular assets and senses, including sight, sound, touch, and movement. Like players, characters can be blind, deaf, or mute, have disabilities or limb differences, or possess any number of unique qualities that occur among individuals.

Just as there is no set style for weapons combat, there is no set style of spellcasting within Daggerheart. No spell requires specific language or motions. For example, sign language is equally viable for a Wordsmith bard as anything spoken aloud.

If instructions in the game aren’t a good fit for your character’s abilities (such as a blind PC’s spell affecting “a target you can see”), work with your GM to adjust the requirements of that effect. For example, you might choose to make one of the following adjustments to the rules or campaign:

  • Utilize another sense (“a target you can hear”)
  • Specify the mechanical range (“within Close range”)
  • Add narrative character details (the PC uses an aid or magical means to perceive the target)
  • Address it through worldbuilding (the Mortal Realm is accessible for disabled characters)

Supporting the enjoyment of everyone at the table means modifying the spells, abilities, and other aspects of Daggerheart as you see fit. We invite you to adjust the flavor of cards based on the lines and veils established by the group (see the “Session Zero and Safety Tools” section in chapter 3). For example, a player might want their druid to use the Conjure Swarm spell, but either they or another player feel uncomfortable with bugs. In that case, they could conjure other objects such as flower petals, small birds, or even a specific bug (such as a butterfly) that everyone is comfortable with. All players, including the GM, should abide by the customizations made to accommodate one another.

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