Daisygate is meant to be a rich world of characters and stories.
While I am ultimately the arbiter of the truth, any player can be a Dungeon Master in the overall Daisygate story.
Think of Daisygate as a series of TV series, each with its own director (like the CSI franchise) rather than a single movie with a single storyline.
Homebrew rules
We play Dungeons & dragons 5e (2024) with a few homebrew rules:
Death saves
Inspired by Daggerheart Daisygate has two option when you hit 0 hit points:
- Blaze of Glory. The hero dies, but gets one final heroic act. It can be an automatic critical hit or something thematically and realistic to the moment.
- Death saves: As per D&D (DC10) but with the DC increasing with a D4 on a fall and falls D4 on a success.
Multiple Inspiration points
We allow up to 3 inspiration points as we’ve noticed that when players only have 1, they tend to not use it.
Healing potions
Using Healing potion yourself is a bonus action. Pouring it down som other person’s mouth is an action.
Attack of Opportunity
We play with Attack of Opportunity, but the creature leaving combat can roll a DEX saving throw, with DC of the attackers to hit roll, to avoid being hit.
Counting arrows and spell components
We don’t count arrows. It’s too much admin.
We do not use spell components, but spell are still Verbal or Somatic.
Negotiating
Inspired by the rules for negotiation in Draw Steel.
Decide what you are trying to pry out of an NPC.
All persons have an “Interest” level from 0-5 (I) and a “Patience” level from 0-5 (P) with 5 being the highest.
You roll an “Argument” against against the NPC’s DC. An “Argument” can be anything that makes conversationally sense e.g. Persuasion, Deception, Intimidation etc.
when you roll for an “Argument“, the NPC’s P goes down by 1. When P reaches 0 the conversation has come to its conclusion.
All persons have a 1 or more “Motivations” and at least 1 “Pitfall“.
- If your Argument hits a “Motivation“, roll with Advantage.
- If your Argument hits a Pitfall, roll with Disadvantage.
Results (remember all Arguments P-1)
- Success = I+1 to the maximum of 5. (If the Argument hits a Motivation then P+1 as well).
- Fail = P-1 (If Nat 1 then I-1 as well).
When P=0 consult this chart:
- 5: You get all the info the NPC has to offer and then some.
- 3-4: You get the info, but with some conditions.
- 1-2: You get some token gesture of an answer.
- 0: You get nothing and may even trigger a hostile response.
Wealth
Counting coin is challenging in D&D5e and as such we abstract wealth inspired by D20 Modern.
| Financial Condition | Wealth Bonus |
|---|---|
| Impoverished or in debt | +0 |
| Struggling | +2 |
| Middle class | +6 |
| Affluent | +12 |
| Wealthy | +18 |
| Rich | +25 |
| Very rich | +35 |
| Purchase DC | Value Range (gp) | Scale | Examples |
|---|---|---|---|
| 1–5 | <1 gp | Pocket change | Ale, loaf of bread, torch, night at a poor inn |
| 6–10 | 1–10 gp | Common goods | Dagger, short sword, traveler’s gear, good lodging |
| 11–15 | 10–100 gp | Adventurer gear | Chain mail, warhorse, spell components, masterwork tools |
| 16–20 | 100–1,000 gp | Skilled craftsmanship | Plate armor, fine jewelry, spell scrolls (low level), small ship |
| 21–25 | 1,000–10,000 gp | Major investments | Strong horses, siege engines, magic weapons, wizard’s tower furnishings |
| 26–30 | 10,000–100,000 gp | Noble wealth | Castles, keeps, small landholdings, powerful magic items |
| 31–35 | 100,000–1,000,000 gp | Royal treasures | Fortresses, large fleets, legendary artifacts, buying noble titles |
| 36–40 | 1M+ gp | Mythic wealth | Kingdom-level projects, continent-shaping relics, dragon hoards of legend |