Meanwhile the damage rolls are familiar to anyone has played D&D and the weapons just have a stat, a number of hands, a damage expression, and a trait.
By contrast Draw Steel to pick a weapon you need a kit. Which has a stamina bonus, a stability bonus, a speed bonus, three damage bonuses, a distance bonus, a disengage bonus, and a signature ability locked to two or three stats with multiple tiers, and a rider.
I'm not critiquing Draw Steel here; this is one of the parts I like. But the idea that Draw Steel's weapon mechanics are simpler than Daggerheart is one I find confusing.
Remember that kit is weapon
s and armor.
In draw steel the melee weapon part is just melee damage, melee range, and feature. The ranged part is for any ranged weapons in the kit (damage, range, feature). You have both types of weapon in Daggerheart, and they also have damage (3 numbers - die count, die type and bonus) and range - but you have burden and trait on top of that (+ damage type if you include implements).
And in daggerheart the shield get a full secondary weapon treatment, while in Draw Steel it is simply a stamina bonus (+ feature)
Any added complexity in Kit from Draw steel seem to rather be accounting for the armor part. I think speed, disengage, stamina and stability can be related to this. On first impression Daggerheart is a bit simpler as it only has moderate and severe treshold, and base score. However looking at the features, it also even in tbe base tier 1 setup also affect evasion and agility. And even worse it has the dynamic number of armor slots associated with it that needs to be keep track of (vs the purely static numbers of draw steel).
So even if you split out weapons and armor as seperate entities in Draw Steel it seem to me like you get something
simpler than in Daggerheart. But the real big simplification in my eyes that prompted my comment was indeed this merging of all three concepts into kits at the base level. Draw Steel give us out of the box 21 highly distinct and flavorful loadouts.
Daggerheart give us 12 base melee main weapons, 3 ranged weapons, 7 secondary weapons and 4 armors. That is 26 things to consider. The exact number og viable kits is a bit hard to calculate, as having nothing counts as a posibility, and secondary weapons are less relevant with a two handed weapon. But as just multiplying these numbers togetter give us just over 1000 I think we can quite safely say we have at least an order of magnitude more possible base loadouts than draw steel. Choosing between these certanly seem more "crunchy"...
I guess you missed the environments and social monsters - and the suggested moves.
I put that in the "content" bucket. I didn't see much rules regarding it? That is where is the
crunch?
Edit: Ok, some of the features in environements do feature some crunch - and I do agree there are no corresponding elements in Draw Steel. Some of it is covered by environemental hassards, but not all. Some of it also seem to have similarities with montages. Not sure how heavily this will affect actual play though?