Acquisitions Inc. switching to Daggerheart

Yeah, and that might be a flaw in 5E that those are attractive, and I still find them...unaesthetic.

But note what I said: I never heard of anybody needing "Skill cards" for 5E that do stuff like explain how to use Skills like Athletics or Psrformance: Spells people felt the need to have them on a card rather than memorize their details. Didn't come up with Intimidation or Perception.
In my office cabinet I have 3 boxes of monster cards, 1 box of magic item cards, one tarokka deck of cards, and one box of spell cards. They may not be skill cards, but any given spell or monster isn't much more complex than a skill.

Some folks really like card representations for things.
 

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This is a Level 1 skill:

“WALL WALK
Level 1 Arcana Spell
Recall Cost: 1

Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.”

This is another Level 1 skill:

“GET BACK UP
Level 1 Blade Ability
Recall Cost: 1
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.”

This is a 3rd level 1 ability, from the most complex domain (Codex, Wizards/Bards):

“BOOK OF AVA
Level 1 Codex Grimoire
Recall Cost: 2

Power Push: Make a Spellcast Roll against a target within Melee range.
On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency.

Tava’s Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava’s Armor again.

Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target’s Difficulty instead. On a success, deal d6 physical damage using your Proficiency.”
I'm very appreciative DH uses longer durations like scenes in its spells and powers. Using concrete measurements like minutes when D&D is usually played in taffy time has always been weird.

Like, I don't know anyone who runs Detect Thoughts RAW. Many people say they do, but the actual length of time is wildly different from one table to the next, or even one cast to the next.
 

Yeah, it just doesn't appeal, and ad I said I would prefer a more upstream solution to character abilities.
The Cosmere RPG doesn't handle abilities any different than Daggerheart really. You literally have the equivalent of domain cards in Cosmere in the various abilities you pick up from the paths. Daggerheart resolves abilities in almost the exact same way as Cosmere: you make a roll against a DC set by the GM using a unified mechanic for resolving rolls. Both games have weapons with individual traits, with different damage dice. In both games as you gain levels you gain new discrete abilities, sometimes passive sometimes active (using the action economy of the game).
 

In my office cabinet I have 3 boxes of monster cards, 1 box of magic item cards, one tarokka deck of cards, and one box of spell cards. They may not be skill cards, but any given spell or monster isn't much more complex than a skill.

Some folks really like card representations for things.
Would you buy a set of "Skill cards"...? Would you use them?
 

The Cosmere RPG doesn't handle abilities any different than Daggerheart really. You literally have the equivalent of domain cards in Cosmere in the various abilities you pick up from the paths. Daggerheart resolves abilities in almost the exact same way as Cosmere: you make a roll against a DC set by the GM using a unified mechanic for resolving rolls. Both games have weapons with individual traits, with different damage dice. In both games as you gain levels you gain new discrete abilities, sometimes passive sometimes active (using the action economy of the game).
Fair. Still though, the resolution doesn't seem to necessitate "power cards"
 


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