Daggerheart's focus is not on interesting tactical gameplay, to be honest.
Well then why does it use so much space and such a huge percentage of the player options on combst options then?
Compared with 13th age which has tactical combat (with theater of mind) Dagger Heart does not look less combat focused
- It has a quite complex ressource management system with stress, hope, armor, health + maybe ressources on ability cards (and fear). Typical for combat heavy games with attrition. 13th age only has 2 per default (health and healing surges). All with short and long rest.
- It has more complex equipment with different weapons and armor (13th age has this abstracted). It also has more different ranges.
- From the class options almost only the background and the 2 "skills" are for non combat (although normally 1 of them will be used in combat). Spells (except minor image) most class abilities, the 3 hope abilities, are all just for combat
- Combat also takes quite a bit of time in a session. Its not 1 roll and over.







