So I've been running two Daggerheart campaigns for close to 9 months. I was just thinking of doing something similar for my next campaign. My view was to make the powers like "magic items" that could be discovered, traded, etc. Equipping them with a limit of 5 would be like attunement in D&D.
One thing that is sometimes hard for me to remember as a Daggerheart GM is that difficulty doesn't matter anymore. Players decide their characters life or death. Balance doesn't matter. Let them get as OP as you want. You aren't there to challenge them in combat anyway.
I think this is very much not borne out at all by the larger community. Without a feeling of loss being on the table (not dying but losing), the narrative you're making together starts to kinda have less impact. My players have absolutely highlighted the "highs" they feel when they pull out an arc-concluding fight by the skin of their teeth with people making death moves; or the sudden right turn into a really difficult fight resulting from their choices in the moment. The consequences in both of those would've been narrative in nature - you lose the fight, things happen.
I love Daggerheart. It's probably the best game for my style that I've GMed this millennium (since the WotC era of D&D, essentially). But it's a "mid length campaign" system - nothing that could last a year or more.
We'll be at a year shortly, but that's somewhat meaningless since we could be playing once a month or weekly and have wildly different lengths. Instead, let me say that we're at something like 15 or 16 sessions for my in-person game and level 3. This is easily a system which supports the average WOTC AP length of 30-40 sessions. For my group, I anticipate at least 40+ sessions until we culminate the current narrative arc. They might be 7 or 8 by then?
So all I can do is damage. No secondary effects. Also with movement and range mostly abstract (and no opportunity attacks mostly), the movement part which normally adds some tactic also mostly falls away.
Movement has a role: the game is pretty strict about how far you can move on a spotlight without having the chance to pass things back (and in the GM's case, period unless it's a solo). Secondary effects are all over the game, they're just hidden in domain cards or wrapped into the base two with the tacit understanding that when you get away from grid-based movement, does it really matter if you're Prone or Exposed or Flanked or whatever or can we just call all that Vulnerable and handle specific cases in the fiction?
I do actually wish there was a little more depth on the damage type sides than just magic/phy.







