Daggerheart General Thread [+]

Ironically Daggerheart has loads of cards; if you get a physical edition all the ancestries, cultures, subclasses, and domain abilities are on cards. Combined with class specific character sheets you can have a nice collaborative character creation session and never once refer to the rulebook, never mind waiting for it to look up ancestries or abilities. This makes the game a lot smoother.
I mean, yes I know that. But none of those are required. I got a physical edition- but I just got the book. I don't usually go for the extras, and I didn't see that any were required for initiative.
 

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Yeah, I was so confused and with the server errors, couldn't see this thread anymore ... but there is no Initiative, that's one of the cooler things about Daggerheart!
 

Yeah, I was so confused and with the server errors, couldn't see this thread anymore ... but there is no Initiative, that's one of the cooler things about Daggerheart!
As has been well documented, that element causes some folks no.end of concern. On the upside, DH has a totally workable optionsl rule available front and center.
 


I saw an interesting post over on Reddit about death move and scars/Hope loss, suggesting that it rapidly gets quite punishing and throwing out some alternative ideas that I thought were actually really solid. To @Reynard 's idea, one thing they added in there was "write down a negative experience" that the GM could then invoke on an Action. Here's how I might fictionally anchor those (the post lets the players pick up to 2 from each line; I'd keep that but require -1 Hope as your first scar because it's got a powerful fictional element IMO.

"From a fictional standpoint, I might frame it as:
  • Your body is scarred, lose one HP slot.
  • Your mind is scarred, lose one stress slot.
  • Your inner light gutters, lose one Hope slot.
  • The circumstances linger, write yourself a negative Experience equal to your current highest experience bonus."
 

I saw an interesting post over on Reddit about death move and scars/Hope loss, suggesting that it rapidly gets quite punishing and throwing out some alternative ideas that I thought were actually really solid. To @Reynard 's idea, one thing they added in there was "write down a negative experience" that the GM could then invoke on an Action. Here's how I might fictionally anchor those (the post lets the players pick up to 2 from each line; I'd keep that but require -1 Hope as your first scar because it's got a powerful fictional element IMO.

"From a fictional standpoint, I might frame it as:
  • Your body is scarred, lose one HP slot.
  • Your mind is scarred, lose one stress slot.
  • Your inner light gutters, lose one Hope slot.
  • The circumstances linger, write yourself a negative Experience equal to your current highest experience bonus."
I like that idea. Especially for a supers game where death is almost always a temporary story beat.
 

I am planning on getting a TTRPG set for my highschool nephew for Christmas and was thinking a great deal about whether the new D&D set or Daggerheart makes more sense. After some contemplating I am really leaning towards Daggerheart.

I know D&D is more and visible but I think for a teen that has never really been introduced I think Daggerheart offers more. Not just in options, but stylistically. My nephew and his friends are into a wide variety of anime. Some can be "modeled" with D&D but not many, where I think Daggerheart and Campaign Frames can stretch to meet them. Also the larger variety of character "species" fit them more.

My nephew is really into art and design and I think the visuals on the cards and heavy use of art will offer more inspiration. Lastly I think the rules that feel weird (no Initiative, free-form skills, meta-currency: hope/fear etc.) to long time D&D players won't trip up people with less systems knowledge.
 


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