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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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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