Reading a review, for those who have played, do you believe this is accurate in regards to DH being 'this'?
No real way to answer that generally, but I know I'd much rather play Daggerheart than 5E.
Daggerheart is faster in combat than 5E and it's far more engaging because of the freeform initiative system. If that's intimidating, use the optional spotlight tracker. It's great.
Monsters are cleaner and better designed. The combat encounter builder is nice and smooth. Not sure it's that well tuned, but it's a damned sight better than 5E's CR system.
The hope/fear dice make every roll matter so players pay more attention to individual rolls. And as a fan of fiction-first and PbtA games, the whole success with fear, failure with hope thing just sings for me.
I'm a huge fan of clocks and they provide a lot of examples on how to use them, so just about any and all non-combat thing you can think of is covered easily and simply with countdowns.
The classes are far more balanced than 5E, though there are still some issues, like the grimoire cards.
They solved the five-minute workday problem by not giving out complete refresh of everything with a long rest, players have to pick which two of five to fully refresh. Long rests also give the GM fear tokens to spend, so you're not just safe free and clear.
They solved the nova problem because instead of slots PC abilities are mostly tied to stress, a finite resource, or hope, a variable resource. There's a little more resource juggling in Daggerheart than 5E but each resource is 0-6 so a pile of color-coded tokens or poker chips and you're set.
They solved pop-up healing by having characters make death moves at zero HP. If you don't want your character to make a death move, make sure there's a healer keeping you up. Death moves give the player control over how deadly they want the game and what happens to their PC. Blaze of Glory lets you make an auto crit but your PC dies. Risk it All lets you gamble, you have a 50/50 chance of dying or healing. Avoid death lets you survive but sit out the rest of the fight with the chance of a nasty scar.
The free homebrew kit tells you how to make your own stuff for every aspect of the game. It's not perfect and there are a few "step 2. draw the rest of the owl" moments, but it's wildly more insight than we've ever got about 5E aside from fans reverse engineering things.
No system designed by someone else is going to be a perfect fit, but this comes far, far closer to my ideal than anything else on the market. If you like the idea of PC-centered, fiction-first superhero fantasy, this is an excellent game. It does that style better, with cleaner and simpler rules than the 800lbs gorilla.