overgeeked
Open-World Sandbox
That’s not my experience. Daggerheart is much faster than 5E. Same players with a decade of 5E experience and zero Daggerheart experience. And Daggerheart was still faster.I am positive it is not faster.
That’s not my experience. Daggerheart is much faster than 5E. Same players with a decade of 5E experience and zero Daggerheart experience. And Daggerheart was still faster.I am positive it is not faster.
That's not my experience. I do play 5E with high pace though. Maybe not quite up to pace with DHThat’s not my experience. Daggerheart is much faster than 5E. Same players with a decade of 5E experience and zero Daggerheart experience. And Daggerheart was still faster.
I've found if I actually use the full budget for combat in DH... it's about the same length as 5e... though I think how comfortable, assertive and decisive your players are has alot to do with it.That’s not my experience. Daggerheart is much faster than 5E. Same players with a decade of 5E experience and zero Daggerheart experience. And Daggerheart was still faster.
Exactly. What’s striking isn’t just how Daggerheart is designed, but how it’s being rolled out. The team didn’t launch with a confident declaration that they’d solved tabletop design. They released something tuned for a particular style of play, and then watched how the broader community responded. The fact that it’s resonating with a wider group of players—many of whom share those same friction points—is more confirmation than intention.Right. It’s Critical Role’s fix D&D project. It just so happens that a lot of the pain points CR felt needed fixing were also pain points other gamers felt needed fixing. Hence its popularity.
I really don't think this is true.This doesn’t feel like a generic “fix D&D” project. It feels like a purpose-built answer to the way one particular group plays—and the demands of performing that play for an audience. This was tailor-made for Critical Role. That it resonates with other players is a bonus, with success and popularity being an absolute surprise.
Fair, but I think you’re interpreting my post more literally than it was intended. I’m not suggesting Daggerheart is the official Critical Role RPG or that the cast dictated its design. My point is that the system reflects solutions to long-standing friction points that have been visible across years of Critical Role play. That’s not speculation—it’s in the structure.I really don't think this is true.
Spenser and Rowan made the fantasy game they wanted, and sure they looked at the Legend of Vox Machina cartoon for inspiration because the goal was to capture the feel of Critical Role in that way. But if you look at how CR play? Daggerheart expects far more indie rpg sensibilities and a proactiveness than CR displays (currently, they are relearning things as evident in Umbra). Now, if you ask them they will list things they don't like with 5e that Daggerheart "fixes" but I do not think it's tailor-made for them at all.
I am positive DH combat is more dynamic than 5E.
I am positive it is not faster.
I've only done full or over-budget encounters and my experience was the same as @overgeeked and @zakael19. I suspect things would be dragging a great deal more if this was D&D with three new players and three vets but who knows.I've found if I actually use the full budget for combat in DH... it's about the same length as 5e... though I think how comfortable, assertive and decisive your players are has alot to do with it.
I have 3 brand new (to rpg's) players and I have to constantly prompt them to take action in combat while my 3 veteran players ( even though they make it a point to ask if anyone wants to take an action) are constantly taking actions. It makes DH combat drag more than it should for our group.