Daggerheart General Thread [+]

Also, thinking narrative first we’ve had two combats in a row now where the players taking out the clear leader meant a surrender/negotiation with the enemy. Because there’s no initiative order and the game keeps nudging me that way, it feels more natural and “allowed” to just grab the spotlight and tell the players how the adversaries throw down their crossbows and sue for mercy and such.
Yes, the other advantage of no initiative is it is easy to simply end a fight when it's clearly dramatically over. Adversaries aren't locked into initiative and worried about attack of opportunities (well ... I do have a Warrior, but that ability hasn't really triggered yet), so I haven't felt the need to run a battle to the bitter end. Adversaries flee or surrender as necessary and play continues because we never rolled Initiative in the first place!

It is surprising how elegant I'm finding Daggerheart. Now ... admittedly, I didn't touch the beta ... 4 months ago I didn't even know what Daggerheart was. So I didn't go through the warts phases.
 

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Also, thinking narrative first we’ve had two combats in a row now where the players taking out the clear leader meant a surrender/negotiation with the enemy. Because there’s no initiative order and the game keeps nudging me that way, it feels more natural and “allowed” to just grab the spotlight and tell the players how the adversaries throw down their crossbows and sue for mercy and such.
I had a version of this yesterday. The PCs killed the acid crawler which exploded into a number of slime ... so the PCs just walked off and left the slime.
 




Reading a review, for those who have played, do you believe this is accurate in regards to DH being 'this'?
Most people who play D&D actually want to be playing this game, as a fast, strategic, thematic experience.
I don't think "Most", but it definitely is going to be a large chunk.
I think a lot of the Modiphius 2d20 fans will like it, too.

Some of my D&D 5E players are minis-on-map highly tactical; they're not unwilling to play DH, but It'll be printing rulers and using minimeeples and maps.
 

Reading a review, for those who have played, do you believe this is accurate in regards to DH being 'this'?
I don’t think the “most people who play D&D would rather be playing this” argument holds up. It reads less like a serious claim and more like a projection—personal preference extrapolated into a sweeping generalization.

More importantly, it leans into a framing that keeps reappearing: that Daggerheart exists primarily as a competitor to D&D, and that everyone needs to choose a side. That’s a false binary, and it obscures a more interesting possibility.

When I read through the Daggerheart core rulebook, what stood out most wasn't its contrast with D&D, but how precisely it seems tuned to the needs of the Critical Role cast. I watched much of Campaign 1 back when I had long work hours and couldn’t game regularly. What kept me engaged wasn’t the rules or combat—it was the story and group dynamic. And it became clear, especially over time, that the D&D rules often got in the way of that: frequent pauses to look up spells, manage inventory, or navigate layered ability interactions. There’s an infamous multi-hour shopping episode early on that wouldn’t even be possible (or necessary) under Daggerheart’s open and abstract equipment and economic systems.

So much of the game seems reverse-engineered from those kinds of moments. Leveling is quick, because all progression options are printed directly on the character sheet. Players have cards for their powers and abilities, so they’re not flipping through books mid-session. Even decision paralysis—especially noticeable in higher-level combat—gets addressed through the domain card system, where players pre-select a limited set of powers to “load out” during rests. That turns what used to be cognitive drag into a strategic choice.

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.
 
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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.
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.
 



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