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Daggerheart General Thread [+]
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<blockquote data-quote="Jacob Lewis" data-source="post: 9723736" data-attributes="member: 6667921"><p>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.</p><p></p><p>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.</p><p></p><p>When I read through the <em>Daggerheart</em> core rulebook, what stood out most wasn't its contrast with D&D, but how precisely it seems tuned to the needs of the <em>Critical Role</em> 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 <em>Daggerheart’s</em> open and abstract equipment and economic systems.</p><p></p><p>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.</p><p></p><p>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 <em>Critical Role</em>. That it resonates with other players is a bonus, with success and popularity being an absolute surprise.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9723736, member: 6667921"] 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 [I]Daggerheart[/I] core rulebook, what stood out most wasn't its contrast with D&D, but how precisely it seems tuned to the needs of the [I]Critical Role[/I] 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 [I]Daggerheart’s[/I] 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 [I]Critical Role[/I]. That it resonates with other players is a bonus, with success and popularity being an absolute surprise. [/QUOTE]
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