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Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place
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<blockquote data-quote="Neonchameleon" data-source="post: 9832053" data-attributes="member: 87792"><p>There was almost certainly a huge unaccounted for familiarity penalty there. </p><p></p><p>The thing about Daggerheart is that character complexity can more or less be measured in terms of cards; Daggerheart characters have <a href="https://www.daggerheart.com/wp-content/uploads/2025/05/Character-Sheets-and-Guides-Daggerheart-May212025.pdf" target="_blank">a base character sheet</a> of which you only use the mechanics on the first page in play (the second contains stuff for character creation and levelling up). The basic rules cover three quarters of the first page with the class specific mechanics covering the class covering at most a quarter of the page (the line or two under Hope and the mechanics in the bottom left of the sheet under Class Feature).</p><p></p><p>So every class has about three paragraphs of mechanics. In addition to that everything is on <a href="https://cardcreator.daggerheart.com/?preview-template=subclass-warden-of-renewal&preview-tab=979d5d36-aeed-472a-982a-b9a15e52dccd" target="_blank">cards</a> - which mean that you <em>always</em> have the mechanics to hand in face to face play and there's never a need to consult a rulebook to look up what you can do. The top half of every single card is (very nice) artwork that looks great and hopefully inspires.</p><p></p><p>Every single ability except Beastform (Wild Shape) and the ranger's animal companion fits onto a card or the base sheet - and only half the card is available for text. A level 1 character has:</p><ul> <li data-xf-list-type="ul"><strong>1 Culture card</strong> with some flavour text and a single short special ability (e.g. <strong><em>Scoundrel:</em></strong> You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.")</li> <li data-xf-list-type="ul"><strong>1 Ancestry card</strong> with two short special abilities; one active and one passive. (So simpler than almost any D&D race)</li> <li data-xf-list-type="ul"><strong>1 Subclass card</strong> with one to two abilities (some may have three tiny ones - generally bulet pointed).</li> <li data-xf-list-type="ul"><strong>2 Domain cards</strong> which are where your special abilities or spells come from. These range in complexity from purely passive ("Gain a bonus to your Evasion [AC] equal to half your Agility.") so you write on your main sheet and forget about it to effectively two short spells and a cantrip (each no more than a few sentences) from the Codex domain. </li> </ul><p>Remember that each of these cards has a maximum of half a card's worth of medium-large print text. </p><p></p><p>As you level up you gain a single domain card per level but you can never have more than five active domain cards - and it costs stress (a limited resource you recover by resting) to switch which of your cards is active. Outside your domain cards and ignoring multiclassing (only a minor can of worms) you can gain two more subclass spells (specialisation and mastery).</p><p></p><p>A first level Daggerheart character is probably as powerful as a third level D&D character and slightly more complex than a first level one (yes, there's a range; you can make a warrior simpler than a Champion fighter or a wizard to rival a wizard). But as you level up you don't get <em>that</em> much more complex. Even at maximum level you've only gained three domain cards in your loadout (and at least six in reserve) but they tend to be more powerful and two subclass cards. And your hit points don't balloon; they start at about six and hard cap at about twelve. (You get tougher but don't need to track large numbers in the same way).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9832053, member: 87792"] There was almost certainly a huge unaccounted for familiarity penalty there. The thing about Daggerheart is that character complexity can more or less be measured in terms of cards; Daggerheart characters have [URL='https://www.daggerheart.com/wp-content/uploads/2025/05/Character-Sheets-and-Guides-Daggerheart-May212025.pdf']a base character sheet[/URL] of which you only use the mechanics on the first page in play (the second contains stuff for character creation and levelling up). The basic rules cover three quarters of the first page with the class specific mechanics covering the class covering at most a quarter of the page (the line or two under Hope and the mechanics in the bottom left of the sheet under Class Feature). So every class has about three paragraphs of mechanics. In addition to that everything is on [URL='https://cardcreator.daggerheart.com/?preview-template=subclass-warden-of-renewal&preview-tab=979d5d36-aeed-472a-982a-b9a15e52dccd']cards[/URL] - which mean that you [I]always[/I] have the mechanics to hand in face to face play and there's never a need to consult a rulebook to look up what you can do. The top half of every single card is (very nice) artwork that looks great and hopefully inspires. Every single ability except Beastform (Wild Shape) and the ranger's animal companion fits onto a card or the base sheet - and only half the card is available for text. A level 1 character has: [LIST] [*][B]1 Culture card[/B] with some flavour text and a single short special ability (e.g. [B][I]Scoundrel:[/I][/B] You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.") [*][B]1 Ancestry card[/B] with two short special abilities; one active and one passive. (So simpler than almost any D&D race) [*][B]1 Subclass card[/B] with one to two abilities (some may have three tiny ones - generally bulet pointed). [*][B]2 Domain cards[/B] which are where your special abilities or spells come from. These range in complexity from purely passive ("Gain a bonus to your Evasion [AC] equal to half your Agility.") so you write on your main sheet and forget about it to effectively two short spells and a cantrip (each no more than a few sentences) from the Codex domain. [/LIST] Remember that each of these cards has a maximum of half a card's worth of medium-large print text. As you level up you gain a single domain card per level but you can never have more than five active domain cards - and it costs stress (a limited resource you recover by resting) to switch which of your cards is active. Outside your domain cards and ignoring multiclassing (only a minor can of worms) you can gain two more subclass spells (specialisation and mastery). A first level Daggerheart character is probably as powerful as a third level D&D character and slightly more complex than a first level one (yes, there's a range; you can make a warrior simpler than a Champion fighter or a wizard to rival a wizard). But as you level up you don't get [I]that[/I] much more complex. Even at maximum level you've only gained three domain cards in your loadout (and at least six in reserve) but they tend to be more powerful and two subclass cards. And your hit points don't balloon; they start at about six and hard cap at about twelve. (You get tougher but don't need to track large numbers in the same way). [/QUOTE]
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