Yet someone coming from PF2e sees it that way! Maybe that tells us something about PF2e?I'm not sure that there is any universe where I would call Daggerheart "rules light."
Yet someone coming from PF2e sees it that way! Maybe that tells us something about PF2e?I'm not sure that there is any universe where I would call Daggerheart "rules light."
If you are on one end of the spectrum, every other option looks like the other end of the spectrum.Yet someone coming from PF2e sees it that way! Maybe that tells us something about PF2e?
Another interesting thing about the comparison of Daggerheart (as rules "light") to PF2e (as rules heavy) is that it can help someone whose main experience is PF-esque and D&D/d20-esque games to see what is possible with other designs. That might help them appreciate how even lighter RPGs are possible which don't have the sorts of issues that are sometimes attributed to them.If you are on one end of the spectrum, every other option looks like the other end of the spectrum.
I'm glad you're enjoying Daggerheart and Legend in the Mist, but maybe PF2 just wasn't the right rules-heavy game for you? I mostly prefer heavier rulesets, and I really dislike PF2.What a difference a bit of time can make.
The me of late 2025 is on the other side of this split from the me of early 2025.
Over the course of 2025 I saw my Pathfinder game start to unravel, and right as that was happening Daggerheart hit.
For a long time I've only seen 'rules light systems' that just seem to want me to 'wing it' and make ruling but offered no good guidance on how to do that other than 'just do it'.
I'm sure the systems and articles were out there - but the one I'd read were not well articulated - until the GMing advice in Daggerheart more or less walked me through a process within a rule set that had tools in place for it.
Meanwhile I was getting ever more frustrated with watching my Pathfinder 2E players just 'move tokens around, roll dice, and debate power moves, tactics and builds' while I was trying to give them a story. I'd get a few biters but always one or more would just stick to the mechanics.
And then I played what is considered Pathfinder best story adventure - season of ghosts - and we get to some moments to discuss the situation with some key NPCs and try to persuade them this way or that. At my advice our GM broke out the influence system, but by the time we got to that point a few weeks later I was feeling like I'd advised him poorly, and sure enough - mechanics that not just seek to overrule your narrative, but also constrain what roleplay would be relevant and what is 'wasting people's time at the table'.
They have a mechanic for everything in Pathfinder. And that's great. Until it isn't.
I encountered Daggerheart's fluid experience system right after feeling frustration in Pathfinder that you get not just role locked by your class, but heavily constrained in what out of combat things you can do because it's all pre-written tied to specific stats.
I encountered narrative roleplay advice in Daggerheart and later Mist engine that could let mechanics work WITH the roleplay right as we suffered through the influence system of Pathfinder.
I read a section in Daggerheart telling me to only call for rolls when there was relevant narrative consequence right after a Pathfinder session where we wasted a half hour watching a player roll repeated pick lock skills on a single lock on a no-consequence regular door just sitting there.
I read read about Daggerheart and Mist trading the spotlight around after sessions in 3 different pathfinder games where bad rolls on initiative didn't cost the party a win, but made multiple PCs feel useless because they couldn't act when it made sense to the scene because it didn't meet the numbers.
So now I'm coming out of this a bit different.
I still don't like the rules-light games of the 90s and before that I was used to. They just used 'rule 0' as a crutch for bad writing.
But now I've seen Daggerheart, and then even better Mist engine - which is heavily based on PBtA. I still haven't seen PBtA itself.
But what I have seen is rules light systems with consistency and solid guidelines for how to work through something and exactly HOW to make rulings that fit narrative theme, don't break the light rules that are there, and don't feel like I will be constantly inconsistent for lack of remembering what I said last time.
So when it comes to modern Rules light games like Legend in the Mist and Daggerheart - I'm there now.
If an event has only one rule in a complex system it will only have one event of ruling in most cases. I don't see why a rule should have one single simple resolution will a ruling has 4 events that needs to be resoluted? But maybe I am missunderstanding what you mean here?
Yeah, so the DM will probably do worse rulings.
And again rulings in light-rules system are also light-weighted. Yes, you do it constantly, but it is a main part of the game and thus simple and fast. In 90% of cases its just some sort of ability check. Meanwhile in complex rulesystems you need to first know a)is there already a rule for that and b) if not, how can I make a ruling that is balanced towards the complex rules.
And while rules-light will have constant rulings, rules-heavy systems have constant referencing rules. I know what I enjoy, do a quick ruling instead searching the rule in my 500 page rule tome. Or learn the complex rules as if I am back in college. Also trying out new systems is a much bigger hurdle for tables who learned and mastered complex systems.
Yet someone coming from PF2e sees it that way! Maybe that tells us something about PF2e?
Yeah.I'd argue, as I mostly did above, that's because PF2e being heavily evolved from 3e era and 4e era D&D, is very strongly exception based.
I can see your point, however my experience with this sort of games stems from early 90's references. They did not catch my interest then, and soo much time has passed I do not recall much other than I had a tendency to dislike them.It might help your opinion on the subject if you take a look at the minimalist systems that are out there. It will help to inform your opinion, and create a common ground where to discuss. As it is, it's just that- an opinion thrown out there that no one can help discuss and isn't really of any help because there's no context. There are all sorts of systems - both minimalist and not- that are home grown that are just not any good, and no amount of additional rules will help to make that way. One cannot tell without information if these rules are just not any good, it's a design choice that disagrees, or something else that makes it this way. Especially without specifics.
With just this statement (leaving off the part about swearing off other systems), I don't even see how you can form an opinion after so long out of the loop? I mean, you of course have an opinion, but it s not informed by any measure that an average person could consider reasonable, IMO.I can see your point, however my experience with this sort of games stems from early 90's references. They did not catch my interest then, and soo much time has passed I do not recall much other than I had a tendency to dislike them.