The Daggerheart Inspirational Thread [+]


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I love clocks and countdowns. And this version is one of the best yet.

The campaign frames are great. My favorite is Drylands. I was brainstorming something vaguely, roughly similar just before the book dropped.

Classes as a combo of two power sources is great. Everyone on the same power progression is great.

I really like that the resolution mechanic. Dice generating more than a binary pass/fail is great.

The GM advice is top notch.
I like the armour and Thresholds. I know this is an area of complaint, but to me, it feels like the armour thresholds are blocking a goodly amount of damage. Some of it is getting through, which will be marked as hp or armour. Nobody has a lot of hp, so you feel that the armour is actually keeping you safe from what would be very deadly hits.
I honestly love the idea of thresholds and lower HP.
 

I like the armour and Thresholds. I know this is an area of complaint, but to me, it feels like the armour thresholds are blocking a goodly amount of damage. Some of it is getting through, which will be marked as hp or armour. Nobody has a lot of hp, so you feel that the armour is actually keeping you safe from what would be very deadly hits.
I’m actually a big fan of how Daggerheart handles armor and damage, even though I know this is a point of contention for some. The way armor works here feels more grounded and more tactically engaging than in most systems.

What stands out is the separation of concepts that are often collapsed into a single “defense score.” In Daggerheart, Evasion handles whether you get hit at all—dodging, parrying, etc.—while armor kicks in after that. It doesn’t prevent the hit; it mitigates the damage. That distinction creates a clearer narrative logic: you either avoid the blow, or you absorb it, but they’re not the same thing.

Armor itself has two components: thresholds and slots. Thresholds are passive—recorded on your sheet, always present. Armor slots are active—they have to be declared and tracked. That means even outside your turn, you’re making decisions that affect survival. You can’t just throw on heavy armor and forget about it. It’s a resource you manage, and eventually it wears down. But it doesn’t break or vanish arbitrarily. It protects you until it’s spent.

That leads to one of my favorite elements: hit points aren’t just a slow bleed. Damage has to mean something—it needs to break through a threshold to matter. That change alone reframes how we think about combat. No more whittling down a giant bag of HP with a dozen inconsequential hits. At the same time, damage dice don’t have outsized influence either. You can’t one-shot someone just by rolling high, but you also aren’t stuck chipping away endlessly.

The result is a system that feels fair, tactical, and grounded—without sacrificing pace or drama. Armor feels like armor. Hits feel like hits.
 

I find it interesting how often initiative has already come up in this thread as a source of inspiration. It’s ironic, considering that initiative was one of the earliest and most vocal criticisms I saw in online discussions. The language was familiar—frustration framed as certainty, a lot of dismissal based on surface-level readings. But that reaction actually pushed me to look more closely. I wanted to see what the system was actually doing to move away from traditional turn-based mechanics, which have long been a friction point in other games.

When I read how initiative is handled in Daggerheart, it was clear right away: this isn’t a system or a procedure. There’s no roll, no numeric order, no structured turn queue. Instead, there are a few broad instructions—more like a tone than a rule—and the rest is left to the same collaborative tools that drive the narrative. The system doesn’t isolate initiative as a separate phase; it lets pace and tension emerge from how the scene unfolds.

It’s easy to misunderstand that approach if you’re viewing it through the lens of other systems. If you assume combat needs to run on strict sequencing to avoid chaos, Daggerheart can look unstructured. But when you understand how it weaves in cues like spotlight sharing, momentum, and character roleplay, the logic becomes clearer. Initiative isn’t removed—it’s decentralized.

What that changes, crucially, is the mindset at the table. In most games, the question is “When is it my turn?” That reflects a scarcity of attention—everyone waits to re-engage. Here, the question becomes: “Has everyone gone yet?” That’s a shift toward collective responsibility. It creates a rhythm that players shape together, not one imposed by numeric order.

This also reduces GM load in a subtle but important way. Rather than tracking a turn order and maintaining tempo by fiat, the GM becomes more of a scene conductor—watching for cues, ensuring fairness, and nudging things along only when needed. That trust in the group to self-regulate is part of what makes the system feel fluid and intentional, rather than loose or arbitrary.
 

This also reduces GM load in a subtle but important way. Rather than tracking a turn order and maintaining tempo by fiat, the GM becomes more of a scene conductor—watching for cues, ensuring fairness, and nudging things along only when needed. That trust in the group to self-regulate is part of what makes the system feel fluid and intentional, rather than loose or arbitrary.

And then GM can facilitate this by on their turn tee up something towards a player who hasn't acted yet, giving them a natural hook in. It's like a soft version of the classic PBTA "telegraph a punch and then just before it lands ask the character 'what do you do?'"

I do have one player who really wants to jump in at all times, but at least he's aware of his tendency towards spotlight grabbing (called it out during our end of session discussion and wanted to make sure he hadn't been stepping on other players too much) and was very accepting when I was like "hey lets let player X finish their turn first :)."
 


Through three sessions it hasn't been an issue for our group. All of the players make it a point to ensure that everyone has a turn and feels involved. A couple of times, I've chimed in as the GM and asked a quieter player what they'd like to do, but it hasn't been as necessary as I thought it would be.

I've actually seen some players ask the others if they can go, especially if it makes sense; along the lines of, "This creature missed me and is off-balance, is it alright if I go and take advantage of that?". It's been wonderful.
 

Through three sessions it hasn't been an issue for our group. All of the players make it a point to ensure that everyone has a turn and feels involved. A couple of times, I've chimed in as the GM and asked a quieter player what they'd like to do, but it hasn't been as necessary as I thought it would be.

I've actually seen some players ask the others if they can go, especially if it makes sense; along the lines of, "This creature missed me and is off-balance, is it alright if I go and take advantage of that?". It's been wonderful.
Suggesting Golden opportunities aren’t just for the GM imo!
 


So far I’ve only given the SRD a skim, but the concept of stating up an environment much like an enemy stuck out to me. It actually makes Daggerheart a contender for one campaign idea revolving around lifting regional curses.
 

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