Oh, niiice! Thanks for pointing that out, Reynard.Grab the SRD. It is very complete.
I think the first thing I'm doing is making a Dragonbane-like duck ancestry.It's one of the system among the pitches for next game to play, hopefully that gives enough time for some VTT support to show up.
But I did already make a raccoon ancestry.
That is 100% not my personal experience.Either a player likes the crunchy rules or they like super-lightweight freeform play. Finding a group of people who like both when that Venn diagram is effectively two separate circles is going to be hard.
I dunno. See above I guess, maybe I'm #blessed but I genuinely don't think most players have a strong preference for crunchy vs. light if they've actually played both for more than a couple of sessions. And that applies to people new to RPGs too in my experience. Hell, if anything, different RPGs can bring out different things in people. Like, when we started on 4E, suddenly one of the players who'd never been interested in optimization before, got interested and had a great time, and when we started on Dungeon World, the guy who we always saw as mostly a min-maxer pulled out some great role-playing that we didn't know was in him!Also, finding players that I feel will work well for it might be a challenge, because I don't think any of my current players are the right fit. Maybe one of them, but not sure.
You have up to five Domain cards (like spells/active abilities) at once, plus maybe few basic class and subclass abilities, two racial abilities (often just passive modifiers) and so on. That said, some of the mechanics are not simple-simple, I'd say it's solidly in medium crunch, like, significantly crunchier than anything PtbA I've ever seen except from the Sons of Oak guys (i.e. City of Mists, :Otherscape etc.), crunchier than Spire/Heart, but enough less crunchy than 5E that it's clearly not in the same ballpark (even if some of the same ideas re: optimization may occur).Daggerheart has nowhere near the crunch of D&D though. It's classes have, what, 4 abilities?
To chime in this feels like a D&D-centric approach to me both because D&D 5e is a game with fairly crunchy and tedious combat and pretty light out of combat (as was 4e) and because there's a significant number of groups that are more than fine with this as long as the rules are good leading to combat that isn't too slow. I'm one of them and others have also signed up.That's my concern as well. As mentioned at the tail end of Christian's Daggerheart review he mentions the split between the crunchy combat and almost freeform narrative elements. To get the most out of a game like this you need to find players who like both. That's going to be a huge ask. In my experience it's very much an either-or situation. Either a player likes the crunchy rules or they like super-lightweight freeform play. Finding a group of people who like both when that Venn diagram is effectively two separate circles is going to be hard.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.