This page collects my thoughts and critiques of Daggerheart. Note: These impressions are based on the available documentation and what I have watched of Critical Role's Age of Umbra live play—I have not yet played the game myself.
This strikes a great balance between character variety and ease of use.
Conceptually, Experiences are a strong idea. They offer players the chance to define past events that shape their character.
Concerns:
Still, it’s a meaningful narrative mechanic with good potential—if well supported by play culture and GM facilitation.
The Domain system is very promising.
This modularity supports creativity and could solve many issues inherent in rigid class-based systems.
The Hope and Fear system is compelling:
Eliminating initiative and using a freeform turn structure promotes narrative flow. However:
The mechanic is bold and innovative—but will require good table etiquette and GM awareness to work well.
The presence of classes introduces known limitations:
Attempting to label every possible character concept is a losing battle.
While the Ancestry/Community structure is solid, the default ancestries are overly fantastical for many settings.
What would help:
Also, I would prefer bringing back Backgrounds—each with a feature or two of their own.
Renaming core attributes feels unnecessary and potentially confusing:
Daggerheart | Traditional D&D |
---|---|
Instinct | Wisdom |
Presence | Charisma |
Knowledge | Intelligence |
Finesse/Agility | Dexterity |
Strength (w/Con) | Strength + Constitution |
Issues:
Using traditional D&D stats (even just the modifiers) would have made the system more intuitive.
Skills are removed. While this can simplify things, it shifts decision-making to open-ended player/GM negotiation. That’s not always a positive for newer players.
The Domain names try too hard to sound cool, but often miss the mark.
Suggestions:
Sage
→ Nature
Splendor
→ Life
or Health
Valor
→ Protector
Names should clearly reflect their mechanical and thematic focus.
Some mechanical quirks feel off:
Mechanics should be narratively justifiable—especially in a game that emphasizes storytelling.
This part feels forced:
The game rules include mandatory pronoun fields on character sheets.
While players should absolutely be free to include their pronouns, making it a mechanical rule is unnecessary. It feels like virtue signaling, rather than a genuine aid to gameplay.
Pronouns, like names and personality traits, should be a player choice, not a system mandate.