Daggerheart

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.

The Good

Heritage (Ancestries & Communities)

This strikes a great balance between character variety and ease of use.

Experiences

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.

Domains

The Domain system is very promising.

This modularity supports creativity and could solve many issues inherent in rigid class-based systems.

Duality Dice (Hope & Fear)

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 Bad

Classes

The presence of classes introduces known limitations:

  1. You can’t predefine every archetype that players want.
  2. Class names and expectations can be unclear. For instance:
    • “Rogue” is familiar.
    • “Seraph”? Not so much.

Attempting to label every possible character concept is a losing battle.

Heritage

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.

Traits

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

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.

Domain Naming

The Domain names try too hard to sound cool, but often miss the mark.

Suggestions:

Names should clearly reflect their mechanical and thematic focus.

Mechanics & Resources

Some mechanical quirks feel off:

Mechanics should be narratively justifiable—especially in a game that emphasizes storytelling.

Pronouns

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.