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research:daggerheart [2025/06/15 11:40] – Ron Helwig | research:daggerheart [2025/06/22 15:39] (current) – Ron Helwig | ||
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- | This is for my thoughts on [[https:// | + | # Daggerheart |
- | ====== The Good ====== | + | This page collects my thoughts and critiques of [Daggerheart](https:// |
+ | **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. | ||
- | ===== Duality Dice ===== | + | ## The Good |
- | ====== The Bad ====== | + | ### Heritage (Ancestries & Communities) |
- | ===== Duality Dice ===== | + | - The **Ancestry** system is elegant: each ancestry grants **two features**, making it simple and manageable. |
+ | - **Communities** each provide **one feature**, which adds thematic depth without overcomplication. | ||
- | ===== Classes ===== | + | This strikes a great balance between character variety and ease of use. |
- | First, the simple existence | + | |
+ | ### Experiences | ||
+ | |||
+ | Conceptually, Experiences are a **strong idea**. They offer players | ||
+ | |||
+ | **Concerns**: | ||
+ | - May be **underutilized** or **misunderstood** by new players. | ||
+ | - Some players might **dismiss them** due to the relatively small mechanical bonus (especially since activating them costs a **Hope** resource). | ||
+ | |||
+ | 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**. | ||
+ | |||
+ | - Could have **replaced classes entirely**, allowing players to define archetypes by selecting two Domains. | ||
+ | - Would have made **multiclassing** intuitive—just add another Domain at level-up. | ||
+ | |||
+ | 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: | ||
+ | |||
+ | - Offers meaningful **risk/ | ||
+ | - Integrates into many gameplay layers for a **cohesive thematic experience**. | ||
+ | |||
+ | **Eliminating initiative** and using a **freeform turn structure** promotes narrative flow. However: | ||
+ | |||
+ | - Can be **challenging for shy or inexperienced players**. | ||
+ | - Risk of **spotlight hogging** by more extroverted players. | ||
+ | |||
+ | The mechanic is bold and innovative—but will require good table etiquette and GM awareness to work well. | ||
+ | |||
+ | ## The Bad | ||
+ | |||
+ | ### Classes | ||
+ | |||
+ | The presence | ||
+ | |||
+ | 1. You **can’t predefine every archetype** that players want. | ||
+ | 2. Class **names and expectations** can be unclear. | ||
+ | For instance: | ||
+ | - " | ||
+ | - " | ||
+ | |||
+ | Attempting to label every possible character concept is a losing battle. | ||
+ | |||
+ | ### Heritage | ||
+ | |||
+ | While the Ancestry/ | ||
+ | |||
+ | What would help: | ||
+ | - A **DIY ancestry builder**, where GMs can assemble ancestry feature pairs from a curated list. | ||
+ | - Official support for custom ancestries and world-specific variants. | ||
+ | |||
+ | 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 | ||
+ | |------------------|------------------| | ||
+ | | Instinct | ||
+ | | Presence | ||
+ | | Knowledge | ||
+ | | Finesse/ | ||
+ | | Strength (w/Con) | Strength + Constitution | | ||
+ | |||
+ | Issues: | ||
+ | - **Dex split** into Finesse and Agility is arbitrary and unclear. | ||
+ | - **Con folded into Strength** undermines mechanical clarity. | ||
+ | - Naming changes seem like change for change’s sake. | ||
+ | |||
+ | 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** | ||
+ | |||
+ | ### Domain Naming | ||
+ | |||
+ | 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**. | ||
+ | |||
+ | ### Mechanics & Resources | ||
+ | |||
+ | Some mechanical quirks feel off: | ||
+ | |||
+ | - **" | ||
+ | - Features like **" | ||
+ | |||
+ | 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**, | ||
+ | |||
+ | Pronouns, like names and personality traits, should be a **player choice**, not a system mandate. | ||
- | Secondly, some of the class names are not as immediately recognizable as they should be. Sure, a player familiar with D&D would know what a Rogue implies, but what is a Seraph? Trying to name **every** archetype that someone might want to play is an impossible task. | ||
- | ===== Pronouns ===== | ||
- | WTF? There' |